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Remove notice about not talking about mobile since Simon requested to talk about touch input
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articles/tutorials/building_2d_games/09_handling_input/index.md

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@@ -10,9 +10,6 @@ When you play a game, you need ways to control what's happening; using a keyboar
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- [**GamePad**](xref:Microsoft.Xna.Framework.Input.GamePad): Manages controller input like button presses and thumbstick movement.
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- [**TouchPanel**](xref:Microsoft.Xna.Framework.Input.TouchPanel): Manages touch input on devices with a touch panel such as mobile phones and tablets.
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> [!NOTE]
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> MonoGame also supports touch and accelerometer input for mobile devices, however this tutorial focuses on desktop input handling using keyboard, mouse, and gamepad controls.
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Each of these input types has a `GetState` method that, when called, checks what is happening with that device at that moment. Think of it like taking a snapshot; when you call `GetState`, MonoGame looks at that exact moment to see which buttons are pressed, where the mouse is, or how the controller is being used.
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In this chapter you will, we will learn how to use each of these dedicated input classes to handle player input.

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