Christian Schiedermeier
Yes, I have seen this. Actually, I have written a MDX-PictureBox some time ago, and wanted to avoid its state management (or event handling) with XNA. So I started with the Game class (not GraphicsDevice) as an application window, and made a splitter for GUI and graphics output this way: I put a panel on it for the GUI part, and an invisible PictureBox that controlled the viewport on the remaining part. This led to 3 issues, however:
1. Designer support for the panel. Got this working.
2. Keyboard input in text boxes. This issue started this thread, unsolved.
3. During interactive resizing, the viewport is reset to the full window by XNA, and can only be readjusted once resizing stops. Looks ugly.
I understand that the recommended way for GUIs is to use GraphicsDevice directly, not using Game. However, as I am writing my programs to teach CG, I want to avoid non-CG code as much as I can. The two-forms approach is preferable because it is minimally invasive: Just adding a form, and an interface to the game.
Christian