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Remove Prev/Next buttons (#210)
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wiki/input/accelerometer.md

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@@ -59,5 +59,3 @@ Matrix4 matrix = new Matrix4();
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Gdx.input.getRotationMatrix(matrix.val);
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// use the matrix, Luke
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```
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[Prev](/wiki/input/simple-text-input) | [Next](/wiki/input/compass)

wiki/input/back-and-menu-key-catching.md

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@@ -29,5 +29,3 @@ Gdx.input.setCatchKey(Input.Keys.MENU, true);
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```
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There might be other keys to catch as well. You should catch all keys used to control your game to tell the operating system to prevent triggering behaviour outside your apps. This could affect media control keys on Android TV, and some general keys if you target HTML5 as well (see [HTML 5 specifics article](/wiki/html5-backend-and-gwt-specifics#preventing-keys-from-triggering-scrolling-and-other-browser-functions) for more information)
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[Prev](/wiki/input/cursor-visibility-and-catching) | [Next](/wiki/input/on-screen-keyboard)

wiki/input/compass.md

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---
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title: Compass
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---
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title: Compass
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---
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Some Android devices and iOS devices have an integrated magnetic field sensor that provides information on how the device is oriented with respect to the magnetic north pole.
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NOTE: The compass is currently not available on iOS devices since there is no implementation in the RoboVM - backend yet. The compass appears to be present with the Intel MOE backend on iOS.
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Here's an illustration of the axis relative to the earth.
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![images/compass.png](/assets/wiki/images/compass.png)
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[Prev](/wiki/input/accelerometer) | [Next](/wiki/input/vibrator)

wiki/input/configuration-and-querying.md

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@@ -50,5 +50,3 @@ To check whether a specific input device is available on the platform the applic
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Please refer to the [Peripheral](https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/Input.java#L560) enumeration to see the rest of the available constants.
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Note that only a few Android devices have a hardware keyboard. Even if the keyboard is physically present, the user might not have slid it out. The method shown above will return false in this case.
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[Next](/wiki/input/mouse-touch-and-keyboard)

wiki/input/cursor-visibility-and-catching.md

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@@ -120,5 +120,3 @@ If you wish to let your HTML5 game use system cursors libGDX doesn't support, th
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* [CSS `cursor` values](https://developer.mozilla.org/en-US/docs/Web/CSS/cursor#values)
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* [Interfacing with platform specific code](https://libgdx.com/wiki/app/interfacing-with-platform-specific-code)
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* [JSNI](http://www.gwtproject.org/doc/latest/DevGuideCodingBasicsJSNI.html)
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[Prev](/wiki/input/vibrator) | [Next](/wiki/input/back-and-menu-key-catching)

wiki/input/event-handling.md

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return true;
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}
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```
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[Prev](/wiki/input/polling) | [Next](/wiki/input/controllers)

wiki/input/gesture-detection.md

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As with the events reported to a normal `InputProcessor`, the respective methods will be called right before the call to `ApplicationListener.render()` on the rendering thread.
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The `GestureDetector` also has a second constructor that allows it to specify various parameters for gesture detection. Please refer to the [Javadocs](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/input/GestureDetector.html#GestureDetector(float,%20float,%20float,%20float,%20com.badlogic.gdx.input.GestureDetector.GestureListener)) for more information.
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[Prev](/wiki/input/controllers) | [Next](/wiki/input/simple-text-input)

wiki/input/input-handling.md

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// Check if the A key is pressed
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boolean isPressed = Gdx.input.isKeyPressed(Keys.A);
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```
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[Next](/wiki/input/configuration-and-querying)

wiki/input/mouse-touch-and-keyboard.md

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}
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}
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```
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wiki/input/on-screen-keyboard.md

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Note that there is currently a bug in the on-screen keyboard implementation when landscape mode is used on Android. The default Android on-screen keyboard can be switched for a custom keyboard, and many handset manufacturers like HTC make use of this. Sadly, their keyboard implementations tend to be buggy which leads to problems described in this [issue](https://code.google.com/p/libgdx/issues/detail?id=431). If you're using a buggy custom keyboard or your manufacturer supplied a buggy custom keyboard, [Google's keyboard](https://play.google.com/store/apps/details?id=com.google.android.inputmethod.latin&hl=en) works correctly with libGDX.
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On-screen keyboard functionality is only available the Android and iOS platforms.
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[Prev](/wiki/input/back-and-menu-key-catching)

wiki/input/polling.md

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See the [Buttons](https://javadoc.io/doc/com.badlogicgames.gdx/gdx/latest/com/badlogic/gdx/Input.Buttons.html) class for more constants.
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Note that on Android we only emulate the left mouse button. Any touch event will be interpreted as if it was issued with a left mouse button press. Touch screens obviously don't have a notion of left, right and middle button.
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[Prev](/wiki/input/mouse-touch-and-keyboard) | [Next](/wiki/input/event-handling)

wiki/input/simple-text-input.md

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```
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The methods of the listener will be called on the rendering thread, right before the `ApplicationListener.render()` method is called.
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[Prev](/wiki/input/gesture-detection) | [Next](/wiki/input/accelerometer)

wiki/input/vibrator.md

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Vibration can cause some users discomfort, so you should always allow them to disable it. This would typically be done from your game's settings or main menu.
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Some apps disable vibration when the user's device is in silent mode (on Android, using `AudioManager#getRingerMode`) but this is not an ideal approach as the user may want their device to vibrate for notifications but not for your game and vice-versa.
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[Prev](/wiki/input/compass) | [Next](/wiki/input/cursor-visibility-and-catching)

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