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Originally the question was "How do WinForms capture and process user input", but since I want to use that for my XNA game, well, you can see the title.

I'd like to never miss a key stroke in my game, but XNA's default way of updating user input is dependent on framerate, and Nuclex.Input doesn't care which Shift or Ctrl I press, doesn't detect some keys (including F10, left Alt, PrintScreen and Pause), so they won't work for me.

Is it possible to implement the same way of capturing user input in an XNA game, as the one used in WinForms applications, and how?

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