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Remove useless function Screen::ClearScreen()

This function does not clear the screen at all, it does absolutely
nothing.
This commit is contained in:
Misa 2020-04-01 16:08:02 -07:00 committed by Ethan Lee
parent 691673ed30
commit e722251ebe
4 changed files with 0 additions and 10 deletions

View file

@ -3031,7 +3031,6 @@ void Graphics::screenshake()
// screenbuffer.draw(backbuffer, flipmatrix); // screenbuffer.draw(backbuffer, flipmatrix);
// flipmatrix.translate(-tpoint.x, -tpoint.y); // flipmatrix.translate(-tpoint.x, -tpoint.y);
screenbuffer->ClearScreen(0x000);
tpoint.x = (fRandom() * 7) - 4; tpoint.x = (fRandom() * 7) - 4;
tpoint.y = (fRandom() * 7) - 4; tpoint.y = (fRandom() * 7) - 4;
SDL_Rect shakeRect; SDL_Rect shakeRect;
@ -3046,7 +3045,6 @@ void Graphics::screenshake()
//SDL_Rect rect; //SDL_Rect rect;
//setRect(rect, blackBars/2, 0, screenbuffer->w, screenbuffer->h); //setRect(rect, blackBars/2, 0, screenbuffer->w, screenbuffer->h);
//SDL_BlitSurface(backBuffer, NULL, screenbuffer, &rect); //SDL_BlitSurface(backBuffer, NULL, screenbuffer, &rect);
screenbuffer->ClearScreen(0x000);
tpoint.x = static_cast<Sint32>((fRandom() * 7) - 4); tpoint.x = static_cast<Sint32>((fRandom() * 7) - 4);
tpoint.y = static_cast<Sint32>((fRandom() * 7) - 4); tpoint.y = static_cast<Sint32>((fRandom() * 7) - 4);
SDL_Rect shakeRect; SDL_Rect shakeRect;

View file

@ -230,8 +230,3 @@ void Screen::toggleLinearFilter()
240 240
); );
} }
void Screen::ClearScreen( int colour )
{
//FillRect(m_screen, colour) ;
}

View file

@ -12,7 +12,6 @@ public:
void GetWindowSize(int* x, int* y); void GetWindowSize(int* x, int* y);
void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect); void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
void ClearScreen(int colour);
void FlipScreen(); void FlipScreen();
const SDL_PixelFormat* GetFormat(); const SDL_PixelFormat* GetFormat();

View file

@ -274,8 +274,6 @@ int main(int argc, char *argv[])
while(!key.quitProgram) while(!key.quitProgram)
{ {
//gameScreen.ClearScreen(0x00);
time = SDL_GetTicks(); time = SDL_GetTicks();
// Update network per frame. // Update network per frame.