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