From 38d5664601852b26b0a94e77b86f126d2c51aff4 Mon Sep 17 00:00:00 2001 From: Misa Date: Thu, 25 Feb 2021 15:37:03 -0800 Subject: [PATCH] Change all surface-clearing FillRect()s to use ClearSurface() ClearSurface() is less verbose than doing it the old way, and also conveys intent clearer. Plus, some of these FillRect()s had hardcoded width and height values, whereas ClearSurface() doesn't - meaning this change also has better future-proofing, in case the widths and heights of the surfaces involved change in the future. --- desktop_version/src/Graphics.cpp | 28 ++++++++++++++-------------- desktop_version/src/Input.cpp | 2 +- desktop_version/src/Render.cpp | 14 +++++++------- desktop_version/src/Screen.cpp | 4 ++-- desktop_version/src/editor.cpp | 8 ++++---- desktop_version/src/main.cpp | 2 +- desktop_version/src/preloader.cpp | 2 +- 7 files changed, 30 insertions(+), 30 deletions(-) diff --git a/desktop_version/src/Graphics.cpp b/desktop_version/src/Graphics.cpp index c5c73e36..042f8836 100644 --- a/desktop_version/src/Graphics.cpp +++ b/desktop_version/src/Graphics.cpp @@ -1304,7 +1304,7 @@ void Graphics::drawfade(void) int usethisamount = lerp(oldfadeamount, fadeamount); if ((fademode == 1)||(fademode == 4)) { - FillRect(backBuffer, 0, 0, backBuffer->w, backBuffer->h, 0x000000); + ClearSurface(backBuffer); } else if(fademode==3) { @@ -2005,7 +2005,7 @@ void Graphics::drawbackground( int t ) { case 1: //Starfield - FillRect(backBuffer,0x00000); + ClearSurface(backBuffer); for (int i = 0; i < numstars; i++) { stars[i].w = 2; @@ -2174,13 +2174,13 @@ void Graphics::drawbackground( int t ) break; } case 3: //Warp zone (horizontal) - FillRect(backBuffer, 0x000000); + ClearSurface(backBuffer); BlitSurfaceStandard(warpbuffer, NULL, warpbuffer_lerp, NULL); ScrollSurface(warpbuffer_lerp, lerp(0, -3), 0); BlitSurfaceStandard(warpbuffer_lerp, &towerbuffer_rect, backBuffer, NULL); break; case 4: //Warp zone (vertical) - FillRect(backBuffer, 0x000000); + ClearSurface(backBuffer); SDL_BlitSurface(warpbuffer, NULL, warpbuffer_lerp, NULL); ScrollSurface(warpbuffer_lerp, 0, lerp(0, -3)); SDL_BlitSurface(warpbuffer_lerp, &towerbuffer_rect, backBuffer, NULL); @@ -2239,7 +2239,7 @@ void Graphics::drawbackground( int t ) break; case 6: //Final Starfield - FillRect(backBuffer,0x000000); + ClearSurface(backBuffer); for (int i = 0; i < numstars; i++) { stars[i].w = 2; @@ -2287,7 +2287,7 @@ void Graphics::drawbackground( int t ) } break; default: - FillRect(backBuffer, 0x000000 ); + ClearSurface(backBuffer); break; } @@ -2376,7 +2376,7 @@ void Graphics::updatebackground(int t) { //draw the whole thing for the first time! backoffset = 0; - FillRect(warpbuffer, 0x000000); + ClearSurface(warpbuffer); for (int j = 0; j < 15; j++) { for (int i = 0; i < 21; i++) @@ -2415,7 +2415,7 @@ void Graphics::updatebackground(int t) { //draw the whole thing for the first time! backoffset = 0; - FillRect(warpbuffer,0x000000 ); + ClearSurface(warpbuffer); for (int j = 0; j < 16; j++) { for (int i = 0; i < 21; i++) @@ -2462,7 +2462,7 @@ void Graphics::drawmap(void) { if (!foregrounddrawn) { - FillRect(foregroundBuffer, 0x00000000); + ClearSurface(foregroundBuffer); if(map.tileset==0) { for (int j = 0; j < 30; j++) @@ -2502,7 +2502,7 @@ void Graphics::drawmap(void) void Graphics::drawfinalmap(void) { if (!foregrounddrawn) { - FillRect(foregroundBuffer, 0x00000000); + ClearSurface(foregroundBuffer); if(map.tileset==0){ for (int j = 0; j < 30; j++) { for (int i = 0; i < 40; i++) { @@ -2551,7 +2551,7 @@ void Graphics::drawtowerspikes(void) void Graphics::drawtowerbackground(const TowerBG& bg_obj) { - FillRect(backBuffer, 0x000000); + ClearSurface(backBuffer); SDL_BlitSurface(bg_obj.buffer, NULL, bg_obj.buffer_lerp, NULL); ScrollSurface(bg_obj.buffer_lerp, 0, lerp(0, -bg_obj.bscroll)); SDL_BlitSurface(bg_obj.buffer_lerp, &towerbuffer_rect, backBuffer, NULL); @@ -2825,7 +2825,7 @@ void Graphics::menuoffrender(void) { SDL_Surface* tempbufferFlipped = FlipSurfaceVerticle(tempBuffer); //put the stored backbuffer in the backbuffer. - SDL_FillRect(backBuffer, NULL, 0x00000000); + ClearSurface(backBuffer); BlitSurfaceStandard(tempbufferFlipped, NULL, backBuffer, NULL); SDL_FreeSurface(tempbufferFlipped); SDL_Rect offsetRect; @@ -2847,7 +2847,7 @@ void Graphics::menuoffrender(void) SDL_Rect rect; setRect(rect, 0, 0, backBuffer->w, backBuffer->h); screenbuffer->UpdateScreen(backBuffer,&rect); - FillRect(backBuffer, 0x000000); + ClearSurface(backBuffer); } void Graphics::drawhuetile( int x, int y, int t ) @@ -2981,7 +2981,7 @@ void Graphics::screenshake(void) screenbuffer->UpdateScreen( backBuffer, &shakeRect); } - FillRect(backBuffer, 0x000000 ); + ClearSurface(backBuffer); } void Graphics::updatescreenshake(void) diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 72800cbc..632682ac 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -2316,7 +2316,7 @@ static void mapmenuactionpress(void) //Kill contents of offset render buffer, since we do that for some reason. //This fixes an apparent frame flicker. - FillRect(graphics.tempBuffer, 0x000000); + ClearSurface(graphics.tempBuffer); graphics.fademode = 2; music.fadeout(); map.nexttowercolour(); diff --git a/desktop_version/src/Render.cpp b/desktop_version/src/Render.cpp index e8cfbbf3..d70a6b50 100644 --- a/desktop_version/src/Render.cpp +++ b/desktop_version/src/Render.cpp @@ -1169,7 +1169,7 @@ static void menurender(void) void titlerender() { - FillRect(graphics.backBuffer, 0,0,graphics.backBuffer->w, graphics.backBuffer->h, 0x00000000 ); + ClearSurface(graphics.backBuffer); if (!game.menustart) { @@ -1220,7 +1220,7 @@ void titlerender() void gamecompleterender(void) { - FillRect(graphics.backBuffer, 0x000000); + ClearSurface(graphics.backBuffer); if(!game.colourblindmode) graphics.drawtowerbackground(graphics.titlebg); @@ -1366,7 +1366,7 @@ void gamecompleterender(void) void gamecompleterender2(void) { - FillRect(graphics.backBuffer, 0x000000); + ClearSurface(graphics.backBuffer); graphics.drawimage(10, 0, 0); @@ -1412,7 +1412,7 @@ void gamerender(void) } else { - FillRect(graphics.backBuffer,0x00000); + ClearSurface(graphics.backBuffer); } graphics.drawtowermap(); } @@ -1424,7 +1424,7 @@ void gamerender(void) } else { - FillRect(graphics.backBuffer,0x00000); + ClearSurface(graphics.backBuffer); } if (map.final_colormode) { @@ -1712,7 +1712,7 @@ void gamerender(void) void maprender(void) { - FillRect(graphics.backBuffer, 0x000000); + ClearSurface(graphics.backBuffer); //draw screen alliteration //Roomname: @@ -2469,7 +2469,7 @@ void maprender(void) void teleporterrender(void) { - FillRect(graphics.backBuffer, 0x000000); + ClearSurface(graphics.backBuffer); int tempx; int tempy; //draw screen alliteration diff --git a/desktop_version/src/Screen.cpp b/desktop_version/src/Screen.cpp index 6cd4c75f..9dc9f6b0 100644 --- a/desktop_version/src/Screen.cpp +++ b/desktop_version/src/Screen.cpp @@ -287,7 +287,7 @@ void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect ) } - FillRect(m_screen, 0x000); + ClearSurface(m_screen); BlitSurfaceStandard(buffer,NULL,m_screen,rect); if(badSignalEffect) @@ -318,7 +318,7 @@ void Screen::FlipScreen(void) ); SDL_RenderPresent(m_renderer); SDL_RenderClear(m_renderer); - SDL_FillRect(m_screen, NULL, 0x00000000); + ClearSurface(m_screen); } void Screen::toggleFullScreen(void) diff --git a/desktop_version/src/editor.cpp b/desktop_version/src/editor.cpp index 87f0b197..29718f5a 100644 --- a/desktop_version/src/editor.cpp +++ b/desktop_version/src/editor.cpp @@ -2155,7 +2155,7 @@ void editorclass::generatecustomminimap(void) map.custommmysize=180-(map.custommmyoff*2); } - FillRect(graphics.images[12], graphics.getRGB(0,0,0)); + ClearSurface(graphics.images[12]); int tm=0; int temp=0; @@ -2429,7 +2429,7 @@ void editorrender(void) //Draw grid - FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getRGB(0,0,0)); + ClearSurface(graphics.backBuffer); for(int j=0; j<30; j++) { for(int i=0; i<40; i++) @@ -2893,7 +2893,7 @@ void editorrender(void) //Draw ghosts (spooky!) if (game.ghostsenabled) { - SDL_FillRect(graphics.ghostbuffer, NULL, SDL_MapRGBA(graphics.ghostbuffer->format, 0, 0, 0, 0)); + ClearSurface(graphics.ghostbuffer); for (int i = 0; i < (int)ed.ghosts.size(); i++) { if (i <= ed.currentghosts) { // We don't want all of them to show up at once :) if (ed.ghosts[i].rx != ed.levx || ed.ghosts[i].ry != ed.levy @@ -3185,7 +3185,7 @@ void editorrender(void) } else { - FillRect(graphics.backBuffer, 0, 0, 320, 240, 0x00000000); + ClearSurface(graphics.backBuffer); } int tr = graphics.titlebg.r - (help.glow / 4) - int(fRandom() * 4); diff --git a/desktop_version/src/main.cpp b/desktop_version/src/main.cpp index 5304a73a..8df39a09 100644 --- a/desktop_version/src/main.cpp +++ b/desktop_version/src/main.cpp @@ -476,7 +476,7 @@ static void inline fixedloop(void) if (!game.blackout) { - FillRect(graphics.backBuffer, 0x00000000); + ClearSurface(graphics.backBuffer); graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); diff --git a/desktop_version/src/preloader.cpp b/desktop_version/src/preloader.cpp index 517036ea..9105b275 100644 --- a/desktop_version/src/preloader.cpp +++ b/desktop_version/src/preloader.cpp @@ -110,7 +110,7 @@ void preloaderrender(void) }else if (pre_transition <= -10) { //Switch to TITLEMODE (handled by preloaderrenderfixed) }else if (pre_transition < 5) { - FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getBGR(0,0,0)); + ClearSurface(graphics.backBuffer); }else if (pre_transition < 20) { pre_temprecty = 0; pre_temprecth = 240;