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While not properly portable (it is only for Windows and Linux). MonoGame has an event for text input that uses properly buffered keyboard input. MonoGame.Framework/GameWindow.cs /// Use this event to retrieve text for objects like textbox's. /// This event is not raised by noncharacter keys. /// This event also supports key repeat. /// For ...


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MonoGame intentionally uses the same namespaces as XNA as required to make it a drop in replacement. For Example look at the MonoGame VS2010 Template using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; The using Microsoft.Xna.Framework.Input uses MonoGame if Monogame is included as a reference; ...


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It sounds like what you want is named delegates. If I understand it correctly, your actions are just a call to a function in an existing component. Then all you need is to store a member function pointer and a pointer to the component, instead of a custom class. You can do this directly with member function pointers, or wrap it in a delegate class. It would ...



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