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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Remove useless function Screen::ClearScreen()
This function does not clear the screen at all, it does absolutely nothing.
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parent
691673ed30
commit
e722251ebe
4 changed files with 0 additions and 10 deletions
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@ -3031,7 +3031,6 @@ void Graphics::screenshake()
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// screenbuffer.draw(backbuffer, flipmatrix);
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// screenbuffer.draw(backbuffer, flipmatrix);
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// flipmatrix.translate(-tpoint.x, -tpoint.y);
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// flipmatrix.translate(-tpoint.x, -tpoint.y);
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screenbuffer->ClearScreen(0x000);
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tpoint.x = (fRandom() * 7) - 4;
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tpoint.x = (fRandom() * 7) - 4;
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tpoint.y = (fRandom() * 7) - 4;
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tpoint.y = (fRandom() * 7) - 4;
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SDL_Rect shakeRect;
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SDL_Rect shakeRect;
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@ -3046,7 +3045,6 @@ void Graphics::screenshake()
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//SDL_Rect rect;
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//SDL_Rect rect;
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//setRect(rect, blackBars/2, 0, screenbuffer->w, screenbuffer->h);
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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_BlitSurface(backBuffer, NULL, screenbuffer, &rect);
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screenbuffer->ClearScreen(0x000);
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tpoint.x = static_cast<Sint32>((fRandom() * 7) - 4);
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tpoint.x = static_cast<Sint32>((fRandom() * 7) - 4);
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tpoint.y = static_cast<Sint32>((fRandom() * 7) - 4);
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tpoint.y = static_cast<Sint32>((fRandom() * 7) - 4);
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SDL_Rect shakeRect;
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SDL_Rect shakeRect;
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@ -230,8 +230,3 @@ void Screen::toggleLinearFilter()
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240
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240
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);
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);
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}
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}
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void Screen::ClearScreen( int colour )
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{
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//FillRect(m_screen, colour) ;
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}
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@ -12,7 +12,6 @@ public:
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void GetWindowSize(int* x, int* y);
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void GetWindowSize(int* x, int* y);
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void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
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void UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect);
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void ClearScreen(int colour);
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void FlipScreen();
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void FlipScreen();
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const SDL_PixelFormat* GetFormat();
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const SDL_PixelFormat* GetFormat();
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@ -274,8 +274,6 @@ int main(int argc, char *argv[])
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while(!key.quitProgram)
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while(!key.quitProgram)
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{
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{
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//gameScreen.ClearScreen(0x00);
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time = SDL_GetTicks();
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time = SDL_GetTicks();
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// Update network per frame.
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// Update network per frame.
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