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

@@ -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