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fgdata/Input/Joysticks/Saitek/Cyborg-Gold-3d-USB.xml

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<?xml version="1.0"?>
<!--
$Id$
_______________________________________ Layout _______________________________________
axis 0: aileron
axis 1: elevator
axis 2: rudder
axis 3: throttle
no modifier F3 F4 F3+F4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
button 0 (trigger): brakes parking brake speed brake thrust revers.
button 1 (left): flaps up gear up previous view *
button 2 (middle): reset view dir tail wheel lock cockpit view reset all trim
button 3 (right): flaps down gear down next view *
button 4 (F1): brakes left * zoom out *
button 5 (F2): brakes right * zoom in *
button 6 (F3): //////////////////////// modifier 0 /////////////////////////
button 7 (F4): //////////////////////// modifier 1 /////////////////////////
button 8 (>>): * * * *
button 9 (<<): * * * *
hat left: look left leaner mixture aileron trim rudder trim
hat right: look right richer mixture aileron trim rudder trim
hat back: look down dec prop pitch elevator trim *
hat forward: look up inc prop pitch elevator trim *
F3 and F4 are used like "Shift", "Control", or "Alternate" on computer keyboards.
For example: press F3 and keep holding it down while pressing the fire
button/trigger -> toggle parking brake
When flying the Harrier, "F3/hat left" and "right" control the thrust vector.
With the keyboard's Control key pressed, the following keys have a different meaning:
Control + no modifier
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
button 0 (trigger): trigger selected weapon
button 1 (left): switch to previous weapon system
button 3 (right): switch to next weapon system
___________________________________ Customization ____________________________________
If you want to change some (or all) of the bindings, the recommended way is
to copy this file to your home directory, make your changes there, and include
it from your personal preferences.xml file. You can use any number lower than
1000 for n in <js-named n="0">. The lowest takes precedence in case of identical
names. You can include such a preferences.xml file with the ~~config option,
e.g. ~~config=$HOME/.fgfs/preferences.xml, and you can put that ~~config line
into your personal $HOME/.fgfsrc file.
<?xml version="1.0"?>
<PropertyList>
<input>
<js-named n="100">
<joysticks include="your-modified-copy.xml"/>
</js-named>
</input>
</PropertyList>
The property "/input/joysticks/js[0]/data/modifier" indicates the "shift" level.
F3 sets bit 0, F4 sets bit 1. The property is zero if none of the shift buttons
is pressed, 1 if F3 is pressed, 2 if F4 is pressed, and 3 if both F3 and F4 are
pressed.
Note that you have to enclose nasal scripts in <script><![CDATA[...]]></script>
if they contain characters that interfere with the xml markup. This is the case
if you are, for example, using < (lower than). Alternatively, you can 'escape'
the character with "&lt;".
Also note that all nasal code shares a common namespace, so it's possible to set
a variable in one nasal binding, and to read it in another.
____________________________________ References ______________________________________
Joysticks: $FG_ROOT/Docs/README.Joystick.html
Properties: see property browser (fgfs menu: "File"->"Browse internal properties")
Nasal: http://www.plausible.org/nasal/
Nasal examples: $FG_ROOT/Nasal/
______________________________________________________________________________________
~~ Melchior FRANZ <mfranz # aon : at>
-->
<PropertyList>
<name>SAITEK CYBORG 3D USB</name>
<name>CYBORG 3D USB</name>
<data>
<mode type="int">0</mode>
<modifier type="int">0</modifier>
</data>
<nasal>
<script>
var self = cmdarg().getParent();
var data = self.getNode("data");
var mode = data.getNode("mode");
var modifier = data.getNode("modifier");
var f1 = 0;
var f2 = 0;
var left_brake = 0;
var right_brake = 0;
var trigger = 0;
if (props.globals.getNode("/rotors", 0) != nil) {
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self.getNode("axis[0]/binding/power").setIntValue(1);
self.getNode("axis[1]/binding/power").setIntValue(1);
}
var viewdir = props.globals.getNode("/sim").getChildren("view");
forindex (var i; viewdir) {
var t = viewdir[i].getNode("type");
viewdir[i] = t != nil and t.getValue() == "lookat" ? 1 : -1;
}
var kbdshift = props.globals.getNode("/devices/status/keyboard/shift", 1);
var kbdctrl = props.globals.getNode("/devices/status/keyboard/ctrl", 1);
var kbdalt = props.globals.getNode("/devices/status/keyboard/alt", 1);
var get_mode = func { modifier.getValue() + mode.getValue() * 4 }
var aircraft = getprop("/sim/aircraft");
var harrier = func {
if (aircraft == "harrier") {
thv = getprop("/controls/engines/engine[0]/mixture");
gui.popupTip("Thrust vector " ~ int(thv * 120 - 20 + 0.5));
}
}
</script>
</nasal>
<axis n="0">
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<desc>aileron</desc>
<binding>
<command>property-scale</command>
<property>/controls/flight/aileron</property>
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<power type="int">2</power>
</binding>
</axis>
<axis n="1">
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<desc>elevator</desc>
<binding>
<command>property-scale</command>
<property>/controls/flight/elevator</property>
<factor type="double">-1.0</factor>
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<power type="int">2</power>
</binding>
</axis>
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<axis>
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<desc>rudder</desc>
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<number>
<unix>2</unix>
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<mac>2</mac>
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<windows>3</windows>
</number>
<binding>
<command>property-scale</command>
<property>/controls/flight/rudder</property>
<offset type="double">0.0</offset>
<factor type="double">1.0</factor>
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<power type="int">2</power>
</binding>
</axis>
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<axis>
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<desc>throttle</desc>
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<number>
<unix>3</unix>
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<mac>2</mac>
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<windows>2</windows>
</number>
<binding>
<command>nasal</command>
<script>controls.throttleAxis()</script>
</binding>
</axis>
<button n="0">
<name>Trigger</name>
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<desc>brakes, +Ctrl: fire, +F3: parking brake, +F4: speedbrake, +F3+F4: thrust reverser</desc>
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<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
if (kbdctrl.getBoolValue()) {
controls.trigger(trigger = 1);
} else {
controls.applyBrakes(1);
}
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} elsif (m == 1) {
controls.applyBrakes(1);
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} elsif (m == 2) {
#
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} elsif (m == 3) {
#
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
if (trigger) {
controls.trigger(trigger = 0);
} else {
controls.applyBrakes(0);
}
controls.applyBrakes(0);
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} elsif (m == 1) {
i = controls.applyParkingBrake(1);
gui.popupTip("Parking Brake " ~ (i ? "ON" : "OFF"));
controls.applyBrakes(0);
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} elsif (m == 2) {
i = !getprop("/controls/flight/speedbrake");
setprop("/controls/flight/speedbrake", i);
gui.popupTip("Speed Brake " ~ (i ? "ON" : "OFF"));
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} elsif (m == 3) {
i = !getprop("/controls/engines/engine[0]/reverser");
props.setAll("/controls/engines/engine", "reverser", i);
gui.popupTip("Thrust Reverser " ~ (i ? "ON" : "OFF"));
}
</script>
</binding>
</mod-up>
</button>
<button n="1">
<name>Left Button</name>
<desc>flaps up, +F3: gear up, +F4: previous view</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
if (kbdctrl.getBoolValue()) {
controls.weaponSelect(-1);
} else {
controls.flapsDown(-1);
}
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} elsif (m == 1) {
controls.gearDown(-1);
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} elsif (m == 2) {
view.stepView(-1);
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} elsif (m == 3) {
#
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
m = get_mode();
if (m == 0) {
controls.flapsDown(0);
} elsif (m == 1) {
controls.gearDown(0);
} elsif (m == 2) {
#
} elsif (m == 3) {
#
}
</script>
</binding>
</mod-up>
</button>
<button n="2">
<name>Middle Button</name>
<desc>center view, +F3: toggle tail-wheel lock, +F4: reset view, +F3+F4: reset trim</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
view.resetView();
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} elsif (m == 1) {
i = !getprop("/controls/gear/tailwheel-lock");
setprop("/controls/gear/tailwheel-lock", i);
gui.popupTip("Tail Wheel " ~ (i ? "LOCKED" : "UNLOCKED"));
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} elsif (m == 2) {
setprop("/sim/current-view/view-number", 0);
view.resetView();
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} elsif (m == 3) {
setprop("/controls/flight/elevator-trim", 0);
setprop("/controls/flight/aileron-trim", 0);
setprop("/controls/flight/rudder-trim", 0);
}
</script>
</binding>
</button>
<button n="3">
<name>Right Button</name>
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<desc>flaps down, +Ctrl: weapon select, +F3: gear down, +F4: next view</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
if (kbdctrl.getBoolValue()) {
controls.weaponSelect(1);
} else {
controls.flapsDown(1);
}
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} elsif (m == 1) {
controls.gearDown(1);
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} elsif (m == 2) {
view.stepView(1);
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} elsif (m == 3) {
#
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
m = get_mode();
if (m == 0) {
controls.flapsDown(0);
} elsif (m == 1) {
controls.gearDown(0);
} elsif (m == 2) {
#
} elsif (m == 3) {
#
}
</script>
</binding>
</mod-up>
</button>
<button n="4">
<name>F1</name>
<desc>brakes left, +F4: zoom out</desc>
<repeatable type="bool">true</repeatable>
<binding>
<command>nasal</command>
<script>
f1 = 1;
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m = get_mode();
if (m == 0) {
if (!left_brake) {
controls.applyBrakes(left_brake = 1, -1);
}
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} elsif (m == 1) {
#
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} elsif (m == 2) {
f2 ? view.resetFOV() : view.increase();
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} elsif (m == 3) {
#
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
f1 = 0;
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m = get_mode();
if (m == 0) {
controls.applyBrakes(left_brake = 0, -1);
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} elsif (m == 1) {
#
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
#
}
</script>
</binding>
</mod-up>
</button>
<button n="5">
<name>F2</name>
<desc>brakes right, +F4: zoom in</desc>
<repeatable type="bool">true</repeatable>
<binding>
<command>nasal</command>
<script>
f2 = 1;
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m = get_mode();
if (m == 0) {
if (!right_brake) {
controls.applyBrakes(right_brake = 1, 1);
}
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} elsif (m == 1) {
#
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} elsif (m == 2) {
f1 ? view.resetFOV() : view.decrease();
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} elsif (m == 3) {
#
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
f2 = 0;
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m = get_mode();
if (m == 0) {
controls.applyBrakes(right_brake = 0, 1);
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} elsif (m == 1) {
#
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
#
}
</script>
</binding>
</mod-up>
</button>
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<button n="6"><!-- bit 0 -->
<name>F3</name>
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<desc>modifier for other buttons</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
m = modifier.getValue();
if (m == 0 or m == 2) {
modifier.setIntValue(m + 1);
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
m = modifier.getValue();
if (m == 1 or m == 3) {
modifier.setIntValue(m - 1);
}
</script>
</binding>
</mod-up>
</button>
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<button n="7"><!-- bit 1 -->
<name>F4</name>
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<desc>modifier for other buttons</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
m = modifier.getValue();
if (m == 0 or m == 1) {
modifier.setIntValue(m + 2);
}
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
m = modifier.getValue();
if (m == 2 or m == 3) {
modifier.setIntValue(m - 2);
}
</script>
</binding>
</mod-up>
</button>
<button n="8">
<name>>></name>
<desc>unused</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
<![CDATA[
text = "read $FG_ROOT/Input/Joysticks/Saitek/Cyborg-Gold-3d-USB.xml";
print("Please " ~ text ~ " for the full joystick layout.");
gui.popupTip(text);
]]>
</script>
</binding>
</button>
<button n="9">
<name>&lt;&lt;</name>
<desc>unused</desc>
<repeatable type="bool">false</repeatable>
<binding>
<command>nasal</command>
<script>
<![CDATA[
text = "read $FG_ROOT/Input/Joysticks/Saitek/Cyborg-Gold-3d-USB.xml";
print("Please " ~ text ~ " for the full joystick layout.");
gui.popupTip(text);
]]>
</script>
</binding>
</button>
<button n="10">
<name>Hat Up</name>
<desc>view up, +F3: increase prop pitch, +F4: elevator trim down</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
view.panViewPitch(1);
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} elsif (m == 1) {
controls.adjPropeller(1);
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} elsif (m == 2) {
controls.elevatorTrim(0.75);
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} elsif (m == 3) {
#
}
</script>
</binding>
</button>
<button n="11">
<name>Hat Left</name>
<desc>view left, +F3: mixture leaner, +F4: aileron trim left, +F3+F4: rudder trim left</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
v = getprop("/sim/current-view/view-number");
view.panViewDir(-viewdir[v]);
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} elsif (m == 1) {
controls.adjMixture(-1);
harrier();
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} elsif (m == 2) {
controls.aileronTrim(-0.75);
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} elsif (m == 3) {
controls.rudderTrim(-0.75);
}
</script>
</binding>
</button>
<button n="12">
<name>Hat Right</name>
<desc>view right, +F3: mixture richer, +F4: aileron trim right, +F3+F4: rudder trim right</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
v = getprop("/sim/current-view/view-number");
view.panViewDir(viewdir[v]);
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} elsif (m == 1) {
controls.adjMixture(1);
harrier();
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} elsif (m == 2) {
controls.aileronTrim(0.75);
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} elsif (m == 3) {
controls.rudderTrim(0.75);
}
</script>
</binding>
</button>
<button n="13">
<name>Hat Down</name>
<desc>view down, +F3: decrease prop pitch, +F4: elevator trim up</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>
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m = get_mode();
if (m == 0) {
view.panViewPitch(-1);
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} elsif (m == 1) {
controls.adjPropeller(-1);
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} elsif (m == 2) {
controls.elevatorTrim(-0.75);
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} elsif (m == 3) {
#
}
</script>
</binding>
</button>
</PropertyList>