Problems with Dx9 exclusive mouse in a managed app...
I have a managed app that is running my unmanaged DirectX9 engine on a
thread using a panel for window output.
This seems to work fine, but when the user holds down the Right
Mousebutton over my panel, I want to give my engine exclusive mouse &
keyboard. So on the mouseDown event for the panel I change the
co-operative level of the mouse device to exclusive
and on the mouseUp event I switch it back to non-exclusive.
However, this doesn't seem to have any effect (even though it seems to
run fine in the debugger.
When I'm running my engine in a non-managed C++ framework, this code
correctly hides the mouse pointer away and gives the game exclusive
access to the mouse.
Anyone have any idea what I'm doing wrong?