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Copy file name to clipboardExpand all lines: docs/config/instructions/tags.md
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@@ -171,11 +171,18 @@ For the full reference of Ball Device tags, see [ball_devices:tags](../ball_devi
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### Switch Tags
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Switches in particular have a wide variety of built-in behaviors provided by MPF. Features such as flipper cancel and automatic ball detection on playfields will automatically work if you include these tags. To see the full reference, visit [switches:tags](../switches.md#tags).
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Switches in particular have a wide variety of built-in behaviors provided by MPF.
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Features such as flipper cancel, automatic ball detection on playfields,
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and high_score text input selection will automatically work
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if you include the appropriate tags on your switch configurations.
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To see the full reference, visit [switches:tags](../switches.md#tags).
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### Playfield Tags
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If your game has a single playfield, it should have the tag "default" set in its config. If your game has multiple playfields, one of them will need to be tagged as default - usually it will be the one that the plunger lane most frequently ejects to. See: [playfields:tags](../playfields.md#tags).
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If your game has a single playfield, it should have the tag "default" set in its config.
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If your game has multiple playfields, one of them will need to be tagged as default -
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usually it will be the one that the plunger lane most frequently ejects to.
Copy file name to clipboardExpand all lines: docs/gmc/reference/mpf-text-input.md
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## Events and MPF Integration
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To control the on-screen keyboard from the pinball machine, an `event_player` must be setup that sends the event *"text_input"* with an appropriate `action` value (one of "left", "right", or "select").
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The MPFTextInput included in the default [high_score mode](../../game_logic/modes/high_score.md) has event controls already defined.
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These included event_player bindings use the standard flipper and start tags to control the input. If you are adding an MPFTextInput on your own
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to some other slide, or if you want to add more buttons to control the selected items on the high score slide,
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you will need to create a way to post *`text_input`* events with the appropriate `action` value.
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For example, to allow more switches to control the on-screen keyboard, you could define an `event_player` that sends the event *"text_input"* with one of the three supported `action` values ("left", "right", or "select").
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