- Store ImGui ini/log paths as std::string members instead of raw
char* allocations, eliminating manual memory management
- Free mInputBuffer and mFilterBuffer in ConsoleWindow destructor
https://github.com/Kenix3/libultraship/pull/974 said "The tidy-format is a false positive, it should be ignored since it breaks the gbi file"
that makes sense for *tidy* issues, as tidy rules can force naming that would break things
turns out there was a *format* issue with a comment in the file, this fixes that
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Guard against NULL GamepadNames
* Skip Gamepad when it couldn't be opened
* Add logging
* Set name to GUID when empty
00000000000000000000000000000000 should be displayed if the GUID is invalid as well.
* fix typo
* Skip devices with a zeroed out GUID
This likely happens due to an invalid index, so the device is most likely invalid anyway.
* Apply suggestions from tidy
Sometimes I wish, I never fixed this thing :D
* fix log not showing index
* Change cmake logger defines to set SPDLOG_MIN_CUTOFF as the active level for both debug and release.
Add debug and release build level parameters to InitLogging with defaults of debug and warn, respectively.
* clang
* Add `RunGuiOnly` to `interpreter` to run ImGui interface without game commands.
* clang
* Add `RunGuiOnly` to `Window.h` and override with `Fast3dWindow`.
* Add 2x2 mid-window clip rect to SDL when mouse capture is active.
Adjust DXGI's mouse clip rect to match SDL's.
* Fix SDL rect position calculation.
* Removed unnecessary rect from clip calculations.
* Add TODO on the manual clipping rect.
* clang
* Fixed typo (ForceCursorVisability -> ForceCursorVisibility).
Tweaked the cursor visibility tick to only call SetCursorVisibility(false) once per visibility cycle.
* Fix SetCursorVisibility in DXGI to not need looping.
* Undo previous, and add better presentation for `CursorTimeoutTick()`.