stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / vg_config.h
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2 #define VG_CONFIG
3 #include "vg/vg.h"
4
5 static struct button_binding vg_button_binds[] =
6 {
7 { .name = "primary", .bind = GLFW_MOUSE_BUTTON_LEFT },
8 { .name = "secondary", .bind = GLFW_MOUSE_BUTTON_RIGHT },
9 { .name = "left", .bind = GLFW_KEY_A },
10 { .name = "right", .bind = GLFW_KEY_D },
11 { .name = "forward", .bind = GLFW_KEY_W },
12 { .name = "back", .bind = GLFW_KEY_S },
13 { .name = "up", .bind = GLFW_KEY_R },
14 { .name = "down", .bind = GLFW_KEY_F },
15 { .name = "yawl", .bind = GLFW_KEY_Q },
16 { .name = "yawr", .bind = GLFW_KEY_E },
17 { .name = "push", .bind = GLFW_KEY_T }
18 };
19
20 static struct button_binding vg_controller_binds[] =
21 {
22 { "push", GLFW_GAMEPAD_BUTTON_A },
23 { "break", GLFW_GAMEPAD_BUTTON_B },
24 { "switchmode", GLFW_GAMEPAD_BUTTON_Y }
25 };
26
27 static struct axis_binding vg_axis_binds[] =
28 {
29 { .name = "horizontal", .axis = GLFW_GAMEPAD_AXIS_LEFT_X },
30 { .name = "vertical", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y },
31 { .name = "grabr", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
32 { .name = "grabl", .axis = GLFW_GAMEPAD_AXIS_LEFT_TRIGGER },
33 { .name = "h1", .axis = GLFW_GAMEPAD_AXIS_RIGHT_X },
34 { .name = "v1", .axis = GLFW_GAMEPAD_AXIS_RIGHT_Y }
35 };
36
37 static struct vg_achievement vg_achievements[] =
38 {
39 };