forked from jaildesigner-jailgames/jaildoctors_dilemma
canvi de pc
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@@ -52,7 +52,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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SDL_RenderSetIntegerScale(renderer_, options.video.integer_scale ? SDL_TRUE : SDL_FALSE);
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// Crea la textura donde se vuelcan las surfaces
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surface_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
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surface_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, options.game.width, options.game.height);
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if (surface_texture_ == nullptr)
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{
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if (options.console)
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@@ -60,6 +60,7 @@ Screen::Screen(SDL_Window *window, SDL_Renderer *renderer)
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std::cout << "surface_texture_ could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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//SDL_SetTextureBlendMode(surface_texture_, SDL_BLENDMODE_BLEND);
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// Crea la textura donde se dibujan los graficos del juego
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game_texture_ = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, options.game.width, options.game.height);
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@@ -128,7 +129,9 @@ void Screen::render()
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// Renderiza sobre gameCanvas los overlays
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renderNotifications();
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surface_->copyToTexture(renderer_, game_texture_);
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fillTextureWithColor(renderer_, surface_texture_, 0xFF, 0x00, 0xFF, 0xFF);
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surface_->copyToTexture(renderer_, surface_texture_);
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SDL_RenderCopy(renderer_, surface_texture_, nullptr, nullptr);
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// Si está el borde activo, vuelca gameCanvas sobre borderCanvas
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if (options.video.border.enabled)
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