Responding to user interaction (DirectX and C++)
[ This article is for Windows 8.x and Windows Phone 8.x developers writing Windows Runtime apps. If you’re developing for Windows 10, see the latest documentation ]
This section goes over touch input and other user interaction as it relates to DirectX development for Windows Runtime apps and games.
In this section
Topic | Description |
---|---|
These guidelines will help you create intuitive and immersive user interaction experiences for your Windows Runtime app using DirectX with C++ that expose consistent functionality for all users, no matter what device or input method is used. |
|
Touch events are handled in the same way as mouse and stylus events: by a generic input type called a pointer. This pointer represents screen position data from the current active input source. Here we talk about how you can support touch input in your Windows Runtime app using DirectX. |
|
In games, the mouse is a common control option that is familiar to many players, and is likewise essential to many genres of games, including first- and third-person shooters, and real-time strategy games. Here we discuss the implementation of relative mouse controls, which don't use the system cursor and don't return absolute screen coordinates; instead, they track the pixel delta between mouse movements. |
|
Here, we'll discuss best practices for handling screen rotation in your Windows Store app using DirectX with C++ so that theWindows 8 device's graphics hardware are used efficiently and effectively. |