diff --git a/engines/grim/gfx_tinygl.cpp b/engines/grim/gfx_tinygl.cpp index 78e92395de7..c00da2f5f80 100644 --- a/engines/grim/gfx_tinygl.cpp +++ b/engines/grim/gfx_tinygl.cpp @@ -450,8 +450,8 @@ void GfxTinyGL::startActorDraw(Math::Vector3d pos, float scale, const Math::Angl if (_currentShadowArray) { // TODO find out why shadowMask at device in woods is null if (!_currentShadowArray->shadowMask) { - _currentShadowArray->shadowMask = new byte[_screenWidth * _screenHeight]; - _currentShadowArray->shadowMaskSize = _screenWidth * _screenHeight; + _currentShadowArray->shadowMask = new byte[_gameWidth * _gameHeight]; + _currentShadowArray->shadowMaskSize = _gameWidth * _gameHeight; } assert(_currentShadowArray->shadowMask); //tglSetShadowColor(255, 255, 255); @@ -497,10 +497,10 @@ void GfxTinyGL::finishActorDraw() { void GfxTinyGL::drawShadowPlanes() { tglEnable(TGL_SHADOW_MASK_MODE); if (!_currentShadowArray->shadowMask) { - _currentShadowArray->shadowMask = new byte[_screenWidth * _screenHeight]; - _currentShadowArray->shadowMaskSize = _screenWidth * _screenHeight; + _currentShadowArray->shadowMask = new byte[_gameWidth * _gameHeight]; + _currentShadowArray->shadowMaskSize = _gameWidth * _gameHeight; } - memset(_currentShadowArray->shadowMask, 0, _screenWidth * _screenHeight); + memset(_currentShadowArray->shadowMask, 0, _gameWidth * _gameHeight); tglSetShadowMaskBuf(_currentShadowArray->shadowMask); _currentShadowArray->planeList.begin(); @@ -741,7 +741,7 @@ void GfxTinyGL::createBitmap(BitmapData *bitmap) { void GfxTinyGL::blit(const Graphics::PixelFormat &format, BlitImage *image, byte *dst, byte *src, int x, int y, int width, int height, bool trans) { int srcX, srcY; - if (x >= _screenWidth || y >= _screenHeight) + if (x >= _gameWidth || y >= _gameHeight) return; if (x < 0) { @@ -757,13 +757,13 @@ void GfxTinyGL::blit(const Graphics::PixelFormat &format, BlitImage *image, byte srcY = 0; } - if (x + width > _screenWidth) - width -= (x + width) - _screenWidth; + if (x + width > _gameWidth) + width -= (x + width) - _gameWidth; - if (y + height > _screenHeight) - height -= (y + height) - _screenHeight; + if (y + height > _gameHeight) + height -= (y + height) - _gameHeight; - dst += (x + (y * _screenWidth)) * format.bytesPerPixel; + dst += (x + (y * _gameWidth)) * format.bytesPerPixel; src += (srcX + (srcY * width)) * format.bytesPerPixel; Graphics::PixelBuffer srcBuf(format, src); @@ -772,14 +772,14 @@ void GfxTinyGL::blit(const Graphics::PixelFormat &format, BlitImage *image, byte if (!trans) { for (int l = 0; l < height; l++) { dstBuf.copyBuffer(0, width, srcBuf); - dstBuf.shiftBy(_screenWidth); + dstBuf.shiftBy(_gameWidth); srcBuf.shiftBy(width); } } else { if (image) { BlitImage::Line *l = image->_lines; while (l) { - memcpy(dstBuf.getRawBuffer(l->y * _screenWidth + l->x), l->pixels, l->length * format.bytesPerPixel); + memcpy(dstBuf.getRawBuffer(l->y * _gameWidth + l->x), l->pixels, l->length * format.bytesPerPixel); l = l->next; } } else { @@ -789,7 +789,7 @@ void GfxTinyGL::blit(const Graphics::PixelFormat &format, BlitImage *image, byte dstBuf.setPixelAt(r, srcBuf); } } - dstBuf.shiftBy(_screenWidth); + dstBuf.shiftBy(_gameWidth); srcBuf.shiftBy(width); } } @@ -1040,20 +1040,20 @@ void GfxTinyGL::drawEmergString(int x, int y, const char *text, const Color &fgC Bitmap *GfxTinyGL::getScreenshot(int w, int h) { Graphics::PixelBuffer buffer = Graphics::PixelBuffer::createBuffer<565>(w * h, DisposeAfterUse::YES); - int i1 = (_screenWidth * w - 1) / _screenWidth + 1; - int j1 = (_screenHeight * h - 1) / _screenHeight + 1; + int i1 = (_gameWidth * w - 1) / _gameWidth + 1; + int j1 = (_gameHeight * h - 1) / _gameHeight + 1; for (int j = 0; j < j1; j++) { for (int i = 0; i < i1; i++) { - int x0 = i * _screenWidth / w; - int x1 = ((i + 1) * _screenWidth - 1) / w + 1; - int y0 = j * _screenHeight / h; - int y1 = ((j + 1) * _screenHeight - 1) / h + 1; + int x0 = i * _gameWidth / w; + int x1 = ((i + 1) * _gameWidth - 1) / w + 1; + int y0 = j * _gameHeight / h; + int y1 = ((j + 1) * _gameHeight - 1) / h + 1; uint32 color = 0; for (int y = y0; y < y1; y++) { for (int x = x0; x < x1; x++) { uint8 lr, lg, lb; - _zb->pbuf.getRGBAt(y * _screenWidth + x, lr, lg, lb); + _zb->pbuf.getRGBAt(y * _gameWidth + x, lr, lg, lb); color += (lr + lg + lb) / 3; } } @@ -1095,8 +1095,8 @@ void GfxTinyGL::dimRegion(int x, int y, int w, int h, float level) { } void GfxTinyGL::irisAroundRegion(int x1, int y1, int x2, int y2) { - for (int ly = 0; ly < _screenHeight; ly++) { - for (int lx = 0; lx < _screenWidth; lx++) { + for (int ly = 0; ly < _gameHeight; ly++) { + for (int lx = 0; lx < _gameWidth; lx++) { // Don't do anything with the data in the region we draw Around if (lx > x1 && lx < x2 && ly > y1 && ly < y2) continue;