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Standardize RST header syntax
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@@ -39,7 +39,7 @@ Input actions are explained in detail on the :ref:`doc_inputevent` page.
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different code paths since these have to be handled separately.
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Which Input singleton method should I use?
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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There are 3 ways to get input in an analog-aware way:
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@@ -167,7 +167,7 @@ If you're used to handling keyboard and mouse input, you may be surprised by how
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controllers handle specific situations.
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Dead zone
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^^^^^^^^^
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~~~~~~~~~
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Unlike keyboards and mice, controllers offer axes with *analog* inputs. The
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upside of analog inputs is that they offer additional flexibility for actions.
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@@ -195,7 +195,7 @@ specified as an optional 5th parameter. If not specified, it will calculate the
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average deadzone value from all of the actions in the vector.
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"Echo" events
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^^^^^^^^^^^^^
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~~~~~~~~~~~~~
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Unlike keyboard input, holding down a controller button such as a D-pad
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direction will **not** generate repeated input events at fixed intervals (also
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@@ -209,7 +209,7 @@ at regular intervals. This can be accomplished
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with the help of a :ref:`class_Timer` node.
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Window focus
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^^^^^^^^^^^^
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~~~~~~~~~~~~
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Unlike keyboard input, controller inputs can be seen by **all** windows on the
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operating system, including unfocused windows.
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@@ -258,7 +258,7 @@ use ``Focus.event_is_action_pressed(event, action)`` where ``event`` is an
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InputEvent reference and ``action`` is the name of the input action.
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Power saving prevention
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^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~
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Unlike keyboard and mouse input, controller inputs do **not** inhibit sleep and
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power saving measures (such as turning off the screen after a certain amount of
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@@ -283,7 +283,7 @@ Troubleshooting
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on GitHub.
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My controller isn't recognized by Godot.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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First, check that your controller is recognized by other applications. You can
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use the `Gamepad Tester <https://gamepad-tester.com/>`__ website to confirm that
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@@ -294,7 +294,7 @@ because Godot uses the XInput API, which is limited to supporting 4 controllers
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at once. Additional controllers above this limit are ignored by Godot.
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My controller has incorrectly mapped buttons or axes.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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First, if your controller provides some kind of firmware update utility,
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make sure to run it to get the latest fixes from the manufacturer. For instance,
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@@ -337,10 +337,10 @@ additional controller mappings, you can add them by calling
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as early as possible in a script's ``_ready()`` function.
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My controller works on a given platform, but not on another platform.
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Linux
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~~~~~
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^^^^^
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If you're using a self-compiled engine binary, make sure it was compiled with
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udev support. This is enabled by default, but it is possible to disable udev
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@@ -353,7 +353,7 @@ regular polling must be used to check for controllers being connected or
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disconnected during gameplay (hotplugging).
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HTML5
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~~~~~
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^^^^^
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HTML5 controller support is often less reliable compared to "native" platforms.
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The quality of controller support tends to vary wildly across browsers. As a
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