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fgdata/Nasal/controls.nas

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var startEngine = func {
var sel = props.globals.getNode("/sim/input/selected");
var engs = props.globals.getNode("/controls/engines").getChildren("engine");
for(var i=0; i<size(engs); i+=1) {
var select = sel.getChild("engine", i);
if(select != nil and select.getValue() != 0) {
engs[i].getNode("starter").setBoolValue(1);
}
}
}
# 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...
var initSelectProps = func {
var engs = props.globals.getNode("/controls/engines").getChildren("engine");
var sel = props.globals.getNode("/sim/input/selected");
for(var i=0; i<size(engs); i+=1) {
if(sel.getChild("engine", i) == nil) {
sel.getNode("engine[" ~ i ~ "]", 1); }}
}
settimer(initSelectProps, 0);
var selectEngine = func {
var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
foreach(var node; sel) { node.setBoolValue(node.getIndex() == arg[0]); }
}
# Selects (state=1) or deselects (state=0) a list of engines, or all
# engines if no list is specified. Example: selectEngines(1, 1, 3, 5);
#
var selectEngines = func (state, engines...) {
var sel = props.globals.getNode("/sim/input/selected");
if(size(engines)) {
foreach(var e; engines)
sel.getChild("engine", e, 1).setBoolValue(state);
} else {
foreach(var e; sel.getChildren("engine"))
e.setBoolValue(state);
}
}
var selectAllEngines = func {
var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
foreach(var node; sel) { node.setBoolValue(1); }
}
var stepMagnetos = func {
var change = arg[0];
var engs = props.globals.getNode("/controls/engines").getChildren("engine");
var sel = props.globals.getNode("/sim/input/selected");
for(var i=0; i<size(engs); i+=1) {
var select = sel.getChild("engine", i);
if(select != nil and select.getValue() != 0) {
var mag = engs[i].getNode("magnetos", 1);
mag.setIntValue(mag.getValue() + change);
}
}
}
var centerFlightControls = func {
setprop("/controls/flight/elevator", 0);
setprop("/controls/flight/aileron", 0);
setprop("/controls/flight/rudder", 0);
}
var throttleMouse = func {
if(!getprop("/devices/status/mice/mouse[0]/button[1]")) return;
var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
var delta = cmdarg().getNode("offset").getValue() * -4;
foreach(var n; sel) {
if(!n.getValue()) continue;
var throttle = "/controls/engines/engine[" ~ n.getIndex() ~ "]/throttle";
var val = getprop(throttle) + delta;
if(size(arg) > 0) val = -val;
setprop(throttle, val);
}
}
# Joystick axis handlers (uses cmdarg). Shouldn't be called from
# other contexts.
var throttleAxis = func {
var val = cmdarg().getNode("setting").getValue();
if(size(arg) > 0) val = -val;
var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
foreach(var n; sel)
if(n.getValue())
setprop("/controls/engines/engine[" ~ n.getIndex() ~ "]/throttle",
(1 - val)/2);
}
var mixtureAxis = func {
var val = cmdarg().getNode("setting").getValue();
if(size(arg) > 0) { val = -val; }
props.setAll("/controls/engines/engine", "mixture", (1 - val)/2);
}
var propellerAxis = func {
var val = cmdarg().getNode("setting").getValue();
if(size(arg) > 0) { val = -val; }
props.setAll("/controls/engines/engine", "propeller-pitch", (1 - val)/2);
}
var carbHeatAxis = func {
var val = cmdarg().getNode("setting").getValue();
if(size(arg) > 0) { val = -val; }
props.setAll("/controls/anti-ice/engine", "carb-heat", (1 - val)/2);
}
##
# Wrapper around stepProps() which emulates the "old" flap behavior for
# configurations that aren't using the new mechanism.
#
var flapsDown = func {
if(arg[0] == 0) { return; }
if(props.globals.getNode("/sim/flaps") != nil) {
stepProps("/controls/flight/flaps", "/sim/flaps", arg[0]);
return;
}
# Hard-coded flaps movement in 3 equal steps:
var val = 0.3333334 * arg[0] + getprop("/controls/flight/flaps");
if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
setprop("/controls/flight/flaps", val);
}
var stepSpoilers = func {
if(props.globals.getNode("/sim/spoilers") != nil) {
stepProps("/controls/flight/spoilers", "/sim/spoilers", arg[0]);
return;
}
# Hard-coded spoilers movement in 4 equal steps:
var val = 0.25 * arg[0] + getprop("/controls/flight/spoilers");
if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
setprop("/controls/flight/spoilers", val);
}
var stepSlats = func {
if(props.globals.getNode("/sim/slats") != nil) {
stepProps("/controls/flight/slats", "/sim/slats", arg[0]);
return;
}
# Hard-coded slats movement in 4 equal steps:
var val = 0.25 * arg[0] + getprop("/controls/flight/slats");
if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
setprop("/controls/flight/slats", 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.
#
var stepProps = func {
var dst = props.globals.getNode(arg[0]);
var array = props.globals.getNode(arg[1]);
var delta = arg[2];
if(dst == nil or array == nil) { return; }
var sets = array.getChildren("setting");
var 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
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# a rate, in units per second. NOTE: this modifies the property for
# the current frame only; it is intended to be called by bindings
# which repeat each frame. If you want to cause motion over time, see
# interpolate().
#
var slewProp = func(prop, delta) {
delta *= 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...
var 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.
#
var elevatorTrim = func {
slewProp("/controls/flight/elevator-trim", arg[0] * TRIM_RATE); }
var aileronTrim = func {
slewProp("/controls/flight/aileron-trim", arg[0] * TRIM_RATE); }
var rudderTrim = func {
slewProp("/controls/flight/rudder-trim", arg[0] * TRIM_RATE); }
var THROTTLE_RATE = 0.33;
var adjThrottle = func {
adjEngControl("throttle", arg[0]); }
var adjMixture = func {
adjEngControl("mixture", arg[0]); }
var adjCondition = func {
adjEngControl("condition", arg[0]); }
var adjPropeller = func {
adjEngControl("propeller-pitch", arg[0]); }
var adjEngControl = func {
var engs = props.globals.getNode("/controls/engines").getChildren("engine");
var selected = props.globals.getNode("/sim/input/selected");
var delta = arg[1] * THROTTLE_RATE * getprop("/sim/time/delta-realtime-sec");
foreach(var e; engs) {
if(selected.getChild("engine", e.getIndex(), 1).getBoolValue()) {
var node = e.getNode(arg[0], 1);
node.setValue(node.getValue() + delta);
}
}
}
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##
# arg[0] is the throttle increment
# arg[1] is the auto-throttle target speed increment
var incThrottle = func {
var auto = props.globals.getNode("/autopilot/locks/speed", 1);
var sel = props.globals.getNode("/sim/input/selected");
if (!auto.getValue()) {
var engs = props.globals.getNode("/controls/engines").getChildren("engine");
foreach(var e; engs) {
if(sel.getChild("engine", e.getIndex(), 1).getBoolValue()) {
var node = e.getNode("throttle", 1);
var val = node.getValue() + arg[0];
node.setValue(val < -1.0 ? -1.0 : val > 1.0 ? 1.0 : val);
}
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}
} else {
var node = props.globals.getNode("/autopilot/settings/target-speed-kt", 1);
if (node.getValue() == nil) {
node.setValue(0.0);
}
node.setValue(node.getValue() + arg[1]);
if (node.getValue() < 0.0) {
node.setValue(0.0);
}
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}
}
##
# arg[0] is the aileron increment
# arg[1] is the autopilot target heading increment
var incAileron = func {
var auto = props.globals.getNode("/autopilot/locks/heading", 1);
if (!auto.getValue()) {
var aileron = props.globals.getNode("/controls/flight/aileron");
if (aileron.getValue() == nil) {
aileron.setValue(0.0);
}
aileron.setValue(aileron.getValue() + arg[0]);
if (aileron.getValue() < -1.0) {
aileron.setValue(-1.0);
}
if (aileron.getValue() > 1.0) {
aileron.setValue(1.0);
}
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}
if (auto.getValue() == "dg-heading-hold") {
var node = props.globals.getNode("/autopilot/settings/heading-bug-deg", 1);
if (node.getValue() == nil) {
node.setValue(0.0);
}
node.setValue(node.getValue() + arg[1]);
if (node.getValue() < 0.0) {
node.setValue(node.getValue() + 360.0);
}
if (node.getValue() > 360.0) {
node.setValue(node.getValue() - 360.0);
}
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}
if (auto.getValue() == "true-heading-hold") {
var node = props.globals.getNode("/autopilot/settings/true-heading-deg", 1);
if (node.getValue() == nil) {
node.setValue(0.0);
}
node.setValue(node.getValue() + arg[1]);
if (node.getValue() < 0.0) {
node.setValue(node.getValue() + 360.0);
}
if (node.getValue() > 360.0) {
node.setValue(node.getValue() - 360.0);
}
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}
}
##
# arg[0] is the elevator increment
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# arg[1] is the autopilot target altitude increment
var incElevator = func {
var auto = props.globals.getNode("/autopilot/locks/altitude", 1);
if (!auto.getValue() or auto.getValue() == 0) {
var elevator = props.globals.getNode("/controls/flight/elevator");
if (elevator.getValue() == nil) {
elevator.setValue(0.0);
}
elevator.setValue(elevator.getValue() + arg[0]);
if (elevator.getValue() < -1.0) {
elevator.setValue(-1.0);
}
if (elevator.getValue() > 1.0) {
elevator.setValue(1.0);
}
} elsif (auto.getValue() == "altitude-hold") {
var node = props.globals.getNode("/autopilot/settings/target-altitude-ft", 1);
if (node.getValue() == nil) {
node.setValue(0.0);
}
node.setValue(node.getValue() + arg[1]);
if (node.getValue() < 0.0) {
node.setValue(0.0);
}
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}
}
##
# Joystick axis handlers. Don't call from other contexts.
#
var elevatorTrimAxis = func { elevatorTrim(cmdarg().getNode("value").getValue()); }
var aileronTrimAxis = func { aileronTrim(cmdarg().getNode("value").getValue()); }
var rudderTrimAxis = func { rudderTrim(cmdarg().getNode("value").getValue()); }
##
# Gear handling.
#
var gearDown = func(v) {
if (v < 0) {
setprop("/controls/gear/gear-down", 0);
} elsif (v > 0) {
setprop("/controls/gear/gear-down", 1);
}
}
var gearToggle = func { gearDown(getprop("/controls/gear/gear-down") > 0 ? -1 : 1); }
##
# Brake handling.
#
var fullBrakeTime = 0.5;
var applyBrakes = func(v, which = 0) {
if (which <= 0) { interpolate("/controls/gear/brake-left", v, fullBrakeTime); }
if (which >= 0) { interpolate("/controls/gear/brake-right", v, fullBrakeTime); }
}
var applyParkingBrake = func(v) {
if (!v) { return; }
var p = "/controls/gear/brake-parking";
setprop(p, var i = !getprop(p));
return i;
}
##
# Weapon handling.
#
var trigger = func(b) setprop("/controls/armament/trigger", b);
var weaponSelect = func(d) {
var ws = props.globals.getNode("/controls/armament/selected", 1);
var n = ws.getValue();
if (n == nil) { n = 0; }
ws.setIntValue(n + d);
}
##
# Communication.
#
var ptt = func(b) setprop("/instrumentation/comm/ptt", b);