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-rw-r--r--src/base/UDraw.pas7
-rw-r--r--src/media/UVideo.pas14
-rw-r--r--src/menu/UMenuBackgroundColor.pas6
-rw-r--r--src/menu/UMenuBackgroundFade.pas10
-rw-r--r--src/menu/UMenuBackgroundNone.pas6
-rw-r--r--src/menu/UMenuBackgroundTexture.pas7
-rw-r--r--src/menu/UMenuBackgroundVideo.pas6
-rw-r--r--src/screens/UScreenSing.pas21
8 files changed, 47 insertions, 30 deletions
diff --git a/src/base/UDraw.pas b/src/base/UDraw.pas
index 6cef5d6b..5de521cd 100644
--- a/src/base/UDraw.pas
+++ b/src/base/UDraw.pas
@@ -106,10 +106,6 @@ var
begin
if (ScreenSing.Tex_Background.TexNum > 0) then
begin
-
- glClearColor (1, 1, 1, 1);
- glColor4f (1, 1, 1, 1);
-
if (Ini.MovieSize <= 1) then //HalfSize BG
begin
(* half screen + gradient *)
@@ -682,9 +678,6 @@ begin
// FIXME: accessing ScreenSing is not that generic
LyricEngine := ScreenSing.Lyrics;
- // background //BG Fullsize Mod
- //SingDrawBackground;
-
// draw time-bar
SingDrawTimeBar();
diff --git a/src/media/UVideo.pas b/src/media/UVideo.pas
index 2d3b7620..35f8ab4d 100644
--- a/src/media/UVideo.pas
+++ b/src/media/UVideo.pas
@@ -794,8 +794,18 @@ var
begin
// have a nice black background to draw on
// (even if there were errors opening the vid)
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ // TODO: Philipp: IMO TVideoPlayback should not clear the screen at
+ // all, because clearing is already done by the background class
+ // at this moment.
+ if (Screen = 1) then
+ begin
+ // It is important that we just clear once before we start
+ // drawing the first screen otherwise the first screen
+ // would be cleared by the drawgl called when the second
+ // screen is drawn
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ end;
// exit if there's nothing to draw
if (not fOpened) then
diff --git a/src/menu/UMenuBackgroundColor.pas b/src/menu/UMenuBackgroundColor.pas
index 68cf2de4..a5c2a70a 100644
--- a/src/menu/UMenuBackgroundColor.pas
+++ b/src/menu/UMenuBackgroundColor.pas
@@ -52,7 +52,8 @@ type
implementation
uses
gl,
- glext;
+ glext,
+ UGraphic;
constructor TMenuBackgroundColor.Create(const ThemedSettings: TThemeBackground);
begin
@@ -62,8 +63,11 @@ end;
procedure TMenuBackgroundColor.Draw;
begin
+ if (ScreenAct = 1) then
+ begin //just clear once, even when using two screens
glClearColor(Color.R, Color.G, Color.B, 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ end;
end;
end. \ No newline at end of file
diff --git a/src/menu/UMenuBackgroundFade.pas b/src/menu/UMenuBackgroundFade.pas
index b6174738..dc37da45 100644
--- a/src/menu/UMenuBackgroundFade.pas
+++ b/src/menu/UMenuBackgroundFade.pas
@@ -66,7 +66,8 @@ uses sdl,
gl,
glext,
USkins,
- UCommon;
+ UCommon,
+ UGraphic;
constructor TMenuBackgroundFade.Create(const ThemedSettings: TThemeBackground);
var texFilename: string;
@@ -121,7 +122,8 @@ begin
if (UseTexture) then
begin //Draw Texture to Screen
- glClear(GL_DEPTH_BUFFER_BIT);
+ If (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@@ -149,7 +151,9 @@ begin
end
else
begin //Clear Screen w/ progress Alpha + Color
- glClear(GL_DEPTH_BUFFER_BIT);
+ If (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
+
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
diff --git a/src/menu/UMenuBackgroundNone.pas b/src/menu/UMenuBackgroundNone.pas
index 6b63742a..1fccc007 100644
--- a/src/menu/UMenuBackgroundNone.pas
+++ b/src/menu/UMenuBackgroundNone.pas
@@ -52,7 +52,8 @@ type
implementation
uses
gl,
- glext;
+ glext,
+ UGraphic;
constructor TMenuBackgroundNone.Create(const ThemedSettings: TThemeBackground);
begin
@@ -62,7 +63,8 @@ end;
procedure TMenuBackgroundNone.Draw;
begin
//Do just nothing in here!
- glClear(GL_DEPTH_BUFFER_BIT);
+ If (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
end;
end. \ No newline at end of file
diff --git a/src/menu/UMenuBackgroundTexture.pas b/src/menu/UMenuBackgroundTexture.pas
index e8678fc5..a1b9e88a 100644
--- a/src/menu/UMenuBackgroundTexture.pas
+++ b/src/menu/UMenuBackgroundTexture.pas
@@ -61,7 +61,8 @@ uses
UCommon,
SysUtils,
gl,
- glext;
+ glext,
+ UGraphic;
constructor TMenuBackgroundTexture.Create(const ThemedSettings: TThemeBackground);
var texFilename: string;
@@ -92,7 +93,9 @@ end;
procedure TMenuBackgroundTexture.Draw;
begin
- glClear(GL_DEPTH_BUFFER_BIT);
+ If (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
+
glColorRGB(Color);
glEnable(GL_TEXTURE_2D);
diff --git a/src/menu/UMenuBackgroundVideo.pas b/src/menu/UMenuBackgroundVideo.pas
index 377c2170..d1ce0f09 100644
--- a/src/menu/UMenuBackgroundVideo.pas
+++ b/src/menu/UMenuBackgroundVideo.pas
@@ -105,7 +105,8 @@ uses
SysUtils,
UTime,
USkins,
- UCommon;
+ UCommon,
+ UGraphic;
constructor TMenuBackgroundVideo.Create(const ThemedSettings: TThemeBackground);
begin
@@ -146,7 +147,8 @@ end;
procedure TMenuBackgroundVideo.Draw;
begin
- glClear(GL_DEPTH_BUFFER_BIT);
+ If (ScreenAct = 1) then //Clear just once when in dual screen mode
+ glClear(GL_DEPTH_BUFFER_BIT);
VideoPlayback.GetFrame(VideoBGTimer.GetTime());
// FIXME: why do we draw on screen 2? Seems to be wrong.
diff --git a/src/screens/UScreenSing.pas b/src/screens/UScreenSing.pas
index da0dc6c9..4e977d66 100644
--- a/src/screens/UScreenSing.pas
+++ b/src/screens/UScreenSing.pas
@@ -636,7 +636,6 @@ var
T: integer;
CurLyricsTime: real;
begin
-
Background.Draw;
// set player names (for 2 screens and only singstar skin)
@@ -675,26 +674,26 @@ begin
// will move the statics and texts to the correct screen here.
// FIXME: clean up this weird stuff. Commenting this stuff out, nothing
// was missing on screen w/ 6 players - so do we even need this stuff?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10 * ScreenX;
+ {Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10 * ScreenX;
- Text[TextP1].X := Text[TextP1].X + 10 * ScreenX;
+ Text[TextP1].X := Text[TextP1].X + 10 * ScreenX; }
{Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;}
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10 * ScreenX;
+ {Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10 * ScreenX;
- Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX; }
{Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
// end of weird stuff
+ {
+ Static[1].Texture.X := Static[1].Texture.X + 10 * ScreenX; }
- Static[1].Texture.X := Static[1].Texture.X + 10 * ScreenX;
-
- for T := 0 to 1 do
- Text[T].X := Text[T].X + 10 * ScreenX;
+ { for T := 0 to 1 do
+ Text[T].X := Text[T].X + 10 * ScreenX; }
// retrieve current lyrics time, we have to store the value to avoid
// that min- and sec-values do not match
@@ -770,7 +769,7 @@ begin
// will move the statics and texts to the correct screen here.
// FIXME: clean up this weird stuff
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10 * ScreenX;
+ {Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10 * ScreenX;
Text[TextP1].X := Text[TextP1].X - 10 * ScreenX;
Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10 * ScreenX;
@@ -781,7 +780,7 @@ begin
Static[1].Texture.X := Static[1].Texture.X - 10 * ScreenX;
for T := 0 to 1 do
- Text[T].X := Text[T].X - 10 * ScreenX;
+ Text[T].X := Text[T].X - 10 * ScreenX; }
// draw pausepopup
// FIXME: this is a workaround that the static is drawn over the lyrics, lines, scores and effects