If you want a Windows touch screen to work with the multi-touch commands like GetRawTouchCount, etc, then you can open the Core.cpp file in the interpreter project and find the #ifdef WM_TOUCH section and replace it with this
#ifdef WM_TOUCH
case WM_TOUCH:
{
// windows based touch device
UINT cInputs = LOWORD(wParam);
if ( cInputs > 0 )
{
PTOUCHINPUT pInputs = new TOUCHINPUT[cInputs];
if (GetTouchInputInfo((HTOUCHINPUT)lParam, cInputs, pInputs, sizeof(TOUCHINPUT)))
{
// process pInputs
for ( UINT i = 0; i < cInputs; i++ )
{
if ( pInputs[i].dwFlags & TOUCHEVENTF_DOWN ) agk::TouchPressed( pInputs[i].dwID, pInputs[i].x, pInputs[i].y );
if ( pInputs[i].dwFlags & TOUCHEVENTF_MOVE ) agk::TouchMoved( pInputs[i].dwID, pInputs[i].x, pInputs[i].y );
if ( pInputs[i].dwFlags & TOUCHEVENTF_UP ) agk::TouchReleased( pInputs[i].dwID, pInputs[i].x, pInputs[i].y );
}
CloseTouchInputHandle((HTOUCHINPUT)lParam);
}
delete [] pInputs;
}
break;
}
#endif
I don't have a Windows touchscreen to test but I think that should work. If so I'll add it to the tier 1 player.