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Currently, GeonBit.UI supports only the american qwerty keyboard layout.
The pressed key is translated to a char using some dirty "if" , I think this is not a viable solution, especially if we want to support multiple keyboard in our game.
Handling your whole game's input system through this small helper class is a bit out of its scope, especially as both Monogame and c# already have pretty comprehensive methods in place for that purpose.
Currently, GeonBit.UI supports only the american qwerty keyboard layout.
The pressed key is translated to a char using some dirty "if" , I think this is not a viable solution, especially if we want to support multiple keyboard in our game.
The best option I found is to use the TextInput event on GameWindow class from MonoGame : https://github.com/MonoGame/MonoGame/blob/master/MonoGame.Framework/GameWindow.cs
Arrow keys, backspace still need to be handled with the current method.
I have done a fork, I'll try to make these changes and make a PR, but it's not that easy. I first need to understand how the InputHelper class work.
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