Microsoft GDKįor the Gaming.Desktop.圆4 platform, follow the instructions for Win32 desktop above.įor the Gaming.Xbox.*.圆4 platforms, the instructions for Win32 desktop for mouse are the same as above although WM_INPUT, WM_MOUSEHOVER, and WM_MOUSEACTIVATE are not used. The Mouse class returns position information in pixels, while the UWP platform specifies mouse location in 'device-independent pixels' (DIPs) so this value is needed for the scaling conversion.
M_mouse-> SetWindow( reinterpret_cast(window)) īe sure you call Mouse::SetDpi(m_DPI) from Main.cpp at the bottom of SetWindow and OnDpiChanged. M_keyboard-> SetWindow( reinterpret_cast(window)) If you want to see that button click come through Mouse, then don't handle the message or return MA_ACTIVATE instead. Generally, this is the right choice, so it ignores that first mouse button that regains focus. If (wParam = VK_RETURN & (lParam & 0圆0000000) = 0x20000000)ĭepending on how you'd like the application to react to 'click activating' the window to regain focus, you may also want to add the following. Mouse::ProcessMessage(message, wParam, lParam) Keyboard::ProcessMessage(message, wParam, lParam)