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-rw-r--r--engines/pegasus/cursor.cpp6
-rw-r--r--engines/pegasus/graphics.cpp2
-rw-r--r--engines/pegasus/neighborhood/caldoria/caldoria.cpp4
-rw-r--r--engines/pegasus/pegasus.cpp10
-rw-r--r--engines/pegasus/transition.cpp2
5 files changed, 12 insertions, 12 deletions
diff --git a/engines/pegasus/cursor.cpp b/engines/pegasus/cursor.cpp
index 897d31d7bd..dcf6749620 100644
--- a/engines/pegasus/cursor.cpp
+++ b/engines/pegasus/cursor.cpp
@@ -85,9 +85,9 @@ void Cursor::setCurrentFrameIndex(int32 index) {
if (_info[index].surface->format.bytesPerPixel == 1) {
CursorMan.replaceCursorPalette(_info[index].palette, 0, _info[index].colorCount);
- CursorMan.replaceCursor(_info[index].surface->pixels, _info[index].surface->w, _info[index].surface->h, _info[index].hotspot.x, _info[index].hotspot.y, 0);
+ CursorMan.replaceCursor(_info[index].surface->getBasePtr(0, 0), _info[index].surface->w, _info[index].surface->h, _info[index].hotspot.x, _info[index].hotspot.y, 0);
} else {
- CursorMan.replaceCursor(_info[index].surface->pixels, _info[index].surface->w, _info[index].surface->h, _info[index].hotspot.x, _info[index].hotspot.y, _info[index].surface->format.RGBToColor(0xFF, 0xFF, 0xFF), false, &_info[index].surface->format);
+ CursorMan.replaceCursor(_info[index].surface->getBasePtr(0, 0), _info[index].surface->w, _info[index].surface->h, _info[index].hotspot.x, _info[index].hotspot.y, _info[index].surface->format.RGBToColor(0xFF, 0xFF, 0xFF), false, &_info[index].surface->format);
}
((PegasusEngine *)g_engine)->_gfx->markCursorAsDirty();
@@ -203,7 +203,7 @@ void Cursor::loadCursorImage(CursorInfo &cursorInfo) {
// PixMap data
if (pixMap.pixelSize == 8) {
cursorInfo.surface->create(pixMap.rowBytes, pixMap.bounds.height(), Graphics::PixelFormat::createFormatCLUT8());
- cicnStream->read(cursorInfo.surface->pixels, pixMap.rowBytes * pixMap.bounds.height());
+ cicnStream->read(cursorInfo.surface->getBasePtr(0, 0), pixMap.rowBytes * pixMap.bounds.height());
// While this looks sensible, it actually doesn't work for some cursors
// (ie. the 'can grab' hand)
diff --git a/engines/pegasus/graphics.cpp b/engines/pegasus/graphics.cpp
index 8dbd678809..ee7e7bd9cc 100644
--- a/engines/pegasus/graphics.cpp
+++ b/engines/pegasus/graphics.cpp
@@ -318,7 +318,7 @@ void GraphicsManager::shakeTheWorld(TimeValue duration, TimeScale scale) {
}
if (lastOffset.x != 0 || lastOffset.y != 0) {
- g_system->copyRectToScreen((byte *)oldScreen.pixels, oldScreen.pitch, 0, 0, 640, 480);
+ g_system->copyRectToScreen((byte *)oldScreen.getBasePtr(0, 0), oldScreen.pitch, 0, 0, 640, 480);
g_system->updateScreen();
}
diff --git a/engines/pegasus/neighborhood/caldoria/caldoria.cpp b/engines/pegasus/neighborhood/caldoria/caldoria.cpp
index 9a378a6728..76954afa2b 100644
--- a/engines/pegasus/neighborhood/caldoria/caldoria.cpp
+++ b/engines/pegasus/neighborhood/caldoria/caldoria.cpp
@@ -200,7 +200,7 @@ void Caldoria::start() {
const Graphics::Surface *frame = pullbackMovie->decodeNextFrame();
assert(frame);
assert(frame->format == g_system->getScreenFormat());
- g_system->copyRectToScreen((byte *)frame->pixels, frame->pitch, 64, 112, frame->w, frame->h);
+ g_system->copyRectToScreen((const byte *)frame->getBasePtr(0, 0), frame->pitch, 64, 112, frame->w, frame->h);
_vm->_gfx->doFadeInSync(kTwoSeconds * kFifteenTicksPerSecond, kFifteenTicksPerSecond);
bool saveAllowed = _vm->swapSaveAllowed(false);
@@ -216,7 +216,7 @@ void Caldoria::start() {
frame = pullbackMovie->decodeNextFrame();
if (frame) {
- g_system->copyRectToScreen((byte *)frame->pixels, frame->pitch, 64, 112, frame->w, frame->h);
+ g_system->copyRectToScreen((const byte *)frame->getBasePtr(0, 0), frame->pitch, 64, 112, frame->w, frame->h);
g_system->updateScreen();
}
}
diff --git a/engines/pegasus/pegasus.cpp b/engines/pegasus/pegasus.cpp
index 463e81e52e..83abe4a894 100644
--- a/engines/pegasus/pegasus.cpp
+++ b/engines/pegasus/pegasus.cpp
@@ -313,7 +313,7 @@ void PegasusEngine::runIntro() {
const Graphics::Surface *frame = video->decodeNextFrame();
if (frame) {
- _system->copyRectToScreen((byte *)frame->pixels, frame->pitch, 0, 0, frame->w, frame->h);
+ _system->copyRectToScreen((const byte *)frame->getBasePtr(0, 0), frame->pitch, 0, 0, frame->w, frame->h);
_system->updateScreen();
}
}
@@ -1367,7 +1367,7 @@ bool PegasusEngine::playMovieScaled(Video::VideoDecoder *video, uint16 x, uint16
if (frame->w <= 320 && frame->h <= 240) {
drawScaledFrame(frame, x, y);
} else {
- _system->copyRectToScreen((byte *)frame->pixels, frame->pitch, x, y, frame->w, frame->h);
+ _system->copyRectToScreen((const byte *)frame->getBasePtr(0, 0), frame->pitch, x, y, frame->w, frame->h);
_system->updateScreen();
}
}
@@ -2270,11 +2270,11 @@ void PegasusEngine::drawScaledFrame(const Graphics::Surface *frame, uint16 x, ui
scaledFrame.create(frame->w * 2, frame->h * 2, frame->format);
if (frame->format.bytesPerPixel == 2)
- scaleFrame<uint16>((uint16 *)frame->pixels, (uint16 *)scaledFrame.pixels, frame->w, frame->h, frame->pitch);
+ scaleFrame<uint16>((const uint16 *)frame->getBasePtr(0, 0), (uint16 *)scaledFrame.getBasePtr(0, 0), frame->w, frame->h, frame->pitch);
else
- scaleFrame<uint32>((uint32 *)frame->pixels, (uint32 *)scaledFrame.pixels, frame->w, frame->h, frame->pitch);
+ scaleFrame<uint32>((const uint32 *)frame->getBasePtr(0, 0), (uint32 *)scaledFrame.getBasePtr(0, 0), frame->w, frame->h, frame->pitch);
- _system->copyRectToScreen((byte *)scaledFrame.pixels, scaledFrame.pitch, x, y, scaledFrame.w, scaledFrame.h);
+ _system->copyRectToScreen((byte *)scaledFrame.getBasePtr(0, 0), scaledFrame.pitch, x, y, scaledFrame.w, scaledFrame.h);
_system->updateScreen();
scaledFrame.free();
}
diff --git a/engines/pegasus/transition.cpp b/engines/pegasus/transition.cpp
index 1ae212df85..37ea38147e 100644
--- a/engines/pegasus/transition.cpp
+++ b/engines/pegasus/transition.cpp
@@ -70,7 +70,7 @@ void ScreenFader::setFaderValue(const int32 value) {
if (value != getFaderValue()) {
Fader::setFaderValue(value);
- if (_screen->pixels) {
+ if (_screen->getBasePtr(0, 0)) {
// The original game does a gamma fade here using the Mac API. In order to do
// that, it would require an immense amount of CPU processing. This does a
// linear fade instead, which looks fairly well, IMO.