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Update docs, FAQ, comments (mainly related to io.WantCaptureMouse / WantCaptureKeyboard flags).
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@ -96,9 +96,13 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
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**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
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This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
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**Note:** The `io.WantCaptureMouse` is more accurate that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by `ImGui::NewFrame()`. Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to `UpdateHoveredWindowAndCaptureFlags()`.
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**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
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**Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
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**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
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**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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