Passant std::cout a SDL_Log
This commit is contained in:
@@ -38,7 +38,7 @@ Instructions::Instructions()
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view_ = param.game.game_area.rect;
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// Inicializa objetos
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fade_->setColor(fade_color.r, fade_color.g, fade_color.b);
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fade_->setColor(FADE_COLOR.r, FADE_COLOR.g, FADE_COLOR.b);
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fade_->setType(FadeType::FULLSCREEN);
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fade_->setPostDuration(param.fade.post_duration);
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fade_->setMode(FadeMode::IN);
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@@ -147,24 +147,24 @@ void Instructions::fillTexture()
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const int anchor_item = (param.game.width - (lenght + desp_x)) / 2;
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// Escribe el texto de las instrucciones
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText(11), 1, orange_color, 1, shdw_txt_color);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, first_line, lang::getText(11), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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const int anchor1 = first_line + space_post_header;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 0, lang::getText(12), 1, no_color, 1, shdw_txt_color);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 1, lang::getText(13), 1, no_color, 1, shdw_txt_color);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 2, lang::getText(14), 1, no_color, 1, shdw_txt_color);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 3, lang::getText(15), 1, no_color, 1, shdw_txt_color);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 0, lang::getText(12), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_between_lines * 1, lang::getText(13), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 2, lang::getText(14), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor1 + space_new_paragraph + space_between_lines * 3, lang::getText(15), 1, NO_COLOR, 1, SHADOW_TEXT_COLOR);
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// Escribe el texto de los objetos y sus puntos
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const int anchor2 = anchor1 + space_pre_header + space_new_paragraph + space_between_lines * 3;
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText(16), 1, orange_color, 1, shdw_txt_color);
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text_->writeDX(TEXT_CENTER | TEXT_COLOR | TEXT_SHADOW, param.game.game_area.center_x, anchor2, lang::getText(16), 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR);
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const int anchor3 = anchor2 + space_post_header;
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 0, lang::getText(17), shdw_txt_color);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 1, lang::getText(18), shdw_txt_color);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 2, lang::getText(19), shdw_txt_color);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 3, lang::getText(20), shdw_txt_color);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 4, lang::getText(21), shdw_txt_color);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 0, lang::getText(17), SHADOW_TEXT_COLOR);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 1, lang::getText(18), SHADOW_TEXT_COLOR);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 2, lang::getText(19), SHADOW_TEXT_COLOR);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 3, lang::getText(20), SHADOW_TEXT_COLOR);
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text_->writeShadowed(anchor_item + desp_x, anchor3 + space_between_item_lines * 4, lang::getText(21), SHADOW_TEXT_COLOR);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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@@ -242,7 +242,7 @@ void Instructions::render()
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Screen::get()->start();
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// Limpia la pantalla
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Screen::get()->clean(bg_color);
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Screen::get()->clean(BG_COLOR);
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// Dibuja el mosacico de fondo
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tiled_bg_->render();
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