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-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;