migrant a SDL3
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@@ -1,7 +1,7 @@
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#include "scoreboard.h"
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#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
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#include <SDL3/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
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#include <SDL3/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
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#include <SDL3/SDL_timer.h> // Para SDL_GetTicks
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#include <math.h> // Para roundf
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#include <iomanip> // Para operator<<, setfill, setw
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#include <sstream> // Para basic_ostream, basic_ostringstream
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@@ -120,7 +120,7 @@ void Scoreboard::update()
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// Pinta el marcador
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void Scoreboard::render()
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{
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SDL_RenderCopy(renderer_, background_, nullptr, &rect_);
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SDL_RenderTexture(renderer_, background_, nullptr, &rect_);
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}
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// Establece el valor de la variable
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@@ -296,7 +296,7 @@ void Scoreboard::fillPanelTextures()
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// NAME
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text_scoreboard_->writeCentered(slot4_3_.x, slot4_3_.y, lang::getText(106));
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/* TEXTO CENTRADO */
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//text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
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// text_scoreboard_->writeDX(TEXT_CENTER | TEXT_COLOR, slot4_4_.x, slot4_4_.y, record_name_[i], 1, getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
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/* TEXTO A LA IZQUIERDA */
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text_scoreboard_->writeColored(enter_name_pos_.x, enter_name_pos_.y, record_name_[i], getColorLikeKnightRider(name_colors_, loop_counter_ / 5));
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@@ -340,7 +340,7 @@ void Scoreboard::fillBackgroundTexture()
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// Copia las texturas de los paneles
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for (int i = 0; i < SCOREBOARD_MAX_PANELS; ++i)
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{
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SDL_RenderCopy(renderer_, panel_texture_[i], nullptr, &panel_[i].pos);
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SDL_RenderTexture(renderer_, panel_texture_[i], nullptr, &panel_[i].pos);
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}
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// Dibuja la linea que separa la zona de juego del marcador
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