CImguiSystem improvements#20
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Mauler125
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Jun 25, 2026
- CImguiSystem::IsSurfaceActive() is now of constant time complexity
- Contention on CImguiSystem::m_inputEventQueueMutex has been significantly reduced
- Input will now be dropped immediately if the cursor leaves the game window rect to avoid panels getting stuck/invisible
- Imgui no longer renders if the game window is occluded
- Fixed a memory leak if Dear ImGui initialization failed
- Moved log and cfg files to designated directories to avoid polluting the root dir of the game
- All panels automatically hide if the user clicks on game area, this allows for switching back to game without manually closing
Code will be called very often in a future rework of how the game handles mouse inputs. This limits the maximum number of installable surfaces to 64 (can be increased to 128 if we use sse2, but it is unlikely we will reach 64 in the foreseeable future).
Bitvec allows to figure out which ones exactly were active, but it turns out to be unnecessary. Use a single flag instead so we don't impose any new engine limits.
Scope the auto lock.
Belongs to commit 5db5648
Context must always be destroyed.
Move them to designated locations instead of polluting the root.
This allows the user to directly switch input back to the game, even if they have multiple panels open. No longer need to close them all manually.
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