forked from jaildesigner-jailgames/jaildoctors_dilemma
Corregits mil warnings de int a float
Corregit getDisplayInfo per al calcul del zoomMax
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@@ -152,8 +152,8 @@ void Ending::iniTexts() {
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for (const auto& txt : texts) {
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auto text = Resource::get()->getText("smb2");
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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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const float WIDTH = text->lenght(txt.caption, 1) + 2 + 2;
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const float HEIGHT = text->getCharacterSize() + 2 + 2;
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auto text_color = static_cast<Uint8>(PaletteColor::WHITE);
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auto shadow_color = static_cast<Uint8>(PaletteColor::BLACK);
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@@ -227,8 +227,8 @@ void Ending::iniPics() {
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// Crea la texture
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sp.image_surface = Resource::get()->getSurface(pic.caption);
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sp.image_surface->setTransparentColor();
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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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const float WIDTH = sp.image_surface->getWidth();
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const float HEIGHT = sp.image_surface->getHeight();
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// Crea el sprite
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sp.image_sprite = std::make_shared<SSprite>(sp.image_surface, 0, 0, WIDTH, HEIGHT);
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@@ -256,7 +256,7 @@ void Ending::iniPics() {
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}
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// El resto se rellena de color sólido
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SDL_FRect rect = {0, 8, WIDTH, HEIGHT};
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SDL_FRect rect = {0.0F, 8.0F, WIDTH, HEIGHT};
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surface->fillRect(&rect, color);
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// Crea el sprite
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@@ -464,8 +464,8 @@ void Ending::renderCoverTexture() {
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if (cover_counter_ > 0) {
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// Dibuja la textura que cubre el texto
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const int OFFSET = std::min(cover_counter_, 100);
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SDL_FRect srcRect = {0, 200 - (cover_counter_ * 2), 256, OFFSET * 2};
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SDL_FRect dstRect = {0, 0, 256, OFFSET * 2};
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SDL_FRect srcRect = {0.0F, 200.0F - (cover_counter_ * 2.0F), 256.0F, OFFSET * 2.0F};
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SDL_FRect dstRect = {0.0F, 0.0F, 256.0F, OFFSET * 2.0F};
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cover_surface_->render(&srcRect, &dstRect);
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}
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}
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