Working on model loading and added poker table
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@ -38,15 +38,25 @@ int32_t main() {
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// Init the game
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if(gameInit()) {
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// Bind initial keys
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inputBind(INPUT_NULL, (inputsource_t)GLFW_KEY_ESCAPE);
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inputBind(INPUT_UP, (inputsource_t)GLFW_KEY_UP);
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inputBind(INPUT_DOWN, (inputsource_t)GLFW_KEY_DOWN);
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inputBind(INPUT_LEFT, (inputsource_t)GLFW_KEY_LEFT);
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inputBind(INPUT_RIGHT, (inputsource_t)GLFW_KEY_RIGHT);
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inputBind(INPUT_UP, (inputsource_t)GLFW_KEY_W);
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inputBind(INPUT_DOWN, (inputsource_t)GLFW_KEY_S);
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inputBind(INPUT_LEFT, (inputsource_t)GLFW_KEY_A);
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inputBind(INPUT_RIGHT, (inputsource_t)GLFW_KEY_D);
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inputBind(INPUT_NULL, (inputsource_t)GLFW_KEY_ESCAPE);
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inputBind(INPUT_DEBUG_UP, (inputsource_t)GLFW_KEY_W);
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inputBind(INPUT_DEBUG_DOWN, (inputsource_t)GLFW_KEY_S);
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inputBind(INPUT_DEBUG_LEFT, (inputsource_t)GLFW_KEY_A);
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inputBind(INPUT_DEBUG_RIGHT, (inputsource_t)GLFW_KEY_D);
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inputBind(INPUT_DEBUG_RAISE, (inputsource_t)GLFW_KEY_Q);
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inputBind(INPUT_DEBUG_LOWER, (inputsource_t)GLFW_KEY_E);
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inputBind(INPUT_DEBUG_FINE, (inputsource_t)GLFW_KEY_LEFT_CONTROL);
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inputBind(INPUT_DEBUG_PLUS, (inputsource_t)GLFW_KEY_EQUAL);
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inputBind(INPUT_DEBUG_MINUS, (inputsource_t)GLFW_KEY_MINUS);
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inputBind(INPUT_UP, (inputsource_t)GLFW_KEY_UP);
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inputBind(INPUT_DOWN, (inputsource_t)GLFW_KEY_DOWN);
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inputBind(INPUT_LEFT, (inputsource_t)GLFW_KEY_LEFT);
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inputBind(INPUT_RIGHT, (inputsource_t)GLFW_KEY_RIGHT);
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inputBind(INPUT_UP, (inputsource_t)GLFW_KEY_W);
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inputBind(INPUT_DOWN, (inputsource_t)GLFW_KEY_S);
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inputBind(INPUT_LEFT, (inputsource_t)GLFW_KEY_A);
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inputBind(INPUT_RIGHT, (inputsource_t)GLFW_KEY_D);
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// Init the render resolution
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renderSetResolution(WINDOW_WIDTH_DEFAULT, WINDOW_HEIGHT_DEFAULT);
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