migrant a SDL3
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@@ -1,6 +1,6 @@
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#include "fade.h"
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND, SDL_BLENDMODE_NONE
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#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <stdlib.h> // Para rand
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#include <algorithm> // Para min, max
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#include "param.h" // Para Param, param, ParamGame, ParamFade
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@@ -56,7 +56,7 @@ void Fade::render()
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{
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if (state_ != FadeState::NOT_ENABLED)
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{
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SDL_RenderCopy(renderer_, backbuffer_, nullptr, nullptr);
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SDL_RenderTexture(renderer_, backbuffer_, nullptr, nullptr);
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}
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}
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@@ -191,7 +191,7 @@ void Fade::update()
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for (size_t i = 0; i < square_.size(); ++i)
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{
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// A partir del segundo rectangulo se pinta en función del anterior
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square_.at(i).h = i == 0 ? h : std::max(square_.at(i - 1).h - 2, 0);
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square_.at(i).h = i == 0 ? h : std::max(static_cast<int>(square_.at(i - 1).h) - 2, 0);
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}
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int completed = 0;
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@@ -259,15 +259,15 @@ void Fade::activate()
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case FadeType::CENTER:
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{
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rect1_ = {0, 0, param.game.width, 0};
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rect2_ = {0, 0, param.game.width, 0};
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rect1_ = {0, 0, static_cast<float>(param.game.width), 0};
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rect2_ = {0, 0, static_cast<float>(param.game.width), 0};
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a_ = 64;
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break;
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}
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case FadeType::RANDOM_SQUARE:
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{
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rect1_ = {0, 0, param.game.width / num_squares_width_, param.game.height / num_squares_height_};
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rect1_ = {0, 0, static_cast<float>(param.game.width / num_squares_width_), static_cast<float>(param.game.height / num_squares_height_)};
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square_.clear();
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// Añade los cuadrados al vector
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@@ -283,7 +283,7 @@ void Fade::activate()
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while (num > 1)
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{
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auto num_arreu = rand() % num;
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SDL_Rect temp = square_[num_arreu];
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SDL_FRect temp = square_[num_arreu];
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square_[num_arreu] = square_[num - 1];
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square_[num - 1] = temp;
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num--;
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@@ -310,10 +310,10 @@ void Fade::activate()
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// Añade los cuadrados al vector
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square_.clear();
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rect1_ = {0, 0, param.game.width, 0};
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const int max = param.game.height / param.fade.venetian_size;
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rect1_ = {0, 0, static_cast<float>(param.game.width), 0};
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const int MAX = param.game.height / param.fade.venetian_size;
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for (int i = 0; i < max; ++i)
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for (int i = 0; i < MAX; ++i)
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{
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rect1_.y = i * param.fade.venetian_size;
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square_.push_back(rect1_);
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