#define VG_CONFIG
#include "vg/vg.h"
-static struct button_binding vg_button_binds[] =
+VG_STATIC struct button_binding vg_button_binds[] =
{
{ .name = "primary", .bind = GLFW_MOUSE_BUTTON_LEFT },
{ .name = "secondary", .bind = GLFW_MOUSE_BUTTON_RIGHT },
{ .name = "forward", .bind = GLFW_KEY_W },
{ .name = "back", .bind = GLFW_KEY_S },
{ .name = "up", .bind = GLFW_KEY_R },
+ { .name = "reset", .bind = GLFW_KEY_R },
{ .name = "down", .bind = GLFW_KEY_F },
{ .name = "yawl", .bind = GLFW_KEY_Q },
{ .name = "yawr", .bind = GLFW_KEY_E },
- { .name = "push", .bind = GLFW_KEY_T },
+ { .name = "jump", .bind = GLFW_KEY_SPACE },
+ { .name = "kbdwalk/push", .bind = GLFW_KEY_LEFT_SHIFT },
+ { .name = "switchmode", .bind = GLFW_KEY_E },
{ .name = "menu", .bind = GLFW_KEY_ESCAPE }
};
-static struct button_binding vg_controller_binds[] =
+VG_STATIC struct button_binding vg_controller_binds[] =
{
{ "jump", GLFW_GAMEPAD_BUTTON_A },
{ "break", GLFW_GAMEPAD_BUTTON_B },
{ "menu", GLFW_GAMEPAD_BUTTON_BACK }
};
-static struct axis_binding vg_axis_binds[] =
+VG_STATIC struct axis_binding vg_axis_binds[] =
{
{ .name = "lookh", .axis = GLFW_GAMEPAD_AXIS_LEFT_X },
{ .name = "lookv", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y },
{ .name = "grab", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
};
-static struct vg_achievement vg_achievements[] =
+VG_STATIC struct vg_achievement vg_achievements[] =
{
};