2003-12-22 20:05:18 +00:00
|
|
|
startEngine = func {
|
|
|
|
sel = props.globals.getNode("/sim/input/selected");
|
|
|
|
engs = props.globals.getNode("/controls/engines").getChildren("engine");
|
|
|
|
for(i=0; i<size(engs); i=i+1) {
|
|
|
|
select = sel.getChild("engine", i);
|
2003-12-29 22:59:00 +00:00
|
|
|
if(select != nil and select.getValue() != 0) {
|
2003-12-22 20:05:18 +00:00
|
|
|
engs[i].getNode("starter").setBoolValue(1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-12-29 22:59:00 +00:00
|
|
|
# Initialization hack (called after initialization via a timeout), to
|
|
|
|
# make sure that the number of engine properties in the selection tree
|
|
|
|
# match the actual number of engines. This should probably be fixed in a
|
|
|
|
# more elegant way...
|
|
|
|
initSelectProps = func {
|
|
|
|
engs = props.globals.getNode("/controls/engines").getChildren("engine");
|
|
|
|
sel = props.globals.getNode("/sim/input/selected");
|
|
|
|
for(i=0; i<size(engs); i=i+1) {
|
|
|
|
if(sel.getChild("engine", i) == nil) {
|
|
|
|
sel.getNode("engine[" ~ i ~ "]", 1); }}
|
|
|
|
}
|
|
|
|
settimer(initSelectProps, 0);
|
|
|
|
|
2003-12-22 20:05:18 +00:00
|
|
|
selectEngine = func {
|
|
|
|
sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
|
|
|
|
foreach(node; sel) { node.setBoolValue(node.getIndex() == arg[0]); }
|
|
|
|
}
|
|
|
|
|
|
|
|
selectAllEngines = func {
|
|
|
|
sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
|
|
|
|
foreach(node; sel) { node.setBoolValue(1); }
|
|
|
|
}
|
|
|
|
|
|
|
|
stepMagnetos = func {
|
|
|
|
change = arg[0];
|
|
|
|
engs = props.globals.getNode("/controls/engines").getChildren("engine");
|
|
|
|
sel = props.globals.getNode("/sim/input/selected");
|
|
|
|
for(i=0; i<size(engs); i=i+1) {
|
|
|
|
select = sel.getChild("engine", i);
|
2003-12-29 22:59:00 +00:00
|
|
|
if(select != nil and select.getValue() != 0) {
|
2003-12-22 20:05:18 +00:00
|
|
|
mag = engs[i].getNode("magnetos", 1);
|
|
|
|
mag.setIntValue(mag.getValue() + change);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
centerFlightControls = func {
|
|
|
|
setprop("/controls/flight/elevator", 0);
|
|
|
|
setprop("/controls/flight/aileron", 0);
|
|
|
|
setprop("/controls/flight/rudder", 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
throttleMouse = func {
|
|
|
|
if(!getprop("/devices/status/mice/mouse[0]/button[1]")) { return; }
|
|
|
|
val = (cmdarg().getNode("offset").getValue() * -4
|
|
|
|
+ getprop("/controls/engines/engine/throttle"));
|
|
|
|
if(size(arg) > 0) { val = -val; }
|
|
|
|
props.setAll("/controls/engines/engine", "throttle", val);
|
|
|
|
}
|
|
|
|
|
|
|
|
# Joystick axis handlers (uses cmdarg). Shouldn't be called from
|
|
|
|
# other contexts.
|
|
|
|
throttleAxis = func {
|
|
|
|
val = cmdarg().getNode("setting").getValue();
|
|
|
|
if(size(arg) > 0) { val = -val; }
|
|
|
|
props.setAll("/controls/engines/engine", "throttle", (1 - val)/2);
|
|
|
|
}
|
|
|
|
mixtureAxis = func {
|
|
|
|
val = cmdarg().getNode("setting").getValue();
|
|
|
|
if(size(arg) > 0) { val = -val; }
|
|
|
|
props.setAll("/controls/engines/engine", "mixture", (1 - val)/2);
|
|
|
|
}
|
|
|
|
propellerAxis = func {
|
|
|
|
val = cmdarg().getNode("setting").getValue();
|
|
|
|
if(size(arg) > 0) { val = -val; }
|
|
|
|
props.setAll("/controls/engines/engine", "propeller-pitch", (1 - val)/2);
|
|
|
|
}
|
|
|
|
|
|
|
|
##
|
|
|
|
# Wrapper around stepProps() which emulates the "old" flap behavior for
|
|
|
|
# configurations that aren't using the new mechanism.
|
|
|
|
#
|
|
|
|
stepFlaps = func {
|
|
|
|
if(props.globals.getNode("/sim/flaps") != nil) {
|
|
|
|
stepProps("/controls/flight/flaps", "/sim/flaps", arg[0]);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
# Hard-coded flaps movement in 3 equal steps:
|
|
|
|
val = 0.3333334 * arg[0] + getprop("/controls/flight/flaps");
|
|
|
|
if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
|
|
|
|
setprop("/controls/flight/flaps", val);
|
|
|
|
}
|
|
|
|
|
|
|
|
##
|
|
|
|
# Steps through an "array" of property settings. The first argument
|
|
|
|
# specifies a destination property. The second is a string containing
|
|
|
|
# a global property tree. This tree should contain an array of
|
|
|
|
# indexed <setting> children. This function will maintain a
|
|
|
|
# <current-setting> child, which contains the index of the currently
|
|
|
|
# active setting. The third argument specifies an integer delta,
|
|
|
|
# indicating how many steps to move through the setting array.
|
|
|
|
# Note that because of the magic of the property system, this
|
|
|
|
# mechanism works for all scalar property types (bool, int, double,
|
|
|
|
# string).
|
|
|
|
#
|
|
|
|
# TODO: This interface could easily be extended to allow for wrapping,
|
|
|
|
# in addition to clamping, allowing a "cycle" of settings to be
|
|
|
|
# defined. It could also be hooked up with the interpolate() call,
|
|
|
|
# which would allow the removal of the transition-time feature from
|
|
|
|
# YASim. Finally, other pre-existing features (the views and engine
|
|
|
|
# magnetos, for instance), work similarly but not compatibly, and
|
|
|
|
# could be integrated.
|
|
|
|
#
|
|
|
|
stepProps = func {
|
|
|
|
dst = props.globals.getNode(arg[0]);
|
|
|
|
array = props.globals.getNode(arg[1]);
|
|
|
|
delta = arg[2];
|
|
|
|
if(dst == nil or array == nil) { return; }
|
|
|
|
|
|
|
|
sets = array.getChildren("setting");
|
|
|
|
|
|
|
|
curr = array.getNode("current-setting", 1).getValue();
|
|
|
|
if(curr == nil) { curr = 0; }
|
|
|
|
curr = curr + delta;
|
|
|
|
if (curr < 0) { curr = 0; }
|
|
|
|
elsif(curr >= size(sets)) { curr = size(sets) - 1; }
|
|
|
|
|
|
|
|
array.getNode("current-setting").setIntValue(curr);
|
|
|
|
dst.setValue(sets[curr].getValue());
|
|
|
|
}
|
|
|
|
|
|
|
|
##
|
|
|
|
# "Slews" a property smoothly, without dependence on the simulator
|
|
|
|
# frame rate. The first argument is the property name. The second is
|
|
|
|
# a rate, in units per second.
|
|
|
|
#
|
|
|
|
slewProp = func {
|
|
|
|
prop = arg[0];
|
|
|
|
delta = arg[1] * getprop("/sim/time/delta-realtime-sec");
|
|
|
|
setprop(prop, getprop(prop) + delta);
|
|
|
|
}
|
|
|
|
|
|
|
|
# Standard trim rate, in units per second. Remember that the full
|
|
|
|
# range of a trim axis is 2.0. Should probably read this out of a
|
|
|
|
# property...
|
|
|
|
TRIM_RATE = 0.045;
|
|
|
|
|
|
|
|
##
|
|
|
|
# Handlers. These are suitable for binding to repeatable button press
|
|
|
|
# events. They are *not* good for binding to the keyboard, since (at
|
|
|
|
# least) X11 synthesizes its own key repeats.
|
|
|
|
#
|
|
|
|
elevatorTrim = func {
|
|
|
|
slewProp("/controls/flight/elevator-trim", arg[0] * TRIM_RATE); }
|
|
|
|
aileronTrim = func {
|
|
|
|
slewProp("/controls/flight/aileron-trim", arg[0] * TRIM_RATE); }
|
|
|
|
rudderTrim = func {
|
|
|
|
slewProp("/controls/flight/rudder-trim", arg[0] * TRIM_RATE); }
|
|
|
|
|
|
|
|
THROTTLE_RATE = 0.33;
|
|
|
|
|
|
|
|
adjThrottle = func {
|
|
|
|
adjEngControl("throttle", arg[0]); }
|
|
|
|
adjMixture = func {
|
|
|
|
adjEngControl("mixture", arg[0]); }
|
|
|
|
adjPropeller = func {
|
|
|
|
adjEngControl("propeller-pitch", arg[0]); }
|
|
|
|
|
|
|
|
adjEngControl = func {
|
|
|
|
engs = props.globals.getNode("/controls/engines").getChildren("engine");
|
2004-01-07 02:12:27 +00:00
|
|
|
delta = arg[1] * THROTTLE_RATE * getprop("/sim/time/delta-realtime-sec");
|
2003-12-22 20:05:18 +00:00
|
|
|
foreach(e; engs) {
|
|
|
|
node = e.getNode(arg[0], 1);
|
2004-01-07 02:12:27 +00:00
|
|
|
node.setValue(node.getValue() + delta);
|
2003-12-22 20:05:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
##
|
|
|
|
# Joystick axis handlers. Don't call from other contexts.
|
|
|
|
#
|
|
|
|
elevatorTrimAxis = func { elevatorTrim(cmdarg().getNode("value").getValue()); }
|
|
|
|
aileronTrimAxis = func { aileronTrim(cmdarg().getNode("value").getValue()); }
|
|
|
|
rudderTrimAxis = func { rudderTrim(cmdarg().getNode("value").getValue()); }
|
|
|
|
|