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cocoadisplay: Remove overzealous coordinates transform performed on mouse position
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@ -139,10 +139,10 @@ move_pointer(int device, int x, int y) {
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if (device == 0) {
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if (device == 0) {
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CGPoint point;
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CGPoint point;
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if (_properties.get_fullscreen()) {
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if (_properties.get_fullscreen()) {
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point = CGPointMake(x, y + 1);
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point = CGPointMake(x, y);
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} else {
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} else {
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point = CGPointMake(x + _properties.get_x_origin(),
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point = CGPointMake(x + _properties.get_x_origin(),
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y + _properties.get_y_origin() + 1);
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y + _properties.get_y_origin());
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}
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}
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// I don't know what the difference between these two methods is. if
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// I don't know what the difference between these two methods is. if
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@ -1966,9 +1966,8 @@ handle_mouse_moved_event(bool in_window, double x, double y, bool absolute) {
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}
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}
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}
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}
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// Strangely enough, in Cocoa, mouse Y coordinates are 1-based.
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nx = x;
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nx = x;
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ny = y - 1;
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ny = y;
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} else {
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} else {
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// We received deltas, so add it to the current mouse position.
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// We received deltas, so add it to the current mouse position.
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@ -1985,10 +1984,10 @@ handle_mouse_moved_event(bool in_window, double x, double y, bool absolute) {
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ny = std::max(0., std::min((double) get_y_size() - 1, ny));
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ny = std::max(0., std::min((double) get_y_size() - 1, ny));
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if (_properties.get_fullscreen()) {
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if (_properties.get_fullscreen()) {
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point = CGPointMake(nx, ny + 1);
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point = CGPointMake(nx, ny);
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} else {
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} else {
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point = CGPointMake(nx + _properties.get_x_origin(),
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point = CGPointMake(nx + _properties.get_x_origin(),
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ny + _properties.get_y_origin() + 1);
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ny + _properties.get_y_origin());
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}
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}
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if (CGWarpMouseCursorPosition(point) == kCGErrorSuccess) {
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if (CGWarpMouseCursorPosition(point) == kCGErrorSuccess) {
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