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(svn r3971) reverted r3742 as those new errors were not the right way to handle those exceptions
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@ -847,10 +847,6 @@ static void QZ_SetPortAlphaOpaque(void)
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_cocoa_video_data.realpixels = GetPixBaseAddr(GetPortPixMap(thePort));
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_cocoa_video_data.pitch = GetPixRowBytes(GetPortPixMap(thePort));
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if (_cocoa_video_data.realpixels == NULL) {
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ShowMacErrorDialog("Error: failure to locate screen buffer in the OS");
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}
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/* _cocoa_video_data.realpixels now points to the window's pixels
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* We want it to point to the *view's* pixels
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*/
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@ -866,9 +862,7 @@ static void QZ_SetPortAlphaOpaque(void)
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/* Allocate new buffer */
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free(_cocoa_video_data.pixels);
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_cocoa_video_data.pixels = (uint8*)malloc(newViewFrame.size.width * newViewFrame.size.height);
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if (_cocoa_video_data.pixels == NULL) {
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ShowMacErrorDialog("Error: failed to allocate frame buffer");
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}
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assert(_cocoa_video_data.pixels != NULL);
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/* Tell the game that the resolution changed */
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@ -1358,10 +1352,6 @@ static const char* QZ_SetVideoFullScreen(int width, int height)
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_cocoa_video_data.realpixels = (uint8*)CGDisplayBaseAddress(_cocoa_video_data.display_id);
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_cocoa_video_data.pitch = CGDisplayBytesPerRow(_cocoa_video_data.display_id);
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if (_cocoa_video_data.realpixels == NULL ) {
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ShowMacErrorDialog("Error: failure to locate screen buffer in the OS for full screen mode");
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}
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_cocoa_video_data.width = CGDisplayPixelsWide(_cocoa_video_data.display_id);
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_cocoa_video_data.height = CGDisplayPixelsHigh(_cocoa_video_data.display_id);
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_cocoa_video_data.fullscreen = true;
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