Precàrrega de tots els recursos al inici del joc
8.000.000 de cherrypickings que he anat fent pel codi
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@@ -1,15 +1,16 @@
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#include "on_screen_help.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <memory> // for make_unique, make_shared, unique_ptr
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#include "asset.h" // for Asset
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#include "lang.h" // for getText
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#include "param.h" // for param
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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#include "utils.h" // for easeInOutSine, Param, ParamGame
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <memory> // for make_unique, make_shared, unique_ptr
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#include "asset.h" // for Asset
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#include "lang.h" // for getText
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#include "param.h" // for param
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "sprite.h" // for Sprite
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#include "text.h" // for Text
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#include "texture.h" // for Texture
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#include "utils.h" // for easeInOutSine, Param, ParamGame
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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OnScreenHelp *OnScreenHelp::onScreenHelp = nullptr;
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@@ -95,10 +96,10 @@ void OnScreenHelp::fillTexture()
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SDL_SetRenderTarget(Screen::get()->getRenderer(), texture);
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// Crea el objeto para el texto
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auto text = std::make_unique<Text>(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Screen::get()->getRenderer());
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auto text = std::make_unique<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"));
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// Crea la textura con los gráficos
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auto controllersTexture = std::make_shared<Texture>(Screen::get()->getRenderer(), Asset::get()->get("controllers.png"));
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auto controllersTexture = Resource::get()->getTexture("controllers.png");
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// Crea el sprite para dibujar los gráficos
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auto sprite = std::make_unique<Sprite>(controllersTexture, (SDL_Rect){0, 0, 16, 16});
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@@ -170,7 +171,7 @@ void OnScreenHelp::toggleState()
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// Calcula la longitud en pixels del texto más largo
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auto OnScreenHelp::getLargestStringSize() -> int const
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{
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auto text = std::make_unique<Text>(Asset::get()->get("8bithud.png"), Asset::get()->get("8bithud.txt"), Screen::get()->getRenderer());
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auto text = std::make_unique<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"));
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auto size = 0;
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for (int i = 107; i <= 113; ++i)
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