In this chapter we learned about input polling and how it is implemented in XNA using structures representing input state and static
GetState() methods. We saw the three primary forms of input we use in the MonoGame framework - the keyboard, the mouse, and the gamepad.
We also saw how a variety of game controllers (i.e. RockBand gear, steering wheels, flight sticks, etc.) are mapped to the standard gamepad; how its state struct is actually composed of several sub-structs; and how to turn on and off the vibration motors.
Finally, we discussed how we can use two copies of a state struct - one from the prior frame and one from the current frame - to determine if a button was just pressed or released.