Start on a VirtualGamePad for the Platformer2D example. Refs #10 mono/MonoGame#2461
Scale touch based on screen res so the touch controls work at multiple resolutions
Move VirtualGamePad.cs to the right place
Get the VirtualGamepad working on iPhone and disable on OUYA
Get Android working with the new touch controls too.
This should be >=
Fade the virtual controls out when they are touched. Fade them back in after 4 seconds of no touching.
Move VirtualGamePad.Update in to HandleInput
Change VirtualGamePad to work on all platforms, is only visible if TouchPanelState.IsConnected, but apparently that is always true. Bug?
Add VirtualGamePad and its sprite to all of the platforms.
Fade out the virtual controls when the player moves, instead of just on touch events.
Merge pull request #15 from danzel/virtual-gamepad

Virtual Gamepad for Platformer2D