It's evident that there are currently problems still with detecting both Mouse and Keyboard input (some) on Windows Form based applications. This unfortunately is a side effect of having the DarkGDK.NET Viewport control on a form and DirectX. Unfortunately, until I can have a workaround in the main DGDK libraries implemented, there is absolutely nothing that I can do to resolve this problem.
I've attempted to override the windows messaging pipeline to interecept all input based events from the control, but DirectX input does not work this way. Some of the messages do get intercepted, hence this is why the MouseX and MouseY properties return correctly updated values. Also, some keystrokes which are managed by the main DarkGDK message pump are also handled. What isn't handled in Windows forms, are keycode based input and of course, the mouse events.
The good news is, this problem only manifests itself with Windows form based applications. If you set the FullScreen property of the control to True, so that your program goes into exclusive full screen mode, the normal DarkGDK.NET input functions work correctly. If you plan to make heavy use of the input functions, then I would suggest using full screen mode for your applications. If indeed you need windows form controls etc, then you will need to rely solely on the form input event handlers until the problem has been solved.
Hope this clears up a few things.
Paul.