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authorb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-12-16 11:10:20 +0000
committerb1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-12-16 11:10:20 +0000
commit9f4eaeef7d2100486af9ecbdd1e94e3bd10df3f8 (patch)
tree230fbe866aaad15b9184a5f5a5fa9e064bedcb8b /Game/Code/Screens/UScreenSing.pas
parent5404b0734c15320423bc4848fbc0880ed092e5e7 (diff)
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elimitated sentence change flicker bug
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@704 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Screens/UScreenSing.pas')
-rw-r--r--Game/Code/Screens/UScreenSing.pas11
1 files changed, 11 insertions, 0 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index d3019ac6..309af301 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -1353,7 +1353,18 @@ begin
//GoldenStarsTwinkle Mod
GoldenRec.SentenceChange;
if (Lyrics.LineCounter <= High(Czesci[0].Czesc)) then
+ begin
Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]);
+ // addline uses display memory
+ // calling draw makes sure, there's the singscreen in it, when the next
+ // swap between onscreen and offscreen buffers is done
+ // (this eliminates the onSentenceChange flickering)
+ // note: maybe it would be better to make sure, a display redraw is done
+ // right after the sentence change (before buffer swap) or make sure
+ // onsentencechange is only called right before calling Display.Draw
+ // (or whatever it was called)
+ Draw;
+ end;
//GoldenStarsTwinkle Mod End
end;