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-rw-r--r--Game/Code/Classes/ULyrics.pas18
-rw-r--r--Game/Code/Screens/UScreenSing.pas11
2 files changed, 19 insertions, 10 deletions
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
index 8bbb2db3..8fd1f3ec 100644
--- a/Game/Code/Classes/ULyrics.pas
+++ b/Game/Code/Classes/ULyrics.pas
@@ -44,6 +44,7 @@ type
TLyricEngine = class
private
EoLastSentence: Real; //When did the Last Sentence End (in Beats)
+ LastDrawBeat: Real;
UpperLine: TLyricLine; //Line in the Upper Part of the Lyric Display
LowerLine: TLyricLine; //Line in the Lower Part of teh Lyric Display
QueueLine: TLyricLine; //Line that is in Queue and will be added when next Line is Finished
@@ -116,7 +117,8 @@ uses SysUtils,
TextGL,
UGraphic,
UDisplay,
- dialogs;
+ dialogs,
+ math;
//-----------
//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
@@ -151,6 +153,7 @@ begin
PQueueLine:=@QueueLine;
UseLinearFilter := True;
+ LastDrawBeat:=NAN;
end;
Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
@@ -194,6 +197,7 @@ begin
PUpperline:=@UpperLine;
PLowerLine:=@LowerLine;
PQueueLine:=@QueueLine;
+ LastDrawBeat:=NAN;
end;
@@ -342,15 +346,12 @@ begin
PosX := PosX + LyricLine.Words[I].Width;
end;
+
//Create LyricTexture
//Prepare Ogl
glGetIntegerv(GL_VIEWPORT, @ViewPort);
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- {glMatrixMode(GL_PROJECTION);
- glLoadIdentity;
- glOrtho(0, 1024, 64, 0, -1, 100);
- glMatrixMode(GL_MODELVIEW);}
glViewPort(0,0,800,600);
//Draw Lyrics
@@ -368,10 +369,7 @@ begin
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
- {glMatrixMode(GL_PROJECTION);
- glLoadIdentity;
- glOrtho(0, RenderW, RenderH, 0, -1, 100);
- glMatrixMode(GL_MODELVIEW); }
+
end;
//Increase the Counter
@@ -385,8 +383,8 @@ end;
//---------------
Procedure TLyricEngine.Draw (Beat: Real);
begin
-
DrawLyrics(Beat);
+ LastDrawBeat:=Beat;
end;
//---------------
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;