[SOLVED] Center Mouse inside game window doesnt work as expected (OS X)

Hello community!

I have a simple thing, that I can’t get to work: I want to center the mouse at the game windows center point.

Mouse.SetPosition(graphics.PreferredBackBufferWidth/2, graphics.PreferredBackBufferHeight/2);

I thought it would work like this, but it doesnt! My cursor gets sent to the bottom of screen (not all the way down, but nearly) and on the X axis its exactly at the center of the game window (as it should be).
Games resolution is set to 1024x576.

I used this for testing:
`using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input;

namespace MonoGameTest
{
///


/// This is the main type for your game.
///

public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;

	public Game1 ()
	{
		graphics = new GraphicsDeviceManager (this);
		Content.RootDirectory = "Content";
	}

	protected override void Initialize ()
	{
		IsMouseVisible = true;
		graphics.PreferredBackBufferWidth = 1024;
		graphics.PreferredBackBufferHeight = 576;
		graphics.ApplyChanges ();
        
		base.Initialize ();
	}

	protected override void LoadContent ()
	{
		spriteBatch = new SpriteBatch (GraphicsDevice);
	}

	protected override void Update (GameTime gameTime)
	{
		Mouse.SetPosition (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2);
		Console.WriteLine ("Position: " + Mouse.GetState ().Position.ToString ());

		base.Update (gameTime);
	}

	protected override void Draw (GameTime gameTime)
	{
		graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
		base.Draw (gameTime);
	}
}

}
`

It logs the correct position…
Position: {X:512 Y:288}

Did I misunderstood a basic principle here, or is this a bug?
MonoGame is Version 3.5.1.1679

Hope someone can explain this unexpected behavior to me… :confused:

Your preferred back buffer is preferred… but not… guaranteed.

Id use the ViewPort or the Window.ClientBounds.

In xna the backbuffer could be a different width height then the window,TileSafeArea or Viewport im not sure it happens in mg but that sounds like whats going on.Then again 3.5 is a bit far back now.

Edit: Thank you! Using Window.ClientBounds worked flawlessly!