diff options
author | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2009-05-31 14:34:02 +0000 |
---|---|---|
committer | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2009-05-31 14:34:02 +0000 |
commit | c966985d9af377f4c146d5ab0f241f31d5984676 (patch) | |
tree | 5391fdea45a653e6565b63675806636f55051ddf /src/menu | |
parent | 257854c587f0876a912cfbeb4fe0a30970d25a9b (diff) | |
download | usdx-c966985d9af377f4c146d5ab0f241f31d5984676.tar.gz usdx-c966985d9af377f4c146d5ab0f241f31d5984676.tar.xz usdx-c966985d9af377f4c146d5ab0f241f31d5984676.zip |
fixed a bug in UMenuText that causes (some of) the crashs in USongJumpTo
some bad coding style by myself also fixed
thx to AlexanderS
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1790 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/menu')
-rw-r--r-- | src/menu/UMenuText.pas | 19 |
1 files changed, 10 insertions, 9 deletions
diff --git a/src/menu/UMenuText.pas b/src/menu/UMenuText.pas index 0f9c753f..b000cc73 100644 --- a/src/menu/UMenuText.pas +++ b/src/menu/UMenuText.pas @@ -260,7 +260,8 @@ procedure TText.Draw; var X2, Y2: real; Text2: string; - I: cardinal; + I: Integer; + Ticks: Cardinal; begin if Visible then begin @@ -279,10 +280,10 @@ begin //if selected set blink... if SelectBool then begin - I := SDL_GetTicks() div 550; - if I <> STicks then + Ticks := SDL_GetTicks() div 550; + if Ticks <> STicks then begin //Change Visability - STicks := I; + STicks := Ticks; SelectBlink := Not SelectBlink; end; end; @@ -309,17 +310,17 @@ begin //now use allways: //draw text as many strings Y2 := Y + MoveY; - for I := 0 to high(TextTiles) do + for I := 0 to High(TextTiles) do begin - if (not (SelectBool and SelectBlink)) or (I <> cardinal(high(TextTiles))) then + if (not (SelectBool and SelectBlink)) or (I <> High(TextTiles)) then Text2 := TextTiles[I] else Text2 := TextTiles[I] + '|'; case Align of - 0: X2 := X + MoveX; - 1: X2 := X + MoveX - glTextWidth(Text2)/2; - 2: X2 := X + MoveX - glTextWidth(Text2); + 1: X2 := X + MoveX - glTextWidth(Text2)/2; { centered } + 2: X2 := X + MoveX - glTextWidth(Text2); { right aligned } + else X2 := X + MoveX; { left aligned (default) } end; SetFontPos(X2, Y2); |