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Fix SDL_SetWindowPosition on fullscreen windows.
This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in the correct way. If you call SDL_SetWindowPosition on a fullscreen window, it would update the x & y variables for the window, but not actually move the window (since it was fullscreen). That would make the internal state of the SDL_Window incorrect, causing SDL_WarpMouseInWindow to offset incorrectly. This makes it so SDL_SetWindowPosition updates the `windowed' x & y coordinates, which take effect when you revert from fullscreen.
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@ -1551,14 +1551,21 @@ SDL_SetWindowPosition(SDL_Window * window, int x, int y)
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}
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}
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if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
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window->x = x;
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}
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if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
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window->y = y;
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}
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if ((window->flags & SDL_WINDOW_FULLSCREEN)) {
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if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
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window->windowed.x = x;
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}
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if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
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window->windowed.y = y;
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}
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} else {
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if (!SDL_WINDOWPOS_ISUNDEFINED(x)) {
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window->x = x;
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}
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if (!SDL_WINDOWPOS_ISUNDEFINED(y)) {
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window->y = y;
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}
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if (!(window->flags & SDL_WINDOW_FULLSCREEN)) {
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if (_this->SetWindowPosition) {
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_this->SetWindowPosition(_this, window);
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}
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@ -204,13 +204,7 @@ 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 = CGPointMake(x, 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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CGPoint point = CGPointMake(x + (float)window->x, y + (float)window->y);
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{
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/* This makes Cocoa_HandleMouseEvent ignore this delta in the next
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