@ -847,6 +847,10 @@ static void QZ_SetPortAlphaOpaque(void)
_cocoa_video_data . realpixels = GetPixBaseAddr ( GetPortPixMap ( thePort ) ) ;
_cocoa_video_data . pitch = GetPixRowBytes ( GetPortPixMap ( thePort ) ) ;
if ( _cocoa_video_data . realpixels == NULL ) {
ShowMacErrorDialog ( "Error : failure to locate screen buffer in the OS ") ;
}
/ * _cocoa_video_data . realpixels now points to the window ' s pixels
* We want it to point to the * view ' s * pixels
* /
@ -862,7 +866,9 @@ static void QZ_SetPortAlphaOpaque(void)
/ * Allocate new buffer * /
free ( _cocoa_video_data . pixels ) ;
_cocoa_video_data . pixels = ( uint8 * ) malloc ( newViewFrame . size . width * newViewFrame . size . height ) ;
assert ( _cocoa_video_data . pixels != NULL ) ;
if ( _cocoa_video_data . pixels == NULL ) {
ShowMacErrorDialog ( "Error : failed to allocate frame buffer ") ;
}
/ * Tell the game that the resolution changed * /
@ -1352,6 +1358,10 @@ static const char* QZ_SetVideoFullScreen(int width, int height)
_cocoa_video_data . realpixels = ( uint8 * ) CGDisplayBaseAddress ( _cocoa_video_data . display_id ) ;
_cocoa_video_data . pitch = CGDisplayBytesPerRow ( _cocoa_video_data . display_id ) ;
if ( _cocoa_video_data . realpixels == NULL ) {
ShowMacErrorDialog ( "Error : failure to locate screen buffer in the OS for full screen mode ") ;
}
_cocoa_video_data . width = CGDisplayPixelsWide ( _cocoa_video_data . display_id ) ;
_cocoa_video_data . height = CGDisplayPixelsHigh ( _cocoa_video_data . display_id ) ;
_cocoa_video_data . fullscreen = true ;