Transició a surface: ending.cpp fet
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@@ -14,9 +14,9 @@
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#include "options.h" // for Options, options, OptionsVideo, Sect...
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#include "resource.h" // for Resource
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#include "screen.h" // for Screen
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#include "s_sprite.h" // for Sprite
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#include "s_sprite.h" // for SSprite
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#include "text.h" // for Text, TEXT_STROKE
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#include "surface.h" // for Texture
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#include "surface.h" // for Surface
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#include "utils.h" // for Color, stringToColor, Palette
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// Constructor
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@@ -43,8 +43,8 @@ Ending::Ending()
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Screen::get()->setBorderColor(stringToColor(options.video.palette, "black"));
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// Crea la textura para cubrir el texto
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cover_texture_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
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SDL_SetTextureBlendMode(cover_texture_, SDL_BLENDMODE_BLEND);
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cover_surface_ = createTexture(Screen::get()->getRenderer(), options.game.width, options.game.height + 8);
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SDL_SetTextureBlendMode(cover_surface_, SDL_BLENDMODE_BLEND);
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// Rellena la textura para la cortinilla
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fillCoverTexture();
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@@ -53,7 +53,7 @@ Ending::Ending()
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// Destructor
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Ending::~Ending()
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{
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SDL_DestroyTexture(cover_texture_);
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SDL_DestroyTexture(cover_surface_);
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}
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// Actualiza el objeto
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@@ -174,61 +174,55 @@ void Ending::iniTexts()
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const int WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
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const int HEIGHT = text->getCharacterSize() + 2 + 2;
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Color color = stringToColor(options.video.palette, "black");
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Uint8 color = stringToColor("black");
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EndingTexture st;
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// Crea la textura
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st.image_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.image_texture->createBlank(WIDTH, HEIGHT);
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st.image_texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.image_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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st.image_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT);
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Screen::get()->setRenderSurfaceData(st.image_surface);
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text->writeDX(TEXT_STROKE, 2, 2, txt.caption, 1, color, 2, color);
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// Crea el sprite
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st.image_sprite = std::make_shared<Sprite>(st.image_texture, 0, 0, st.image_texture->getWidth(), st.image_texture->getHeight());
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st.image_sprite->setPosition((options.game.width - st.image_texture->getWidth()) / 2, txt.pos);
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st.image_sprite = std::make_shared<SSprite>(st.image_surface, 0, 0, st.image_surface->getWidth(), st.image_surface->getHeight());
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st.image_sprite->setPosition((options.game.width - st.image_surface->getWidth()) / 2, txt.pos);
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// Crea la coverTexture
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st.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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st.cover_texture->createBlank(WIDTH, HEIGHT + 8);
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st.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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st.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Crea la cover_surface
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st.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
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Screen::get()->setRenderSurfaceData(st.cover_surface);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Rellena la cover_surface con color transparente
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Screen::get()->clean(stringToColor("transparent"));
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// Crea una malla de 8 pixels de alto
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color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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auto surface = Screen::get()->getRenderSurfaceData();
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color = stringToColor("black");
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for (int i = 0; i < WIDTH; i += 2)
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{
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
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st.cover_surface->putPixel(surface, i, 0, color);
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st.cover_surface->putPixel(surface, i, 2, color);
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st.cover_surface->putPixel(surface, i, 4, color);
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st.cover_surface->putPixel(surface, i, 6, color);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
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st.cover_surface->putPixel(surface, i + 1, 5, color);
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st.cover_surface->putPixel(surface, i + 1, 7, color);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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color = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), color.r, color.g, color.b, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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st.cover_surface->fillRect(surface, &rect, color);
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// Crea el sprite
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st.cover_sprite = std::make_shared<Sprite>(st.cover_texture, 0, 0, st.cover_texture->getWidth(), st.cover_texture->getHeight() - 8);
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st.cover_sprite->setPosition((options.game.width - st.cover_texture->getWidth()) / 2, txt.pos);
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st.cover_sprite->setClip(0, 8, st.cover_texture->getWidth(), st.cover_texture->getHeight());
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st.cover_sprite = std::make_shared<SSprite>(st.cover_surface, 0, 0, st.cover_surface->getWidth(), st.cover_surface->getHeight() - 8);
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st.cover_sprite->setPosition((options.game.width - st.cover_surface->getWidth()) / 2, txt.pos);
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st.cover_sprite->setClip(0, 8, st.cover_surface->getWidth(), st.cover_surface->getHeight());
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// Inicializa variables
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st.cover_clip_desp = 8;
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st.cover_clip_height = HEIGHT;
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sprite_texts_.push_back(st);
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Screen::get()->setRenderSurfaceData(nullptr);
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}
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}
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@@ -238,22 +232,11 @@ void Ending::iniPics()
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// Vector con las rutas y la posición
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std::vector<TextAndPosition> pics;
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if (options.video.palette == Palette::ZXSPECTRUM)
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{
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pics.push_back({"ending1.gif", 48});
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pics.push_back({"ending2.gif", 26});
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pics.push_back({"ending3.gif", 29});
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pics.push_back({"ending4.gif", 63});
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pics.push_back({"ending5.gif", 53});
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}
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else
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{
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pics.push_back({"ending1_zxarne.gif", 48});
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pics.push_back({"ending2_zxarne.gif", 26});
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pics.push_back({"ending3_zxarne.gif", 29});
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pics.push_back({"ending4_zxarne.gif", 63});
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pics.push_back({"ending5_zxarne.gif", 53});
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}
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pics.push_back({"ending1.gif", 48});
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pics.push_back({"ending2.gif", 26});
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pics.push_back({"ending3.gif", 29});
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pics.push_back({"ending4.gif", 63});
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pics.push_back({"ending5.gif", 53});
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// Crea los sprites
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sprite_pics_.clear();
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@@ -263,54 +246,50 @@ void Ending::iniPics()
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EndingTexture sp;
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// Crea la texture
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sp.image_texture = Resource::get()->getSurface(pic.caption);
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const int WIDTH = sp.image_texture->getWidth();
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const int HEIGHT = sp.image_texture->getHeight();
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sp.image_surface = Resource::get()->getSurface(pic.caption);
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const int WIDTH = sp.image_surface->getWidth();
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const int HEIGHT = sp.image_surface->getHeight();
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// Crea el sprite
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sp.image_sprite = std::make_shared<Sprite>(sp.image_texture, 0, 0, WIDTH, HEIGHT);
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sp.image_sprite = std::make_shared<SSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
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sp.image_sprite->setPosition((options.game.width - WIDTH) / 2, pic.pos);
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// Crea la coverTexture
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sp.cover_texture = std::make_shared<Texture>(Screen::get()->getRenderer());
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sp.cover_texture->createBlank(WIDTH, HEIGHT + 8);
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sp.cover_texture->setAsRenderTarget(Screen::get()->getRenderer());
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sp.cover_texture->setBlendMode(SDL_BLENDMODE_BLEND);
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// Crea la cover_surface
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sp.cover_surface = std::make_shared<Surface>(Screen::get()->getRenderSurfaceData(), WIDTH, HEIGHT + 8);
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Screen::get()->setRenderSurfaceData(sp.cover_surface);
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// Rellena la coverTexture con color transparente
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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// Rellena la cover_surface con color transparente
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Screen::get()->clean(stringToColor("transparent"));
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// Crea una malla en los primeros 8 pixels
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Color c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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auto surface = Screen::get()->getRenderSurfaceData();
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auto color = stringToColor("black");
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for (int i = 0; i < WIDTH; i += 2)
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{
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 0);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 2);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 4);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i, 6);
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sp.cover_surface->putPixel(surface, i, 0, color);
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sp.cover_surface->putPixel(surface, i, 2, color);
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sp.cover_surface->putPixel(surface, i, 4, color);
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sp.cover_surface->putPixel(surface, i, 6, color);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 5);
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SDL_RenderDrawPoint(Screen::get()->getRenderer(), i + 1, 7);
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sp.cover_surface->putPixel(surface, i + 1, 5, color);
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sp.cover_surface->putPixel(surface, i + 1, 7, color);
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}
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// El resto se rellena de color sólido
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SDL_Rect rect = {0, 8, WIDTH, HEIGHT};
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c = stringToColor(options.video.palette, "black");
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), c.r, c.g, c.b, 0xFF);
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SDL_RenderFillRect(Screen::get()->getRenderer(), &rect);
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sp.cover_surface->fillRect(surface, &rect, color);
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// Crea el sprite
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sp.cover_sprite = std::make_shared<Sprite>(sp.cover_texture, 0, 0, sp.cover_texture->getWidth(), sp.cover_texture->getHeight() - 8);
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sp.cover_sprite->setPosition((options.game.width - sp.cover_texture->getWidth()) / 2, pic.pos);
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sp.cover_sprite->setClip(0, 8, sp.cover_texture->getWidth(), sp.cover_texture->getHeight());
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sp.cover_sprite = std::make_shared<SSprite>(sp.cover_surface, 0, 0, sp.cover_surface->getWidth(), sp.cover_surface->getHeight() - 8);
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sp.cover_sprite->setPosition((options.game.width - sp.cover_surface->getWidth()) / 2, pic.pos);
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sp.cover_sprite->setClip(0, 8, sp.cover_surface->getWidth(), sp.cover_surface->getHeight());
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// Inicializa variables
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sp.cover_clip_desp = 8;
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sp.cover_clip_height = HEIGHT;
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sprite_pics_.push_back(sp);
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Screen::get()->setRenderSurfaceData(nullptr);
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}
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}
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@@ -500,7 +479,7 @@ void Ending::checkChangeScene()
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void Ending::fillCoverTexture()
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{
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// Rellena la textura que cubre el texto con color transparente
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SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_texture_);
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SDL_SetRenderTarget(Screen::get()->getRenderer(), cover_surface_);
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SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
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SDL_RenderClear(Screen::get()->getRenderer());
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@@ -534,7 +513,7 @@ void Ending::renderCoverTexture()
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const int OFFSET = std::min(cover_counter_, 100);
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SDL_Rect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
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SDL_Rect dstRect = {0, 0, 256, OFFSET * 2};
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SDL_RenderCopy(Screen::get()->getRenderer(), cover_texture_, &srcRect, &dstRect);
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SDL_RenderCopy(Screen::get()->getRenderer(), cover_surface_, &srcRect, &dstRect);
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}
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}
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