Everything on C_4JInput resolves through the joypad map, so a caller that wants to
know which physical button moved - a rebinding screen, say - has nowhere to ask.
GetGameJoypadMapsRaw is the same idea for the map itself. GetGameJoypadMaps applies
the button swap on the way out, and for pad 0's setting regardless of which pad you
asked about, which is wrong for anything copying maps around.
* feat: CMakeSettings.json
* chore: remove visual studio stuff
chore: move .clang-format to main directory
* feat: new file structure, easier to implement as a submodule within existing projects
* chore: we actually include some code now...
* chore: remove prebuilt libraries (oops)
* feat: new shader building script using cmake
* chore: add debug postfix specifier
* fix: forgot that windows builds use 4J_Render_PC for the render library
* fix: didn't add the output directory (where shaders are saved to) to the include directories of 4J_Render