-#ifndef INPUT_H
-#define INPUT_H
-
-#define VG_GAME
-#include "vg/vg.h"
+#pragma once
#include "vg/vg_platform.h"
#include "vg/vg_console.h"
#include "vg/vg_input.h"
[k_srbind_use] = INPUT_BASIC( SDLK_e, SDL_CONTROLLER_BUTTON_Y ),
[k_srbind_reset] = INPUT_BASIC( SDLK_r, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
[k_srbind_dead_respawn] =
- INPUT_BASIC( SDLK_q, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
+ INPUT_BASIC( SDLK_q, SDL_CONTROLLER_BUTTON_DPAD_UP ),
[k_srbind_camera]= INPUT_BASIC( SDLK_c, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
[k_srbind_mleft] = INPUT_BASIC( SDLK_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
[k_srbind_mright]= INPUT_BASIC( SDLK_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
vg_end
},
[k_sraxis_mbrowse_v] = (vg_input_op[]){
- vg_mode_add, vg_keyboard, SDLK_UP,
vg_mode_sub, vg_keyboard, SDLK_DOWN,
+ vg_mode_add, vg_keyboard, SDLK_UP,
vg_mode_sub, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTY,
vg_end
},
[k_sraxis_replay_h] = (vg_input_op[]){
- vg_mode_add, vg_keyboard, SDLK_e,
vg_mode_sub, vg_keyboard, SDLK_q,
- vg_mode_add, vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
+ vg_mode_add, vg_keyboard, SDLK_e,
vg_mode_sub, vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERLEFT,
+ vg_mode_add, vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
vg_end
},
[k_sraxis_skid] = (vg_input_op[]){
- vg_mode_add, vg_joy_button, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
vg_mode_sub, vg_joy_button, SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
+ vg_mode_add, vg_joy_button, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
vg_end
},
[k_sraxis_max]=NULL
static vg_input_op *input_joy_list[] = {
[k_srjoystick_steer] = (vg_input_op[]){
- vg_index, 0, vg_mode_add, vg_keyboard, SDLK_d,
- vg_mode_sub, vg_keyboard, SDLK_a,
- vg_index, 1, vg_mode_add, vg_keyboard, SDLK_s,
- vg_mode_sub, vg_keyboard, SDLK_w,
+ vg_index, 0, vg_mode_sub, vg_keyboard, SDLK_a,
+ vg_mode_add, vg_keyboard, SDLK_d,
+ vg_index, 1, vg_mode_sub, vg_keyboard, SDLK_w,
+ vg_mode_add, vg_keyboard, SDLK_s,
vg_mode_absmax, vg_joy_ls,
vg_end
},
else srinput.button_states[k_srbind_mdown][0] = 1;
}
}
-
-#endif /* INPUT_H */