# HG changeset patch # User Sam Lantinga # Date 1260545497 0 # Node ID 2b8c1aea633b2589e08ec67b726d40ef9cad17b1 # Parent 07b330419439758e1ed6472a065db1bdcbbb8982 Fixed bug #898 Jeremiah Morris 2009-12-09 16:07:17 PST No-op GlobalToLocal translations in fullscreen mode On my MacBook Pro running 10.6, I noticed a small upward bias on mouse movement in a fullscreen SDL application. The app uses WarpCursor and GetMouseState in a loop to measure relative movement. I tracked it down to NSWindow's convertBaseToScreen: routine, which added a 2-pixel offset on the Y coordinate instead of the expected (+0,+0) translation. In fullscreen mode, QZ_PrivateWarpCursor() does not translate the desired position through QZ_PrivateGlobalToLocal() before passing it to the Core Graphics system. However, QZ_GetMouseLocation() does call the reverse QZ_PrivateLocalToGlobal() even in fullscreen mode. This asymmetry caused problems each time the mouse was moved. diff -r 07b330419439 -r 2b8c1aea633b src/video/quartz/SDL_QuartzWM.m --- a/src/video/quartz/SDL_QuartzWM.m Fri Dec 11 15:24:53 2009 +0000 +++ b/src/video/quartz/SDL_QuartzWM.m Fri Dec 11 15:31:37 2009 +0000 @@ -151,14 +151,16 @@ /* Convert Cocoa screen coordinate to Cocoa window coordinate */ void QZ_PrivateGlobalToLocal (_THIS, NSPoint *p) { - *p = [ qz_window convertScreenToBase:*p ]; + if ( ! CGDisplayIsCaptured (display_id) ) + *p = [ qz_window convertScreenToBase:*p ]; } /* Convert Cocoa window coordinate to Cocoa screen coordinate */ void QZ_PrivateLocalToGlobal (_THIS, NSPoint *p) { - *p = [ qz_window convertBaseToScreen:*p ]; + if ( ! CGDisplayIsCaptured (display_id) ) + *p = [ qz_window convertBaseToScreen:*p ]; } /* Convert SDL coordinate to Cocoa coordinate */