I've started a new project in Visual Studio and have been trying to use the static TouchPanel class to get input. I have enabled the 'Tap' gesture through the EnabledGestures property, however when I tap the screen the gesture does not register (i.e. TouchPanel.IsGestureAvailable returns false).
Other things such as Mouse.GetState().LeftButton == ButtonState.Pressed do not ever prove true even though in my previous project (which was based on a Microsoft sample project) it always worked without any problems.
Anyone have any ideas why I can't seem to be able to get any form of input from the device?
Here is how I set it up - in the page constructor I set the gesture type:
// Constructor
public MainPage()
{
InitializeComponent();
TouchPanel.EnabledGestures = GestureType.Tap;
}
Then, in the XAML markup for the main grid I link it to a ManipulationCompleted event handler:
<Grid ManipulationCompleted="LayoutRoot_ManipulationCompleted" x:Name="LayoutRoot" Background="Transparent">
</Grid>
Then, in the same event handler:
private void LayoutRoot_ManipulationCompleted(object sender, ManipulationCompletedEventArgs e)
{
if (TouchPanel.IsGestureAvailable)
{
if (TouchPanel.ReadGesture().GestureType == GestureType.Tap)
{
Debug.WriteLine("A");
}
}
}
Works for me in a Silverlight project. In XNA, you would have to add the gesture types also in the constructor:
public Game1()
{
graphics = new GraphicsDeviceManager(this);
TargetElapsedTime = TimeSpan.FromTicks(333333);
TouchPanel.EnabledGestures = GestureType.Tap;
}
Then in the Update method you have the same verification:
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
if (TouchPanel.IsGestureAvailable)
{
if (TouchPanel.ReadGesture().GestureType == GestureType.Tap)
{
Debug.WriteLine("A");
}
}
// TODO: Add your update logic here
base.Update(gameTime);
}