clang-tidy
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@@ -137,7 +137,7 @@ void Instructions::fillTexture() {
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const int FIRST_LINE = (param.game.height - SIZE) / 2;
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// Calcula cual es el texto más largo de las descripciones de los items
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int lenght = 0;
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int length = 0;
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const std::array<std::string, 5> ITEM_DESCRIPTIONS = {
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Lang::getText("[INSTRUCTIONS] 07"),
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Lang::getText("[INSTRUCTIONS] 08"),
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@@ -146,9 +146,9 @@ void Instructions::fillTexture() {
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Lang::getText("[INSTRUCTIONS] 11")};
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for (const auto &desc : ITEM_DESCRIPTIONS) {
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const int L = text_->length(desc);
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lenght = L > lenght ? L : lenght;
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length = L > length ? L : length;
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}
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const int ANCHOR_ITEM = (param.game.width - (lenght + X_OFFSET)) / 2;
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const int ANCHOR_ITEM = (param.game.width - (length + X_OFFSET)) / 2;
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auto caption_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, ORANGE_TEXT_COLOR, SHADOW_TEXT_COLOR);
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auto text_style = Text::Style(Text::CENTER | Text::COLOR | Text::SHADOW, NO_TEXT_COLOR, SHADOW_TEXT_COLOR);
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@@ -157,21 +157,21 @@ void Instructions::fillTexture() {
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text_->writeStyle(param.game.game_area.center_x, FIRST_LINE, Lang::getText("[INSTRUCTIONS] 01"), caption_style);
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const int ANCHOR1 = FIRST_LINE + SPACE_POST_HEADER;
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 0, Lang::getText("[INSTRUCTIONS] 02"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_BETWEEN_LINES * 1, Lang::getText("[INSTRUCTIONS] 03"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 2, Lang::getText("[INSTRUCTIONS] 04"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + SPACE_BETWEEN_LINES * 3, Lang::getText("[INSTRUCTIONS] 05"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + (SPACE_BETWEEN_LINES * 0), Lang::getText("[INSTRUCTIONS] 02"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + (SPACE_BETWEEN_LINES * 1), Lang::getText("[INSTRUCTIONS] 03"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + (SPACE_BETWEEN_LINES * 2), Lang::getText("[INSTRUCTIONS] 04"), text_style);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR1 + SPACE_NEW_PARAGRAPH + (SPACE_BETWEEN_LINES * 3), Lang::getText("[INSTRUCTIONS] 05"), text_style);
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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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const int ANCHOR2 = ANCHOR1 + SPACE_PRE_HEADER + SPACE_NEW_PARAGRAPH + (SPACE_BETWEEN_LINES * 3);
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text_->writeStyle(param.game.game_area.center_x, ANCHOR2, Lang::getText("[INSTRUCTIONS] 06"), caption_style);
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const int ANCHOR3 = ANCHOR2 + SPACE_POST_HEADER;
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 0, Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 1, Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 2, Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 3, Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + SPACE_BETWEEN_ITEM_LINES * 4, Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 0), Lang::getText("[INSTRUCTIONS] 07"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 1), Lang::getText("[INSTRUCTIONS] 08"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 2), Lang::getText("[INSTRUCTIONS] 09"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 3), Lang::getText("[INSTRUCTIONS] 10"), SHADOW_TEXT_COLOR);
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text_->writeShadowed(ANCHOR_ITEM + X_OFFSET, ANCHOR3 + (SPACE_BETWEEN_ITEM_LINES * 4), Lang::getText("[INSTRUCTIONS] 11"), SHADOW_TEXT_COLOR);
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// Deja el renderizador como estaba
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SDL_SetRenderTarget(renderer_, temp);
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