static struct button_binding vg_controller_binds[] =
{
- { "push", GLFW_GAMEPAD_BUTTON_A },
- { "break", GLFW_GAMEPAD_BUTTON_B },
- { "switchmode", GLFW_GAMEPAD_BUTTON_Y },
- { "jump", GLFW_GAMEPAD_BUTTON_X },
- { "reset", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }
+ { "jump", GLFW_GAMEPAD_BUTTON_A },
+ { "break", GLFW_GAMEPAD_BUTTON_B },
+ { "switchmode", GLFW_GAMEPAD_BUTTON_Y },
+ { "reset", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }
};
static struct axis_binding vg_axis_binds[] =
{
- { .name = "horizontal", .axis = GLFW_GAMEPAD_AXIS_LEFT_X },
- { .name = "vertical", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y },
- { .name = "grabr", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
- { .name = "grabl", .axis = GLFW_GAMEPAD_AXIS_LEFT_TRIGGER },
- { .name = "h1", .axis = GLFW_GAMEPAD_AXIS_RIGHT_X },
- { .name = "v1", .axis = GLFW_GAMEPAD_AXIS_RIGHT_Y }
+ { .name = "lookh", .axis = GLFW_GAMEPAD_AXIS_LEFT_X },
+ { .name = "lookv", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y },
+ { .name = "grabh", .axis = GLFW_GAMEPAD_AXIS_RIGHT_X },
+ { .name = "grabv", .axis = GLFW_GAMEPAD_AXIS_RIGHT_Y },
+ { .name = "walk/push", .axis = GLFW_GAMEPAD_AXIS_LEFT_TRIGGER },
+ { .name = "grab", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER },
};
static struct vg_achievement vg_achievements[] =