aboutsummaryrefslogblamecommitdiffstats
path: root/Lua/src/menu/UMenuBackgroundColor.pas
blob: 45b58c1efd474c1746111e259dc6c986e73ee46a (plain) (tree)







































































                                                                                
   
{* UltraStar Deluxe - Karaoke Game
 *
 * UltraStar Deluxe is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; see the file COPYING. If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 * $URL$
 * $Id$
 *}

unit UMenuBackgroundColor;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  UThemes,
  UMenuBackground;

//TMenuBackgroundColor - Background Color
//--------

type
  TMenuBackgroundColor = class (TMenuBackground)
    private
      Color: TRGB;
    public
      constructor Create(const ThemedSettings: TThemeBackground); override;
      procedure   Draw; override;
  end;

implementation
uses
  gl,
  glext,
  UGraphic;

constructor TMenuBackgroundColor.Create(const ThemedSettings: TThemeBackground);
begin
  inherited;
  Color := ThemedSettings.Color;
end;

procedure   TMenuBackgroundColor.Draw;
begin
  if (ScreenAct = 1) then
  begin //just clear once, even when using two screens
   glClearColor(Color.R, Color.G, Color.B, 0);
   glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
  end;
end;

end.