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)