k_srbind_world_left,
k_srbind_world_right,
k_srbind_home,
+ k_srbind_lobby,
k_srbind_max,
};
[k_srbind_replay_play]= controller_glyph( SDL_CONTROLLER_BUTTON_X ),
[k_srbind_replay_freecam]=controller_glyph(SDL_CONTROLLER_BUTTON_Y ),
[k_srbind_replay_resume]=controller_glyph( SDL_CONTROLLER_BUTTON_A ),
- [k_srbind_sit] = controller_glyph( SDL_CONTROLLER_BUTTON_B )
+ [k_srbind_sit] = controller_glyph( SDL_CONTROLLER_BUTTON_B ),
+ [k_srbind_lobby] = controller_glyph( SDL_CONTROLLER_BUTTON_DPAD_LEFT )
};
const char *keyboard_table[ k_srbind_max ] = {
[k_srbind_replay_play]= KEYBOARD_GLYPH( "G" ),
[k_srbind_replay_freecam] = KEYBOARD_GLYPH( "F" ),
[k_srbind_replay_resume]= "\xa1",
- [k_srbind_sit] = KEYBOARD_GLYPH( "Z" )
+ [k_srbind_sit] = KEYBOARD_GLYPH( "Z" ),
+ [k_srbind_lobby] = KEYBOARD_GLYPH( "" ) // FIXME: what is tab?
};
if( vg_input.display_input_method == k_input_method_controller )
setbtn( k_srbind_replay_freecam, vg_getkey(SDLK_f) );
setbtn( k_srbind_replay_resume, vg_getkey(SDLK_SPACE) );
setbtn( k_srbind_sit, vg_getkey(SDLK_z) );
+ setbtn( k_srbind_lobby, vg_getkey(SDLK_TAB) );
/* axis
* --------------------------------------------*/
setbtn( k_srbind_replay_play, buttons[ SDL_CONTROLLER_BUTTON_X ] );
setbtn( k_srbind_replay_freecam, buttons[ SDL_CONTROLLER_BUTTON_Y ] );
setbtn( k_srbind_sit, buttons[ SDL_CONTROLLER_BUTTON_B ] );
+ setbtn( k_srbind_lobby, buttons[ SDL_CONTROLLER_BUTTON_DPAD_LEFT ] );
float *axis = controller->axises;
float *steer = srinput.joystick_states[ k_srjoystick_steer ][0],