   sfml mouse coordinate problem
  heey all,lately i was trying to use the mouse more in my app. I use sfml to handle input, graphics and display.i'm using the following code, the X code display's properly, tough the Y code stays at 512. even stranger is that the windows is only 500 pixels high.....int main(){//create a SFML windowsf::Window App(sf::VideoMode(500, 500, 32), "gameUI test");//set opengl coordsystemglOrtho(-250.0f, 250.0f, -250.0f, 250.0f, 2.0f, -2.0f);//prepare openGL depthglClearDepth(1.f);glClearColor(0.f, 0.f, 0.f, 0.f);//enable depthbuffer use (wich we don't use)glEnable(GL_DEPTH_TEST);glDepthMask(GL_TRUE);//prepare for 3d usage(but we only use 2d)glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(90.f, 1.f, 1.f, 500.f);//while the app is runningwhile(App.IsOpened()){//get eventssf::Event Event;while(App.GetEvent(Event)){//if escape is pressed, exitif(Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Key::Escape){App.Close();}else if(Event.Type == sf::Event::Closed){App.Close();}//if the mouse moves, output coordselse if(Event.Type == sf::Event::MouseMoved){printf("X: %i,    Y: %i\n", Event.MouseButton.X, Event.MouseButton.Y);}}//make the window the current render window (for use in multiple windows (wich we don't use))App.SetActive();//clear buffersglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();//display all changesApp.Display();}return 1;}does anyone know what i'm doing wrong?thanks in advance,assainator   
  Looks like you're using the Mouse Button field of the Event, when you should be using  the MouseMove field.   ;  Thanks, that solved the problem.assainator   