This code originated from an imgui code editor, where it would make sense to have per-character colors. But for the console, we only ever do 1 color per line. Just store the string and one color instance, this also allows us to just take the string instead of manually reconstructing it which is very slow. The code now also only stores 32bits for color (per line) instead of 128 bits (ImVec4) as we only ever need to convert it once.
As a result, a bunch of rendering code could be dropped, and the pass filter is now also very fast as we don't need to reconstruct the string to check for the filter, we just pass a char* in which doesn't cost any perf.
Moved implementation to dedicated class 'CImguiSystem' with the following changes:
* Added mutex for ImGui_ImplWin32_WndProcHandler(), the window proc is ran from a different thread than CImguiSystem::SampleFrame() is being called from. Needs a mutex as both functions interact with the input queue list.
* Added init stages for debugging and preventing the system from running certain parts of the code if a certain stage hasn't been reached yet.
* NULL out ImGuiContext::ConfigNavWindowingKeyNext , we don't need any nav window shortcuts as users don't need then in-game, and it also interferes with certain key binds some users have.
* CImguiSystem::SampleFrame() (previously ImguiSystem_SampleFrame()), is now being called from CMaterialSystem::SwapBuffers(), as that function is called from the main thread while also getting updated during level loads/etc, so instead of switching between 2 static buffers for as long as the levels are being loaded, we imgui updates properly too and directly swap afterwards.
* Removed hack in CGame::WindowProc() where we would only run windowproc if we aren't shutting the game down. This was needed as there was a chance of a crash at some rare cases, but this was simply due to a missing mutex which has been addressed and fixed as of this commit.
* Lock mutex during init and shutdown.
ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent().
The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
* Better structure packing (reduced padding).
* 'CTextLogger::GetFilter' now returns a reference to 'm_itFilter'.
* Added additional setters and getters.
This should fix all bugs and vulnerabilities to the ImGui console. This code has been fuzzed for hours without triggering any exceptions or assertions.
Fix a potential buffer overflow that could be triggered by logging invalid characters to the Dear ImGui console. The incrementation of the loop control variable performed by 'UTF8CharLength' was never validated.