diff options
Diffstat (limited to 'Game/Code/Screens/UScreenSing.pas')
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 43 |
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; |