Passant std::cout a SDL_Log
This commit is contained in:
@@ -46,7 +46,7 @@ Credits::Credits()
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section::name = section::Name::CREDITS;
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balloon_manager_->setPlayArea(play_area_);
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fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
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fade_in_->setColor(FADE_COLOR.r, FADE_COLOR.g, FADE_COLOR.b);
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fade_in_->setType(FadeType::FULLSCREEN);
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fade_in_->setPostDuration(50);
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fade_in_->setMode(FadeMode::IN);
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@@ -185,46 +185,46 @@ void Credits::fillTextTexture()
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int y = (param.game.height - TEXTS_HEIGHT) / 2;
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y = 0;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->setPalette(0);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->setPalette(0);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->setPalette(0);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_PRE_TITLE;
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text->setPalette(1);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text->setPalette(0);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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y += SPACE_POST_TITLE;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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// Mini logo
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y += SPACE_PRE_TITLE;
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mini_logo_rect_src_.y = y;
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auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
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mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(shdw_txt_color.r, shdw_txt_color.g, shdw_txt_color.b);
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Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(SHADOW_TEXT_COLOR.r, SHADOW_TEXT_COLOR.g, SHADOW_TEXT_COLOR.b);
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mini_logo_sprite->render();
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mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
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@@ -233,7 +233,7 @@ void Credits::fillTextTexture()
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// Texto con el copyright
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y += mini_logo_sprite->getHeight() + 3;
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color);
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text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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// Resetea el renderizador
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SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
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