FlatRedBall.Gui.Cursor.TryHandleCursorPositionSetByTouchScreen C# (CSharp) Method

TryHandleCursorPositionSetByTouchScreen() private method

private TryHandleCursorPositionSetByTouchScreen ( ) : bool
return bool
        private bool TryHandleCursorPositionSetByTouchScreen()
        {
            bool handled = false;
            // We'll only consider this if the touch screen is pressed.  Windows 8 
            // uses both the touch screen and the cursor and we want to obey both - so
            // we'll first check the touch screen if it's down, otherwise use the mouse.

			bool shouldReadValues = (InputDevice & Gui.InputDevice.TouchScreen) == InputDevice.TouchScreen && 
                InputManager.TouchScreen.ScreenDown;

			// Update February 9, 2014
			// For iOS we should just use the values no matter what.
			// Update October 26, 2014
			// Android too
			#if IOS || ANDROID
			shouldReadValues = true;
			#endif


			if (shouldReadValues)
            {
                mScreenX = InputManager.TouchScreen.AverageTouchPoint.X;
                mScreenY = InputManager.TouchScreen.AverageTouchPoint.Y;

                //We need to ignore previous frame values at the start and end of pinching.
                if (InputManager.TouchScreen.PinchStarted || InputManager.TouchScreen.PinchStopped)
                {
                    mLastRay = GetRay();
                    mLastScreenX = mScreenX;
                    mLastScreenY = mScreenY;

                }
                handled = true;
            }
            return handled;
        }