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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.
This commit is contained in:
Misa 2021-02-25 15:37:03 -08:00 committed by Ethan Lee
parent e545c89b5e
commit 38d5664601
7 changed files with 30 additions and 30 deletions

View file

@ -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)

View file

@ -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();

View file

@ -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

View file

@ -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)

View file

@ -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);

View file

@ -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);

View file

@ -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;