fixed recursive build script
[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 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 = "down", .bind = GLFW_KEY_F },
18 { .name = "yawl", .bind = GLFW_KEY_Q },
19 { .name = "yawr", .bind = GLFW_KEY_E },
20 { .name = "push", .bind = GLFW_KEY_T }
21 };
22
23 static struct button_binding vg_controller_binds[] =
24 {
25 { "push", GLFW_GAMEPAD_BUTTON_A },
26 { "break", GLFW_GAMEPAD_BUTTON_B },
27 { "switchmode", GLFW_GAMEPAD_BUTTON_Y },
28 { "jump", GLFW_GAMEPAD_BUTTON_X },
29 { "reset", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }
30 };
31
32 static struct axis_binding vg_axis_binds[] =
33 {
34 { .name = "horizontal", .axis = GLFW_GAMEPAD_AXIS_LEFT_X },
35 { .name = "vertical", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y },
36 { .name = "grabr", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
37 { .name = "grabl", .axis = GLFW_GAMEPAD_AXIS_LEFT_TRIGGER },
38 { .name = "h1", .axis = GLFW_GAMEPAD_AXIS_RIGHT_X },
39 { .name = "v1", .axis = GLFW_GAMEPAD_AXIS_RIGHT_Y }
40 };
41
42 static struct vg_achievement vg_achievements[] =
43 {
44 };