Ouya Gamepad and MonoGame 3.2

Hello,
I’m using MonoGame 3.2 devel build from July 9th of 2014, because just wanted to test if Ouya controller is working properly via GamePad.GetState(). So far, all other buttons are being registered but the menu/start button isn’t.
According to this menu button should be Buttons.Start.

GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Start)

returns always false. Haven’t tested on Xbox controller. My controller firmware is 0x0103 and wanted to know if it’s working on controller with firmware of 0x0104.

Is it a bug or meant to be used like this. I attached a breakpoint and find out that keyCode was Keycode.Menu when i pressed the menu button.

Solved. My code was

        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            if (GamePad.GetState(PlayerIndex.One).IsButtonDown(Buttons.Start))
            {
                Debug.Write("Start pressed");
            }
            base.Update(gameTime);
        }

And the first GamePad.GetState() call consumed Buttons.Start so when i removed the first call, it worked.

Oh… yea… that would do that. You really should change that to:

        protected override void Update(GameTime gameTime)
        {
            var state = GamePad.GetState(PlayerIndex.One);
            if (state.Buttons.Back == ButtonState.Pressed)
            {
                Exit();
            }

            if (state.IsButtonDown(Buttons.Start))
            {
                Debug.Write("Start pressed");
            }
            base.Update(gameTime);
        }

Much better for you in the long run.