Guide.BeginShowKeyboardInput and tap to correct bar? - windows-phone-7

With XNA and Windows Phone, using Guide.BeginShowKeyboardInput doesn't seem to use the native "tap to correct words" bar.
Is there any way to get it to show up, or is it a current XNA 4.0 limitation on Windows Phone?

From this article:
If your application requires keyboard support, then you should consider Silverlight. Silverlight applications get access to the software keyboard by default, but for games made with XNA Game Studio, developers need to build their own software keyboard control to enable keyboard input.
With XNA, you can only use Guide.BeginShowKeyboardInput, and this doesn't have the functionality you desire.

Related

iPad like scrolling in Windows Explorer and other apps, feasible?

Is it possible to implement a Windows Application or extension? to enable iPad like scrolling System wide for all apps ?
The OSX equivalent would be SmartScroll:
www.marcmoini.com/sx_en.html
Possible ?
I found your question in elance.com.
If you need those functions implemented in ALL Windows applications - the answer is NO. Some applications can be forced to scroll smoothly, but not all of them: applications can use custom objects to implement scroll bars. Actually, this task is possible for one (or few) selected apps, but you need to write some code and do testing for each application. For example: Logitech "Flow Scroll" software implements smooth scrolling in popular browsers, i have M325 mouse with this function. In other apps this software don't work.

Write and edit text in Windows (particularly Visual Studio) using a stylus

Is there any hardware or software that would let me edit text documents and simulate mouse clicks using just a stylus? I want to be able to write programs in Visual Studio using a stylus for keyboard and mouse input. Hardware cost isn't an issue. Thanks.
P.S. I have an wrist RSI that is making typing on a keyboard impossible but I really don't want to end my programming career. I know there are other input methods but this is the one I'd most prefer.
There was a Tablet PC edition of Windows XP that offered stylus support, including handwriting recognition. Since then, tablet functions and handwriting OCR have been baked straight into Windows.
If you're running Vista, 7, 8 or 8.1, you can probably launch it right now. Search for the Tablet PC folder in the Start Menu. In Windows 7, you'll find it under Accessories.
As far as using handwriting OCR in VS is concerned: I would expect you'll need to tune your dictionary to include the names of components, or turn off predictive corrections entirely. Camelcase and autocorrect don't see eye to eye.

XNA Support Gestures on Windows 7

One of my friends is working on a Windows phone 7 game and XNA allow you to support gestures, now he wants to use the same code so the game will be supported on PC (Windows 7) i want to know how i support gestures on PC with a Touch Screen monitor, i have been looking on the web but apparently this is not so common.
So far the only reference that i have is to recreate the Touch class on C++, that's is not an option on time and budget
Maybe i am missing something obvious please help.
What I know is that a touch screen monitor needs to be handled as a mouse, so your friend needs to change all his gestures with MouseState and detecting left button clicks.
You just need to replace TouchLocations with the location of the pointer.

Should we choose XAML for UI desing in WP7 games?

I am quite new to WP7 although have done lot of 2D games before(for BREW/J2ME).
But since in Windows phone we have the flexibility to create User Interface using XAML(through visual studio designer tools by drag/drop).
Is that really recommended or practical? I am asking because even the sample codes (provided here) doesn't have any XAML.
It really depends on your comfortably. Windows Phone 7 application can be made using the following
Silverlight for WP7 (Use this if your game is not very graphically intense)
XNA for WP7 (use this if you want to create a REAL game)
Silverlight and XNA for WP7 (use this if you would rather have all your menus using the easabilty of XAML, but still have all the gaming features XNA has)
The Microsoft provided GamestateManagementExample (http://create.msdn.com/en-US/education/catalog/sample/game_state_management) provides an easy to use alternative to baking some Silverlight into your XNA game. You can customise various options and add/remove screens really simply. You can make it look much more proffesional than using some "sprite" buttons.

XNA and GUI controls (eg. xaml and xna)

Is there a way to get textboxes, labels and other wpf controls in xna that supports margins, etc that flexes for window size?
You might give CeGui a shot.
If your game needs advanced GUI capabilities, CeGui# might just hit the nail on the head for you. Marketese aside, this is a seriously good GUI library with Buttons, ListBoxes, Scrollbars, ProgressBars, Sliders, ComboBoxes and more.
To access the Xna version you'll need to check out the latest copy from the project's SVN and load up CeGui-XNA.sln.
There are other options listed in this thread, but I have no idea how well any of the others work (and it probably isn't a comprehensive list anymore).
The official GUI systems FAQ thread in the XNA Forum:
What GUI systems are there for the XNA framework?
CEGUI# is powerful, but it doesn't support the Xbox 360 (eg. its design doesn't include responding to game pad input) - a major overhaul would be required to refit it to be usable with something else than mouse and keyboard.
Not exactly what you're looking for, but here is an example of getting winforms GUI elements mixed in with XNA 3d content:
http://creators.xna.com/en-US/sample/winforms_series1
Check out SQUID: http://www.ionstar.org/
It's a really clean, fast, and engine independent UI system. I've worked with it extensively and really enjoy using it. The download includes sample code for XNA 3.1, Truevision3D, and SlimDX.
It is possible to embed an XNA game in a WPF form (google: XNA in WPF) if you target only Windows system. You will then have access to all the controls available in XPF for your 2D GUI.
If you also target Xbox 360 or Zune; you must make your own GUI library :(

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