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Merged fix for bug #3528964.
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@ -917,7 +917,7 @@ their skills. Special thanks go out to:</p>
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<li>Steve Sexton, for reporting an input bug in the Carbon port</li>
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<li>Dmitri Shuralyov, for support, bug reports and testing</li>
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<li>Dmitri Shuralyov, for support, bug reports, bug fixes and testing</li>
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<li>Daniel Skorupski, for reporting a bug in the Win32 DEF file</li>
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@ -357,12 +357,13 @@ static int convertMacKeyCode(unsigned int macKeyCode)
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_glfwInputCursorMotion(window, [event deltaX], [event deltaY]);
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else
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{
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NSPoint p = [event locationInWindow];
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const NSPoint p = [event locationInWindow];
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// Cocoa coordinate system has origin at lower left
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p.y = [[window->NS.object contentView] bounds].size.height - p.y;
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const int x = lround(floor(p.x));
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const int y = window->height - lround(ceil(p.y));
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_glfwInputCursorMotion(window, p.x, p.y);
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_glfwInputCursorMotion(window, x, y);
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}
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}
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@ -1168,7 +1169,7 @@ void _glfwPlatformSetCursorPos(_GLFWwindow* window, int x, int y)
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// calculating the maximum y coordinate of all screens, since Cocoa's
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// "global coordinates" are upside down from CG's...
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NSPoint localPoint = NSMakePoint(x, window->height - y);
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NSPoint localPoint = NSMakePoint(x, window->height - y - 1);
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NSPoint globalPoint = [window->NS.object convertBaseToScreen:localPoint];
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CGPoint mainScreenOrigin = CGDisplayBounds(CGMainDisplayID()).origin;
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double mainScreenHeight = CGDisplayBounds(CGMainDisplayID()).size.height;
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