Eliminada gran cantidad de código sobrante
This commit is contained in:
@@ -14,31 +14,23 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer, Asset *asset, options
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// Crea los objetos
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notify = new Notify(renderer, asset->get("notify.png"), asset->get("smb2.png"), asset->get("smb2.txt"), asset->get("notify.wav"), options);
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gameCanvasWidth = options->gameWidth;
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gameCanvasHeight = options->gameHeight;
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borderWidth = options->borderWidth * 2;
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borderHeight = options->borderHeight * 2;
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gameCanvasWidth = options->video.gameWidth;
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gameCanvasHeight = options->video.gameHeight;
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borderWidth = options->video.borderWidth * 2;
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borderHeight = options->video.borderHeight * 2;
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notificationLogicalWidth = gameCanvasWidth;
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notificationLogicalHeight = gameCanvasHeight;
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iniFade();
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iniSpectrumFade();
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// Define el color del borde para el modo de pantalla completa
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borderColor = {0x00, 0x00, 0x00};
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// Crea la textura donde se dibujan los graficos del juego
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gameCanvas = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, gameCanvasWidth, gameCanvasHeight);
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if (gameCanvas == nullptr)
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{
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if (options->console)
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{
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std::cout << "TitleSurface could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Establece el modo de video
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setVideoMode(options->videoMode);
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setVideoMode(options->video.mode);
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// Inicializa variables
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notifyActive = false;
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@@ -99,7 +91,7 @@ void Screen::setVideoMode(int videoMode)
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// Esconde la ventana
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//SDL_HideWindow(window);
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if (options->borderEnabled)
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if (options->video.borderEnabled)
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{
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windowWidth = gameCanvasWidth + borderWidth;
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windowHeight = gameCanvasHeight + borderHeight;
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@@ -114,7 +106,7 @@ void Screen::setVideoMode(int videoMode)
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}
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// Modifica el tamaño de la ventana
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SDL_SetWindowSize(window, windowWidth * options->windowSize, windowHeight * options->windowSize);
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SDL_SetWindowSize(window, windowWidth * options->video.windowSize, windowHeight * options->video.windowSize);
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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// Muestra la ventana
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@@ -131,7 +123,7 @@ void Screen::setVideoMode(int videoMode)
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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// Aplica el escalado al rectangulo donde se pinta la textura del juego
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if (options->integerScale)
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if (options->video.integerScale)
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{
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// Calcula el tamaño de la escala máxima
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int scale = 0;
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@@ -145,7 +137,7 @@ void Screen::setVideoMode(int videoMode)
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dest.x = (windowWidth - dest.w) / 2;
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dest.y = (windowHeight - dest.h) / 2;
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}
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else if (options->keepAspect)
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else if (options->video.keepAspect)
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{
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float ratio = (float)gameCanvasWidth / (float)gameCanvasHeight;
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if ((windowWidth - gameCanvasWidth) >= (windowHeight - gameCanvasHeight))
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@@ -175,9 +167,9 @@ void Screen::setVideoMode(int videoMode)
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SDL_RenderSetLogicalSize(renderer, windowWidth, windowHeight);
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// Actualiza las opciones
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options->videoMode = videoMode;
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options->screen.windowWidth = windowWidth;
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options->screen.windowHeight = windowHeight;
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options->video.mode = videoMode;
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options->video.windowWidth = windowWidth;
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options->video.windowHeight = windowHeight;
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// Establece el tamaño de las notificaciones
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setNotificationSize();
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@@ -186,30 +178,30 @@ void Screen::setVideoMode(int videoMode)
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// Camibia entre pantalla completa y ventana
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void Screen::switchVideoMode()
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{
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options->videoMode = (options->videoMode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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setVideoMode(options->videoMode);
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options->video.mode = (options->video.mode == 0) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0;
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setVideoMode(options->video.mode);
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}
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// Cambia el tamaño de la ventana
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void Screen::setWindowSize(int size)
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{
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options->windowSize = size;
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options->video.windowSize = size;
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setVideoMode(0);
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}
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// Reduce el tamaño de la ventana
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void Screen::decWindowSize()
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{
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--options->windowSize;
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options->windowSize = std::max(options->windowSize, 1);
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--options->video.windowSize;
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options->video.windowSize = std::max(options->video.windowSize, 1);
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setVideoMode(0);
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}
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// Aumenta el tamaño de la ventana
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void Screen::incWindowSize()
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{
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++options->windowSize;
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options->windowSize = std::min(options->windowSize, 4);
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++options->video.windowSize;
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options->video.windowSize = std::min(options->video.windowSize, 4);
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setVideoMode(0);
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}
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@@ -228,25 +220,25 @@ void Screen::setBlendMode(SDL_BlendMode blendMode)
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// Establece el tamaño del borde
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void Screen::setBorderWidth(int s)
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{
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options->borderWidth = s;
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options->video.borderWidth = s;
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}
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// Establece el tamaño del borde
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void Screen::setBorderHeight(int s)
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{
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options->borderHeight = s;
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options->video.borderHeight = s;
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}
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// Establece si se ha de ver el borde en el modo ventana
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void Screen::setBorderEnabled(bool value)
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{
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options->borderEnabled = value;
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options->video.borderEnabled = value;
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}
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// Cambia entre borde visible y no visible
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void Screen::switchBorder()
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{
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options->borderEnabled = !options->borderEnabled;
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options->video.borderEnabled = !options->video.borderEnabled;
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setVideoMode(0);
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}
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@@ -323,66 +315,16 @@ void Screen::renderFade()
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SDL_RenderFillRect(renderer, &rect);
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}
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// Inicializa las variables para el fade spectrum
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void Screen::iniSpectrumFade()
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{
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spectrumFade = false;
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spectrumFadeCounter = 0;
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spectrumFadeLenght = 50;
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spectrumColor.clear();
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// Inicializa el vector de colores
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const std::vector<std::string> vColors = {"black", "blue", "red", "magenta", "green", "cyan", "yellow", "bright_white"};
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for (auto v : vColors)
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{
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spectrumColor.push_back(stringToColor(options->palette, v));
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}
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}
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// Actualiza el spectrum fade
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void Screen::updateSpectrumFade()
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{
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if (!spectrumFade)
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{
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return;
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}
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spectrumFadeCounter++;
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if (spectrumFadeCounter > spectrumFadeLenght)
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{
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iniSpectrumFade();
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SDL_SetTextureColorMod(gameCanvas, 255, 255, 255);
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}
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}
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// Dibuja el spectrum fade
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void Screen::renderSpectrumFade()
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{
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if (!spectrumFade)
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{
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return;
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}
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const float step = (float)spectrumFadeCounter / (float)spectrumFadeLenght;
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const int max = spectrumColor.size() - 1;
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const int index = max + (0 - max) * step;
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const color_t c = spectrumColor[index];
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SDL_SetTextureColorMod(gameCanvas, c.r, c.g, c.b);
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}
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// Actualiza los efectos
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void Screen::updateFX()
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{
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updateFade();
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updateSpectrumFade();
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}
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// Dibuja los efectos
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void Screen::renderFX()
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{
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renderFade();
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renderSpectrumFade();
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}
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// Actualiza el notificador
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@@ -414,9 +356,9 @@ void Screen::renderNotifications()
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// Establece el tamaño de las notificaciones
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void Screen::setNotificationSize()
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{
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if (options->videoMode == 0)
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if (options->video.mode == 0)
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{
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if (options->windowSize == 3)
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if (options->video.windowSize == 3)
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{
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notificationLogicalWidth = (windowWidth * 3) / 2;
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notificationLogicalHeight = (windowHeight * 3) / 2;
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@@ -428,7 +370,7 @@ void Screen::setNotificationSize()
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}
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}
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if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
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if (options->video.mode == SDL_WINDOW_FULLSCREEN_DESKTOP)
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{
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notificationLogicalWidth = windowWidth / 3;
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notificationLogicalHeight = windowHeight / 3;
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