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Mac: Fix SDL_WarpMouseInWindow in fullscreen.
If you switched from a window to fullscreen, your SDL_WarpMouseInWindow calls would be offset by the x and y coordinates of the original window.
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@@ -201,10 +201,13 @@ static void
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Cocoa_WarpMouse(SDL_Window * window, int x, int y)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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CGPoint point;
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CGPoint point = CGMakePoint(x, y);
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point.x = (float)window->x + x;
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point.y = (float)window->y + y;
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if (!(window->flags & SDL_WINDOW_FULLSCREEN))
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{
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point.x += window->x;
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point.y += window->y;
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}
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{
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/* This makes Cocoa_HandleMouseEvent ignore this delta in the next
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