I tried my program (FULL SCREEN MODE) on a machine with a touch-screen installed (it is connected via PS/2 and it does mouse emulation), but it doesn't work at all.
Of course the program does work with a normal mouse attached. I use ExamineMouse() in a loop. And I only open a screen with OpenScreen().
The machine runs under Win-XP SP2.
Is there any solution you know? Thanks for any hints.
			
			
									
									
						Touch screen
I have seen this problem. If I make a fake cursor with movement tied to the directx mouse using:
the fake cursor moves when using a real mouse, but when I ignore the mouse and use touch exclusively, it doesn't work. What happens (by observing the fake cursor) is, when the program starts the fake cursor appears in the top-left corner, and the cursor wont reposition when the screen is touched at a new location. However if you press at, say, the bottom-right corner, the fake cursor will move a little bit, but the movement is very restricted - along the vertical only and moving only part way down the screen. This issue is non-existent when using a windowed-screen. 
It seems to me that the PB DirectX MouseX() and MouseY() functions are tied to mouse motion (as is usual with a real mouse), and is not effective when a sudden positional change occurs (as is usual with a touch screen).
I'm seeking a solution too since I've noticed a better frame rate when using a full-screen directx display.
Can anyone can suggest some low-level directx mouse commands that might solve this problem?
			
			
									
									
						Code: Select all
DisplaySprite3D(#Cursor, MouseX(), MouseY())It seems to me that the PB DirectX MouseX() and MouseY() functions are tied to mouse motion (as is usual with a real mouse), and is not effective when a sudden positional change occurs (as is usual with a touch screen).
I'm seeking a solution too since I've noticed a better frame rate when using a full-screen directx display.
Can anyone can suggest some low-level directx mouse commands that might solve this problem?
Maybe using Windows API will work?  Here's an example to test:
			
			
									
									
						Code: Select all
Define CursorPos.point
#VK_LBUTTON	=$01	;Left mouse button 
#VK_RBUTTON	=$02  ;Right mouse button
InitSprite()
InitKeyboard()
OpenScreen(640,480,32,"test")
Repeat
  ExamineKeyboard()
  
  ClearScreen(RGB(255,255,255))
  
  GetCursorPos_(@CursorPos)
  
  StartDrawing(ScreenOutput())
  
  DrawText(16,16,"["+Str(CursorPos\x)+","+Str(CursorPos\y)+"]")
  
  If GetAsyncKeyState_(#VK_LBUTTON)
    DrawText(16,32,"Left Button")
  EndIf
  
  If GetAsyncKeyState_(#VK_RBUTTON)
    DrawText(16,48,"Right Button")
  EndIf
  
  StopDrawing()
  
  FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)
End
