Comments (2)
It would mostly depend of the cost of adding something like OnKeyDownEXT, since that does add some cycles to a critical XNA4 component, whereas something like TextInputEXT was almost entirely separate minus some control keys. This is definitely a common request though so I'll have to think about this again after MAG.
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After thinking about this a little more I'm not sure I'd be willing to go for it.
The big reason is that the event loop covers so much more than just keys, and covering events for every single thing that XNA provided (unlike TextInputEXT where they totally ignored it) is just too much for us to maintain. It's a good case of "we're willing to fix XNA's gaps, but we can't make XNA good."
The way I would design it is as a static InputEventsEXT extension, which would provide events for key down/up, mouse button down/up, gamepad button down/up, and so on. And you can see just how much would have to get tracked, in addition to all the other things that each form of input might find valuable (including device add/remove events even).
Dumb as it sounds, it's probably better to just track the events with SDL_AddEventWatch, because that way there aren't a good 2-3 layers acting as interference with what amounts to 2 if statements and lots of glitter that you can check out in the SDL_KeyboardEvent (glitter that FNA would never be able to cleanly provide):
https://wiki.libsdl.org/SDL_KeyboardEvent
https://wiki.libsdl.org/SDL_Keysym
https://wiki.libsdl.org/SDL_Keymod
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