I’m new to MonoGame and I think I’m having a little difficulty understanding input. To me, it looks like I’m expected to get input by querying the current and previous states of the mouse/keyboard/gamepad/etc. This seems flawed unless I’m misunderstanding something.
What keeps input from being missed if the player/user presses and releases a button on the same iteration of the update loop? What if the order of button presses matters and two or more buttons are triggered in the same iteration of the update loop?
Shouldn’t input be a list or array the framework pushes to that the developer reads/pops from?
I assume the update method is usually called far more frequently than draw. If that’s the case, I’m sure for most purposes what I’m describing isn’t an issue, but if what I’m describing is true… it makes me hesitate to use a framework that I know would be dropping input given the right combination of performance problems when there’s no reason for the implementation to be this way (or for this to be the ONLY implementation on retrieving input).
Thanks for any help,