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authorBen Harris <bjh21@bjh21.me.uk>2022-11-13 17:56:53 +0000
committerBen Harris <bjh21@bjh21.me.uk>2022-11-22 13:54:30 +0000
commitfffeae956a0080866c824a68638813dfc9a8bfd1 (patch)
tree62437c4231c0532b06cce7f7969944b9272c665e
parent8f46f437a7726521822d513662f512eb2e54ff34 (diff)
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nullgame: Don't bother blanking the puzzle window
This is now centralised in the mid-end.
-rw-r--r--nullgame.c8
1 files changed, 0 insertions, 8 deletions
diff --git a/nullgame.c b/nullgame.c
index d923bc8..d973e17 100644
--- a/nullgame.c
+++ b/nullgame.c
@@ -220,14 +220,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds,
int dir, const game_ui *ui,
float animtime, float flashtime)
{
- /*
- * The initial contents of the window are not guaranteed and
- * can vary with front ends. To be on the safe side, all games
- * should start by drawing a big background-colour rectangle
- * covering the whole window.
- */
- draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
- draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize);
}
static float game_anim_length(const game_state *oldstate,