Comments, FAQ update.
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@@ -231,18 +231,17 @@ See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/S
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The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
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<b>How can I help?</b>
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<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
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<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
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<br><b>How can I have multiple widgets with the same label, or without any label? (Yes). A primer on labels and ID stack.</b>
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<br><b>How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
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<br><b>How can I load a different font than the default?</b>
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<br><b>How can I easily use icons in my application?</b>
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<br><b>How can I load multiple fonts?</b>
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<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
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<br><b>How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables)</b>
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<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
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<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
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<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
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<br><b>How can I help?</b>
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See the FAQ in imgui.cpp for answers.
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@@ -250,7 +249,7 @@ See the FAQ in imgui.cpp for answers.
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You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
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You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
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You can share your computer mouse seamlessy with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the prefered solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
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For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimising for screen real-estate and precision.
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