2011-09-09 14:23:35 +00:00
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<?xml version="1.0"?>
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<!--
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Copyright (c) 2011 Melchior FRANZ mfranz # aon : at
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Work In Progress
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-->
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<PropertyList>
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<name>Thrustmaster Throttle - HOTAS Warthog</name>
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<nasal>
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warthog: add js overlay support
This allows to have generic axis/button definitions with aircraft
specific or aircraft class specific modification overlays. These
are also found in $FG_HOME, where they override global files. This
mechanism is desirable, because the Warthog is an A-10 replica, and
it should be possible to have an automatically loaded (1:1 mapped)
A-10 joystick config when flying the A-10, while using generic layouts
otherwise, or a specific helicopter overlay for helicopters etc.
Overlay files look exactly like joystick config files, except they
have no <name> and only specify actually differing elements. Axes
with <number> *need* a property index (e.g. <axis n="2">), which
usually corresponds to the <unix> value (i.e. n'th axis def in file).
Overlay files can contain a <nasal> block which is executed on
load. The files are to be named {$FG_ROOT,$FG_HOME}/Input/Joysticks/\
ThrustMaster/Warthog/{Joystick,Throttle}/{generic,helicopter,<aircraft>}\
.xml.
2011-09-09 22:03:11 +00:00
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<command>nasal</command>
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2011-09-09 14:23:35 +00:00
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<script>
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var this = cmdarg().getParent();
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var popup = func gui.popupTip(call(sprintf, arg));
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warthog: add js overlay support
This allows to have generic axis/button definitions with aircraft
specific or aircraft class specific modification overlays. These
are also found in $FG_HOME, where they override global files. This
mechanism is desirable, because the Warthog is an A-10 replica, and
it should be possible to have an automatically loaded (1:1 mapped)
A-10 joystick config when flying the A-10, while using generic layouts
otherwise, or a specific helicopter overlay for helicopters etc.
Overlay files look exactly like joystick config files, except they
have no <name> and only specify actually differing elements. Axes
with <number> *need* a property index (e.g. <axis n="2">), which
usually corresponds to the <unix> value (i.e. n'th axis def in file).
Overlay files can contain a <nasal> block which is executed on
load. The files are to be named {$FG_ROOT,$FG_HOME}/Input/Joysticks/\
ThrustMaster/Warthog/{Joystick,Throttle}/{generic,helicopter,<aircraft>}\
.xml.
2011-09-09 22:03:11 +00:00
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var is_dir = func(path) {(var stat = io.stat(path)) != nil and stat[11] == "dir"}
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var is_helicopter = (var _ = props.globals.getNode("rotors", 0)) != nil and _.getAttribute("children");
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var dir = "/Input/Joysticks/ThrustMaster/Warthog/Throttle/";
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2011-09-09 14:23:35 +00:00
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|
warthog: add js overlay support
This allows to have generic axis/button definitions with aircraft
specific or aircraft class specific modification overlays. These
are also found in $FG_HOME, where they override global files. This
mechanism is desirable, because the Warthog is an A-10 replica, and
it should be possible to have an automatically loaded (1:1 mapped)
A-10 joystick config when flying the A-10, while using generic layouts
otherwise, or a specific helicopter overlay for helicopters etc.
Overlay files look exactly like joystick config files, except they
have no <name> and only specify actually differing elements. Axes
with <number> *need* a property index (e.g. <axis n="2">), which
usually corresponds to the <unix> value (i.e. n'th axis def in file).
Overlay files can contain a <nasal> block which is executed on
load. The files are to be named {$FG_ROOT,$FG_HOME}/Input/Joysticks/\
ThrustMaster/Warthog/{Joystick,Throttle}/{generic,helicopter,<aircraft>}\
.xml.
2011-09-09 22:03:11 +00:00
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var overlay = {};
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foreach (var base; [getprop("/sim/fg-root"), getprop("/sim/fg-home")])
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if (is_dir(base ~ dir))
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foreach (var file; directory(base ~ dir))
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overlay[file] = base ~ dir ~ file;
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var load_overlay = func(name) {
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var file = name ~ ".xml";
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if (contains(overlay, file)) {
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printlog("info", "WARTHOG: loading overlay " ~ overlay[file]);
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cmdarg().getNode("script").setValue("");
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io.read_properties(overlay[file], this);
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props.runBinding(cmdarg());
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}
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2011-09-09 14:23:35 +00:00
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}
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warthog: add js overlay support
This allows to have generic axis/button definitions with aircraft
specific or aircraft class specific modification overlays. These
are also found in $FG_HOME, where they override global files. This
mechanism is desirable, because the Warthog is an A-10 replica, and
it should be possible to have an automatically loaded (1:1 mapped)
A-10 joystick config when flying the A-10, while using generic layouts
otherwise, or a specific helicopter overlay for helicopters etc.
Overlay files look exactly like joystick config files, except they
have no <name> and only specify actually differing elements. Axes
with <number> *need* a property index (e.g. <axis n="2">), which
usually corresponds to the <unix> value (i.e. n'th axis def in file).
Overlay files can contain a <nasal> block which is executed on
load. The files are to be named {$FG_ROOT,$FG_HOME}/Input/Joysticks/\
ThrustMaster/Warthog/{Joystick,Throttle}/{generic,helicopter,<aircraft>}\
.xml.
2011-09-09 22:03:11 +00:00
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load_overlay("generic");
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if (is_helicopter)
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load_overlay("helicopter");
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load_overlay(getprop("/sim/aircraft"));
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overlay = nil;
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2011-09-09 14:23:35 +00:00
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foreach (var b; this.getChildren("button")) {
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if (b.getAttribute("children") == 1) {
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var name = b.getNode("name", 1).getValue() or "??";
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b.setValues({binding: {command: "nasal", script: 'popup("' ~ name ~ '")'}});
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}
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}
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warthog: add js overlay support
This allows to have generic axis/button definitions with aircraft
specific or aircraft class specific modification overlays. These
are also found in $FG_HOME, where they override global files. This
mechanism is desirable, because the Warthog is an A-10 replica, and
it should be possible to have an automatically loaded (1:1 mapped)
A-10 joystick config when flying the A-10, while using generic layouts
otherwise, or a specific helicopter overlay for helicopters etc.
Overlay files look exactly like joystick config files, except they
have no <name> and only specify actually differing elements. Axes
with <number> *need* a property index (e.g. <axis n="2">), which
usually corresponds to the <unix> value (i.e. n'th axis def in file).
Overlay files can contain a <nasal> block which is executed on
load. The files are to be named {$FG_ROOT,$FG_HOME}/Input/Joysticks/\
ThrustMaster/Warthog/{Joystick,Throttle}/{generic,helicopter,<aircraft>}\
.xml.
2011-09-09 22:03:11 +00:00
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var even_engines = [0, 2, 4, 6, 8, 10];
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var odd_engines = [1, 3, 5, 7, 9, 11];
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var viewstep = 0.5;
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var viewdir = props.globals.getNode("/sim").getChildren("view");
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forindex (var i; viewdir) {
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var t = viewdir[i].getNode("type");
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viewdir[i] = t != nil and t.getValue() == "lookat" ? 1 : -1;
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}
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2011-09-09 14:23:35 +00:00
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</script>
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</nasal>
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<axis n="0">
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<name>Mouse Horizontal</name>
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<desc>mouse horizontal</desc>
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<low>
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<repeatable type="bool">true</repeatable>
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<binding>
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<command>nasal</command>
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<script>view.panViewDir(-viewdir[view.index] * viewstep)</script>
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</binding>
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</low>
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<high>
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<repeatable type="bool">true</repeatable>
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<binding>
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<command>nasal</command>
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<script>view.panViewDir(viewdir[view.index] * viewstep)</script>
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</binding>
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</high>
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</axis>
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<axis n="1">
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<name>Mouse Vertical</name>
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<desc>mouse vertical</desc>
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<low>
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<repeatable type="bool">true</repeatable>
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<binding>
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<command>nasal</command>
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<script>view.panViewPitch(viewstep)</script>
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</binding>
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</low>
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<high>
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<repeatable type="bool">true</repeatable>
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<binding>
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<command>nasal</command>
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<script>view.panViewPitch(-viewstep)</script>
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</binding>
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</high>
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</axis>
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<axis n="2">
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<name>Right Throttle</name>
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<desc>right throttle (odd engines)</desc>
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<tolerance>0.0001</tolerance>
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<binding>
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<command>nasal</command>
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<script>controls.perEngineSelectedAxisHandler(0)(odd_engines)</script>
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</binding>
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</axis>
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<axis>
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<name>Left Throttle</name>
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<desc>left throttle (even engines)</desc>
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<number>
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<unix>3</unix>
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<mac>3</mac>
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<windows>5</windows>
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</number>
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<tolerance>0.0001</tolerance>
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<binding>
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<command>nasal</command>
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<script>controls.perEngineSelectedAxisHandler(0)(even_engines)</script>
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</binding>
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</axis>
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<axis>
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<name>Friction Wheel</name>
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<desc>rudder trim</desc>
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<number>
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<unix>4</unix>
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<mac>4</mac>
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<windows>6</windows>
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</number>
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<binding>
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<command>property-scale</command>
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<property>/controls/flight/rudder</property>
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<factor type="double">-1</factor>
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</binding>
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</axis>
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<axis>
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<name>Coolie Switch Horizontal</name>
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<number>
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<unix>5</unix>
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<mac>5</mac>
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<windows>3</windows>
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</number>
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<low>
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<binding>
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<command>nasal</command>
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<script>popup("coolie switch left")</script>
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</binding>
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</low>
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<high>
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<binding>
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<command>nasal</command>
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<script>popup("coolie switch right")</script>
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</binding>
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</high>
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</axis>
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<axis>
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<name>Coolie Switch Vertical</name>
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<number>
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<unix>6</unix>
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<mac>6</mac>
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<windows>4</windows>
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</number>
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<low>
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<binding>
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<command>nasal</command>
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<script>popup("coolie switch up")</script>
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</binding>
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</low>
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<high>
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<binding>
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<command>nasal</command>
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<script>popup("coolie switch down")</script>
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</binding>
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</high>
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</axis>
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<button n="0">
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<name>Mouse Button</name>
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<desc>reset view</desc>
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<binding>
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<command>nasal</command>
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<script>view.resetView()</script>
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</binding>
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</button>
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<button n="1">
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<name>MIC Switch Push</name>
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<desc>Push To Talk (PTT)</desc>
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<binding>
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<command>nasal</command>
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<script>controls.ptt(1)</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>controls.ptt(0)</script>
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</binding>
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</mod-up>
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</button>
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<button n="2">
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<name>MIC Switch Up</name>
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</button>
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<button n="3">
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<name>MIC Switch Forward</name>
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</button>
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<button n="4">
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<name>MIC Switch Down</name>
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</button>
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<button n="5">
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<name>MIC Switch Aft</name>
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</button>
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<button n="6">
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<name>Speedbrake Forward</name>
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</button>
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<button n="7">
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<name>Speedbrake Aft</name>
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</button>
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<button n="8">
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<name>Boat Switch Forward</name>
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</button>
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<button n="9">
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<name>Boat Switch Aft</name>
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</button>
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<button n="10">
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<name>China Hat Forward</name>
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</button>
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<button n="11">
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<name>China Hat Aft</name>
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</button>
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<button n="12">
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<name>Pinky Switch Forward</name>
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</button>
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<button n="13">
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<name>Pinky Switch Aft</name>
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</button>
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<button n="14">
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<name>Left Throttle Button</name>
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</button>
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<button n="15">
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<name>Engine Fuel Flow Left</name>
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</button>
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<button n="16">
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<name>Engine Fuel Flow Right</name>
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</button>
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<button n="17">
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<name>Engine Operate Left MOTOR</name>
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</button>
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<button n="18">
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<name>Engine Operate Right MOTOR</name>
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</button>
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<button n="19">
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<name>APU Start</name>
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</button>
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<button n="20">
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<name>Landing Gear Horn Silence Button</name>
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</button>
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<button n="21">
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<name>Flaps Up</name>
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<desc>flaps up</desc>
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<binding>
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<command>nasal</command>
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<script>controls.flapsDown(-1)</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>controls.flapsDown(0)</script>
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</binding>
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</mod-up>
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</button>
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<button n="22">
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<name>Flaps Down</name>
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<desc>flaps down</desc>
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<binding>
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<command>nasal</command>
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<script>controls.flapsDown(1)</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>controls.flapsDown(0)</script>
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</binding>
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</mod-up>
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</button>
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<button n="23">
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<name>EAC Switch</name>
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</button>
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<button n="24">
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<name>RADAR ALT</name>
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</button>
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<button n="25">
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<name>Autopilot (Dis)Engage</name>
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</button>
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<button n="26">
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<name>Autopilot PATH</name>
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<binding>
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<command>nasal</command>
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<script>popup("autopilot path")</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>popup("autopilot alt/hdg")</script>
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|
</binding>
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</mod-up>
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</button>
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<button n="27">
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<name>Autopilot ALT</name>
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<binding>
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<command>nasal</command>
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|
<script>popup("autopilot alt")</script>
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|
|
</binding>
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|
|
<mod-up>
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|
<binding>
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|
<command>nasal</command>
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|
|
<script>popup("autopilot alt/hdg")</script>
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|
|
|
</binding>
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|
|
</mod-up>
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|
|
</button>
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|
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|
<button n="28">
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|
|
<name>Right Throttle Idle Switch</name>
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|
|
|
</button>
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|
|
|
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|
|
|
<button n="29">
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|
|
|
<name>Left Throttle Idle Switch</name>
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|
|
|
</button>
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|
|
|
|
|
|
|
<button n="30">
|
|
|
|
<name>Engine Operate Left IGN</name>
|
|
|
|
</button>
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|
|
|
|
|
|
|
<button n="31">
|
|
|
|
<name>Engine Operate Right IGN</name>
|
|
|
|
</button>
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|
|
|
</PropertyList>
|