   Directinput  problem with cursor
  Hello everyone, i've just spent the past couple of hours programming direct input into my game, i now can read keyboard and mouse input, i fixed the game so that i could press a couple of keys on my keyboard or a couple of buttons on my mouse and a message box appears, so i know its all working, however when i programmed the mouse the cursor stopped appearing whilst my game window was in focus, does direct input require me to load my own default cursor? or is there a flag or something i havent set properly? thanks for help in advance :)   
  IIRC, if you use the Exclusive coop-level, you're blocking the mouse messages from reaching the windows messaging services. Since Windows is no longer getting input from the mouse, it stops displaying it.Try using the Non-Exclusive flag if you want the cursor to show.Hope this helps.   ;Quote:From MSDN:If the system mouse is acquired in exclusive mode, the pointer is removed from the screen until the device is unacquired. This applies only to a mouse created by passing GUID_SysMouse to IDirectInput8::CreateDevice.So, as sirob said, if you don't want the mouse to disapear, don't use exclusive mode. Or, you can display your own mouse cursor by querying the mouse location and drawing a quad.Microsoft recommends that you use Windows messages for mouse and keyboard processing and only use DirectInput for game controllers. Also, as I understand it, DirectInput for mouse and keyboard isn't really direct anyway. It processes mouse and keyboard messages under the hood. (That may be misinformation, so don't quote me on it.);  great, thanks for your help :) and quick reply, any way to set a custom cursor in my game? using direct input or direct3d?   ;  i had read about the difference between exclusive and non modes in the dx documentation. I thought it would be easier for me to use direct input when programming my mouse instead of windows messages or whatever since i dont know too much about windows programming. maybe you could point me in the direction of a tutorial about using a mouse in windows as apposed to direct input.  Also one about loading custom cursors. Thanks in advance :)   ;  The easiest way to do this with DirectInput would be to draw a sprite (using either ID3DXSprite or your own quad vertex buffer) at the current mouse coordinates. Just add a sprite draw as the last thing in your render function before EndScene.;  Looking throug the Direct3D SDK, I noticed they have methods for working with cursor. It seems you can create a cursor and D3D(X) will control its movement and draw it using the texture you specify. Look through the SDK though. I use June 2005.   