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-rw-r--r--Game/Code/Screens/UScreenSing.pas43
1 files changed, 18 insertions, 25 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index 4293d148..ad8325a2 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -158,11 +158,7 @@ begin
FadeTo(@ScreenScore);
end;
- SDLK_P://Pause Mod
- begin
- Pause;
- end;
-
+ SDLK_P,
SDLK_SPACE://Pause Mod
begin
Pause;
@@ -635,17 +631,10 @@ begin
end;
end; // case
- case Ini.LyricsEffect of
- 0: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current
- 1: Lyrics.HoverEffekt := 2;
- 2: Lyrics.HoverEffekt := 3;
- 3: Lyrics.HoverEffekt := 4;
- end; // case
-
// Add Lines to Lyrics
While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do
- Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
-
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
//Deactivate Pause
@@ -1399,17 +1388,21 @@ begin
GoldenRec.SentenceChange;
if (Lyrics.LineCounter <= High(Lines[0].Line)) then
begin
- Lyrics.AddLine(@Lines[0].Line[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;
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+ end
+ else
+ Lyrics.AddLine(nil);
+
+ // 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;
+
//GoldenStarsTwinkle Mod End
end;