Mark
You are genius! That works like a dream, all you need to do is add the following import somewhere in your class.
Then in your Blitz3DEventCallback function just do the following:
[*EDIT*] You need to keep track of the focus for the render target because setting focus to the render target every time the callback is fired will result in your other controls not being able to recieve keyboard focus i.e. a textbox
e.g.
[*END EDIT*]
Now all events are recieved including keyboard.
Thanks Mark.
Moraldi,
It was a problem with .NET (C#, VB.NET etc) taking control of the message loop like Mark said.
You are genius! That works like a dream, all you need to do is add the following import somewhere in your class.
[DllImport("user32.dll", CharSet=CharSet.Auto, ExactSpelling=true)] public static extern IntPtr SetFocus(int hWnd);
Then in your Blitz3DEventCallback function just do the following:
SetFocus( hWnd );
[*EDIT*] You need to keep track of the focus for the render target because setting focus to the render target every time the callback is fired will result in your other controls not being able to recieve keyboard focus i.e. a textbox
e.g.
if( m_b_b3d_has_focus ) SetFocus( hWnd );
[*END EDIT*]
Now all events are recieved including keyboard.
Thanks Mark.
Moraldi,
It was a problem with .NET (C#, VB.NET etc) taking control of the message loop like Mark said.