forked from jaildesigner-jailgames/jaildoctors_dilemma
fix: no pintava el efecte de carrega del borde en LoadingScreen
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@@ -165,8 +165,8 @@ void LoadingScreen::renderBorder()
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// Añade lineas amarillas
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// Añade lineas amarillas
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color = stringToColor(options.video.palette, "yellow");
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color = stringToColor(options.video.palette, "yellow");
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
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const int width = GAMECANVAS_WIDTH + (options.video.border.width * 2);
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const int width = options.game.width + (options.video.border.width * 2);
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const int height = GAMECANVAS_HEIGHT + (options.video.border.height * 2);
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const int height = options.game.height + (options.video.border.height * 2);
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bool drawEnabled = rand() % 2 == 0 ? true : false;
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bool drawEnabled = rand() % 2 == 0 ? true : false;
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int row = 0;
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int row = 0;
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int rowSize = 1;
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int rowSize = 1;
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@@ -280,8 +280,6 @@ void Screen::gameCanvasToBorderCanvas()
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{
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{
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auto temp = SDL_GetRenderTarget(renderer_);
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auto temp = SDL_GetRenderTarget(renderer_);
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SDL_SetRenderTarget(renderer_, border_canvas_);
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SDL_SetRenderTarget(renderer_, border_canvas_);
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SDL_SetRenderDrawColor(renderer_, border_color_.r, border_color_.g, border_color_.b, 0xFF);
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SDL_RenderClear(renderer_);
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SDL_RenderCopy(renderer_, game_canvas_, nullptr, &game_canvas_rect_);
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SDL_RenderCopy(renderer_, game_canvas_, nullptr, &game_canvas_rect_);
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SDL_SetRenderTarget(renderer_, temp);
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SDL_SetRenderTarget(renderer_, temp);
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}
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}
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