+ player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
+ player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
+ player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
+ player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
+ player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
+ player.input_emjs2h = vg_create_named_input( "kbgrab-h", k_input_type_axis );
+ player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis );
+ player.input_jump = vg_create_named_input( "jump", k_input_type_button );
+ player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
+ player.input_walk = vg_create_named_input( "walk", k_input_type_axis_norm );
+ player.input_switch_mode = vg_create_named_input( "switch-mode",
+ k_input_type_button );
+ player.input_reset = vg_create_named_input( "reset", k_input_type_button );
+
+ const char *default_cfg[] =
+ {
+ "bind steer-h gp-ls-h",
+ "bind steer-h gp-ls-h",
+ "bind -steer-h a",
+ "bind +steer-h d",
+
+ "bind steer-v gp-ls-v",
+ "bind -steer-v s",
+ "bind +steer-v w",
+
+ "bind grab gp-rt",
+ "bind grab-h gp-rs-h",
+ "bind grab-v gp-rs-v",
+
+ "bind -kbgrab-h left",
+ "bind +kbgrab-h right",
+ "bind -kbgrab-v down",
+ "bind +kbgrab-v up",
+
+ "bind jump space",
+ "bind jump gp-a",
+
+ "bind push gp-lt",
+ "bind +push shift",
+
+ "bind walk gp-lt",
+ "bind +walk w",
+
+ "bind reset gp-lb",
+ "bind reset r",
+
+ "bind switch-mode gp-y",
+ "bind switch-mode e",
+ };
+
+ for( int i=0; i<vg_list_size(default_cfg); i++ )
+ execute_console_input(default_cfg[i]);
+