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https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-09 18:39:45 +01:00
Remove commented-out code from Graphics.cpp and GraphicsUtil.cpp
This is pretty old commented-out code from earlier versions of the game; they are no longer useful, and are just distracting. If we need them, we can always refer back to this commit (but I sincerely doubt that we'll need them).
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6a3a1fe147
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2 changed files with 0 additions and 51 deletions
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@ -524,16 +524,6 @@ void Graphics::bigprint( int _x, int _y, std::string _s, int r, int g, int b, b
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while (iter != _s.end()) {
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while (iter != _s.end()) {
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curr = utf8::unchecked::next(iter);
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curr = utf8::unchecked::next(iter);
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/*
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point tpoint;
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tpoint.x = _x + bfontpos;
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tpoint.y = _y;
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SDL_Rect fontRect = bfont_rect;
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fontRect.x = tpoint.x ;
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fontRect.y = tpoint.y ;
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*/
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idx = font_idx(curr);
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idx = font_idx(curr);
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if (INBOUNDS_VEC(idx, font))
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if (INBOUNDS_VEC(idx, font))
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{
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{
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@ -2833,9 +2823,6 @@ void Graphics::menuoffrender(void)
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int usethisoffset = lerp(oldmenuoffset, menuoffset);
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int usethisoffset = lerp(oldmenuoffset, menuoffset);
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if(flipmode)
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if(flipmode)
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{
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{
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// flipmatrix.translate(0, menuoffset);
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// screenbuffer.draw(backbuffer, flipmatrix);
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// flipmatrix.translate(0, -menuoffset);
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SDL_Surface* tempbufferFlipped = FlipSurfaceVerticle(tempBuffer);
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SDL_Surface* tempbufferFlipped = FlipSurfaceVerticle(tempBuffer);
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//put the stored backbuffer in the backbuffer.
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//put the stored backbuffer in the backbuffer.
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SDL_FillRect(backBuffer, NULL, 0x00000000);
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SDL_FillRect(backBuffer, NULL, 0x00000000);
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@ -2981,11 +2968,6 @@ void Graphics::screenshake(void)
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{
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{
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if(flipmode)
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if(flipmode)
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{
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{
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// tpoint.x = int((Math.random() * 7) - 4); tpoint.y = int((Math.random() * 7) - 4);
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// flipmatrix.translate(tpoint.x, tpoint.y);
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// screenbuffer.draw(backbuffer, flipmatrix);
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// flipmatrix.translate(-tpoint.x, -tpoint.y);
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SDL_Rect shakeRect;
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SDL_Rect shakeRect;
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setRect(shakeRect,screenshake_x, screenshake_y, backBuffer->w, backBuffer->h);
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setRect(shakeRect,screenshake_x, screenshake_y, backBuffer->w, backBuffer->h);
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SDL_Surface* flipBackBuffer = FlipSurfaceVerticle(backBuffer);
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SDL_Surface* flipBackBuffer = FlipSurfaceVerticle(backBuffer);
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@ -2994,10 +2976,6 @@ void Graphics::screenshake(void)
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}
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}
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else
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else
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{
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{
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//FillRect(screenbuffer, 0x000);
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//SDL_Rect rect;
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//setRect(rect, blackBars/2, 0, screenbuffer->w, screenbuffer->h);
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//SDL_BlitSurface(backBuffer, NULL, screenbuffer, &rect);
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SDL_Rect shakeRect;
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SDL_Rect shakeRect;
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setRect(shakeRect,screenshake_x, screenshake_y, backBuffer->w, backBuffer->h);
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setRect(shakeRect,screenshake_x, screenshake_y, backBuffer->w, backBuffer->h);
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screenbuffer->UpdateScreen( backBuffer, &shakeRect);
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screenbuffer->UpdateScreen( backBuffer, &shakeRect);
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@ -3022,8 +3000,6 @@ void Graphics::render(void)
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{
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{
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SDL_Rect rect;
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SDL_Rect rect;
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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//setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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//SDL_BlitSurface(backBuffer, NULL, screenbuffer, &rect);
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SDL_Surface* tempsurface = FlipSurfaceVerticle(backBuffer);
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SDL_Surface* tempsurface = FlipSurfaceVerticle(backBuffer);
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if(tempsurface != NULL)
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if(tempsurface != NULL)
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{
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{
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@ -3035,8 +3011,6 @@ void Graphics::render(void)
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{
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{
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SDL_Rect rect;
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SDL_Rect rect;
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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//setRect(rect, 0, 0, backBuffer->w, backBuffer->h);
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//SDL_BlitSurface(backBuffer, NULL, screenbuffer, &rect);
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screenbuffer->UpdateScreen( backBuffer, &rect);
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screenbuffer->UpdateScreen( backBuffer, &rect);
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}
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}
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}
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}
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@ -31,9 +31,6 @@ SDL_Surface* GetSubSurface( SDL_Surface* metaSurface, int x, int y, int width, i
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metaSurface->format->Bmask,
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metaSurface->format->Bmask,
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metaSurface->format->Amask
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metaSurface->format->Amask
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);
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);
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//SDL_Surface* subSurface = SDL_DisplayFormatAlpha(preSurface);
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//SDL_FreeSurface(preSurface);
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// Lastly, apply the area from the meta _surface onto the whole of the sub _surface.
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// Lastly, apply the area from the meta _surface onto the whole of the sub _surface.
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SDL_BlitSurface(metaSurface, &area, preSurface, 0);
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SDL_BlitSurface(metaSurface, &area, preSurface, 0);
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@ -130,9 +127,6 @@ SDL_Surface * ScaleSurface( SDL_Surface *_surface, int Width, int Height, SDL_Su
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SDL_FillRect(_ret, &gigantoPixel, ReadPixel(_surface, x, y));
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SDL_FillRect(_ret, &gigantoPixel, ReadPixel(_surface, x, y));
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}
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}
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// DrawPixel(_ret, static_cast<Sint32>(_stretch_factor_x * x) + o_x,
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//static_cast<Sint32>(_stretch_factor_y * y) + o_y, ReadPixel(_surface, x, y));
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return _ret;
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return _ret;
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}
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}
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@ -160,25 +154,7 @@ SDL_Surface * FlipSurfaceVerticle(SDL_Surface* _src)
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void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect )
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void BlitSurfaceStandard( SDL_Surface* _src, SDL_Rect* _srcRect, SDL_Surface* _dest, SDL_Rect* _destRect )
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{
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{
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//SDL_Rect tempRect = *_destRect;
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//tempRect.w ;
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//tempRect.h ;
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//tempRect.x *=globalScale;
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//tempRect.y *=globalScale;
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//if(globalScale != 1)
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//{
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// SDL_Surface* tempScaled = ScaleSurface(_src, tempRect.w, tempRect.h);
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// SDL_BlitSurface( tempScaled, _srcRect, _dest, &tempRect );
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// SDL_FreeSurface(tempScaled);
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//}
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//else
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//{
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SDL_BlitSurface( _src, _srcRect, _dest, _destRect );
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SDL_BlitSurface( _src, _srcRect, _dest, _destRect );
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//}
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}
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}
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void BlitSurfaceColoured(
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void BlitSurfaceColoured(
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@ -191,7 +167,6 @@ void BlitSurfaceColoured(
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SDL_Rect *tempRect = _destRect;
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SDL_Rect *tempRect = _destRect;
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const SDL_PixelFormat& fmt = *(_src->format);
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const SDL_PixelFormat& fmt = *(_src->format);
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// const SDL_PixelFormat& destfmt = *(_dest->format);
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SDL_Surface* tempsurface = SDL_CreateRGBSurface(
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SDL_Surface* tempsurface = SDL_CreateRGBSurface(
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SDL_SWSURFACE,
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SDL_SWSURFACE,
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