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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-17 23:48:00 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-04-17 23:48:00 +0000
commit6b6edf009b8708de5a3918cad39708b07f1886d9 (patch)
treece14860d223f61ac56d6d59964f7162272f5e62f /Game/Code/Menu/UDisplay.pas
parent1c5357580b64fb3573728803e11b769cecb5f45a (diff)
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fixed a bug that caused song selection screen to be drawn incorrectly and singscreen crash when screen fading was disabled
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@111 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Menu/UDisplay.pas10
1 files changed, 8 insertions, 2 deletions
diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas
index 3f6e70da..fc18025f 100644
--- a/Game/Code/Menu/UDisplay.pas
+++ b/Game/Code/Menu/UDisplay.pas
@@ -2,7 +2,7 @@ unit UDisplay;
interface
-uses Windows, SDL, UMenu, OpenGL12, SysUtils, dialogs;
+uses Windows, SDL, UMenu, OpenGL12, SysUtils, dialogs, Math;
type
TDisplay = class
@@ -43,6 +43,7 @@ uses UGraphic, UTime, Graphics, Jpeg, UPliki, UTexture, UIni;
constructor TDisplay.Create;
begin
inherited Create;
+
// fade mod
myfade:=0;
@@ -163,6 +164,8 @@ begin
// ActualScreen.SetAnimationProgress(Fade-1); // nop?
+ glClearColor(Col, Col, Col , 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
NextScreen.Draw; // draw next screen
// and draw old screen over it... slowly fading out
@@ -180,7 +183,10 @@ begin
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
- end;
+ end
+ else NextScreen.OnShow;
+
+
if (myfade > 40) or (not doFade) or (not canFade) then begin // fade out complete...
myFade:=0;
ActualScreen.onHide; // nop... whatever