diff --git a/src/SFML/Window/OSX/SFOpenGLView.mm b/src/SFML/Window/OSX/SFOpenGLView.mm index e6f622b5e..9a623c648 100644 --- a/src/SFML/Window/OSX/SFOpenGLView.mm +++ b/src/SFML/Window/OSX/SFOpenGLView.mm @@ -165,29 +165,61 @@ NSUInteger keepOnlyMaskFromData(NSUInteger data, NSUInteger mask); y = y / m_realSize.height * [self frame].size.height; } - // Note : we use rect here because some conversion methods are deprecated - // with point. + // Note : -[NSWindow convertBaseToScreen:] is deprecated on 10.7 + // but the recommended -[NSWindow convertRectToScreen] is not + // available until 10.7. + // + // So we choose at runtime which code to execute. - // Flip SFML coordinates to match window coordinates - y = [self frame].size.height - y; +#ifndef NSAppKitVersionNumber10_6 +#define NSAppKitVersionNumber10_6 1038 +#endif - // Get the position of (x, y) in the coordinate system of the window. - NSRect r = [self convertRect:NSMakeRect(x, y, 1, 1) toView:self]; - r = [self convertRect:r toView:nil]; // nil means window + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) { - // Converte it to screen coordinates - r = [[self window] convertRectToScreen:r]; - - // Flip screen coodinates to match CGDisplayMoveCursorToPoint referential. - float const screenHeight = [[[self window] screen] frame].size.height; - r.origin.y = screenHeight - r.origin.y; + // Flip SFML coordinates to match window coordinates + y = [self frame].size.height - y; + + // Get the position of (x, y) in the coordinate system of the window. + NSRect r = [self convertRect:NSMakeRect(x, y, 1, 1) toView:self]; + r = [self convertRect:r toView:nil]; // nil means window + + // Converte it to screen coordinates + r = [[self window] convertRectToScreen:r]; + + // Flip screen coodinates to match CGDisplayMoveCursorToPoint referential. + float const screenHeight = [[[self window] screen] frame].size.height; + r.origin.y = screenHeight - r.origin.y; + + x = r.origin.x; + y = r.origin.y; + + } else { // 10.6 or lower + + // Flip SFML coordinates to match window coordinates + y = [self frame].size.height - y; + + // Get the position of (x, y) in the coordinate system of the window. + NSPoint p = [self convertPoint:NSMakePoint(x, y) toView:self]; + p = [self convertPoint:p toView:nil]; // nil means window + + // Converte it to screen coordinates + p = [[self window] convertBaseToScreen:p]; + + // Flip screen coodinates to match CGDisplayMoveCursorToPoint referential. + float const screenHeight = [[[self window] screen] frame].size.height; + p.y = screenHeight - p.y; + + x = p.x; + y = p.y; + } // Get the id of the screen CGDirectDisplayID screenNumber = (CGDirectDisplayID)[[[[[self window] screen] deviceDescription] valueForKey:@"NSScreenNumber"] intValue]; // Place the cursor. - CGDisplayMoveCursorToPoint(screenNumber, CGPointMake(r.origin.x, r.origin.y)); + CGDisplayMoveCursorToPoint(screenNumber, CGPointMake(x, y)); /* * CGDisplayMoveCursorToPoint -- Discussion : *