better physics
[carveJwlIkooP6JGAAIwe30JlM.git] / vg_config.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #define VG_CONFIG
6 #include "vg/vg.h"
7
8 VG_STATIC struct button_binding vg_button_binds[] =
9 {
10 { .name = "primary", .bind = GLFW_MOUSE_BUTTON_LEFT },
11 { .name = "secondary", .bind = GLFW_MOUSE_BUTTON_RIGHT },
12 { .name = "left", .bind = GLFW_KEY_A },
13 { .name = "right", .bind = GLFW_KEY_D },
14 { .name = "forward", .bind = GLFW_KEY_W },
15 { .name = "back", .bind = GLFW_KEY_S },
16 { .name = "up", .bind = GLFW_KEY_R },
17 { .name = "reset", .bind = GLFW_KEY_R },
18 { .name = "down", .bind = GLFW_KEY_F },
19 { .name = "yawl", .bind = GLFW_KEY_Q },
20 { .name = "yawr", .bind = GLFW_KEY_E },
21 { .name = "jump", .bind = GLFW_KEY_SPACE },
22 { .name = "kbdwalk/push", .bind = GLFW_KEY_LEFT_SHIFT },
23 { .name = "switchmode", .bind = GLFW_KEY_E },
24 { .name = "menu", .bind = GLFW_KEY_ESCAPE }
25 };
26
27 VG_STATIC struct button_binding vg_controller_binds[] =
28 {
29 { "jump", GLFW_GAMEPAD_BUTTON_A },
30 { "break", GLFW_GAMEPAD_BUTTON_B },
31 { "switchmode", GLFW_GAMEPAD_BUTTON_Y },
32 { "reset", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER },
33 { "menu", GLFW_GAMEPAD_BUTTON_BACK }
34 };
35
36 VG_STATIC struct axis_binding vg_axis_binds[] =
37 {
38 { .name = "lookh", .axis = GLFW_GAMEPAD_AXIS_LEFT_X },
39 { .name = "lookv", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y },
40 { .name = "grabh", .axis = GLFW_GAMEPAD_AXIS_RIGHT_X },
41 { .name = "grabv", .axis = GLFW_GAMEPAD_AXIS_RIGHT_Y },
42 { .name = "walk/push", .axis = GLFW_GAMEPAD_AXIS_LEFT_TRIGGER },
43 { .name = "grab", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
44 };
45
46 VG_STATIC struct vg_achievement vg_achievements[] =
47 {
48 };