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Regular mouse on the other hand is operating in relative mode and records the relative movement when you moves it. The mouse itself doesn't know where on the mouse mat it is located. This means a game can eg. get relative movement even if the pointer is at the edge of the screen if it has captured the mouse. Games (or game engines) using these kind of tricks that work for relative input devices can run into trouble when users got a wacom tablet or touch input device which operate in absolute coordinate mode.
I don't know if the Surface Pro can do that, but at least on wacom tablets, you can switch it to mouse mode in which case it will send relative movements to the game/apps and you will get the trouble of running into the edges etc. as with a mouse mat. But I guess with a pen runnig ontop of the actual screen and not on a black tablet, they might have removed the possibility to have it operate in mouse mode as it could be a bit confusing to users expecting it to be in absoulte mode.
If coredumping get to support touch, which would be a absolute mode input sort of, then pen support is probably not that far off. But it depends on how things are wired up in the game and in unity which he is the expert and we can only hope he find a nice way to do it.
Unfortunately there is no true relative method. I've tried autohotkey to set F19-F20 to "mouseclick", however, that doesn't work. Hopefully, there will be an option for that in the future, but until then, I'll be waiting to see if Coredumping can support it later.
~Rbutton::
send % "{Click " . ( GetKeyState("Lbutton") ? "Up}" : "Down}" )
return
~Rbutton up:: Mouseclick, left,,, 1, 0, U
return