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A better fix for love.mouse.setPosition not updating the return values of love.window.getPosition until the next love.event.pump call on Windows and Linux.
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@@ -112,18 +112,10 @@ love::mouse::Cursor *Mouse::getCursor() const
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return curCursor.get();
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}
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static Uint32 GetSDLMouseState(int *x, int *y)
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{
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// SDL's Linux and Windows video backends don't update the internal mouse
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// state until the next PumpEvents, if SDL_WarpMouse was called previously.
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SDL_PumpEvents();
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return SDL_GetMouseState(x, y);
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}
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int Mouse::getX() const
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{
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int x;
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GetSDLMouseState(&x, nullptr);
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SDL_GetMouseState(&x, nullptr);
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windowToPixelCoords(&x, nullptr);
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return x;
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@@ -132,7 +124,7 @@ int Mouse::getX() const
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int Mouse::getY() const
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{
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int y;
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GetSDLMouseState(nullptr, &y);
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SDL_GetMouseState(nullptr, &y);
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windowToPixelCoords(nullptr, &y);
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return y;
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@@ -141,7 +133,7 @@ int Mouse::getY() const
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void Mouse::getPosition(int &x, int &y) const
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{
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int mx, my;
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GetSDLMouseState(&mx, &my);
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SDL_GetMouseState(&mx, &my);
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windowToPixelCoords(&mx, &my);
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x = mx;
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@@ -158,6 +150,11 @@ void Mouse::setPosition(int x, int y)
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pixelToWindowCoords(&x, &y);
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SDL_WarpMouseInWindow(handle, x, y);
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// SDL_WarpMouse doesn't directly update SDL's internal mouse state in Linux
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// and Windows, so we call SDL_PumpEvents now to make sure the next
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// getPosition call always returns the updated state.
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SDL_PumpEvents();
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}
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void Mouse::setX(int x)
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