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

Guidelines for user interaction

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.

Responding to touch input

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.

Developing mouse controls

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.

Supporting screen orientation

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.

 

Creating a UI (DirectX and C++)

Developing apps (C++ and DirectX)