better physics
[carveJwlIkooP6JGAAIwe30JlM.git] / vg_config.h
index e24699e5a25f894f5147a00cb8a0e565f1d773f6..08006140c61c2c52b14b69884ab1bc46769c01b1 100644 (file)
@@ -5,7 +5,7 @@
 #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 },
@@ -14,21 +14,26 @@ static struct button_binding vg_button_binds[] =
    { .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 },
    { "switchmode",   GLFW_GAMEPAD_BUTTON_Y },
-   { "reset",        GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }
+   { "reset",        GLFW_GAMEPAD_BUTTON_LEFT_BUMPER },
+   { "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 },
@@ -38,6 +43,6 @@ static struct axis_binding vg_axis_binds[] =
    { .name = "grab",       .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
 };
 
-static struct vg_achievement vg_achievements[] =
+VG_STATIC struct vg_achievement vg_achievements[] =
 {
 };