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fgdata/Nasal/controls.nas

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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);
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...
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);
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);
if(select != nil and select.getValue() != 0) {
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);
}
carbHeatAxis = func {
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.
#
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:
val = 0.3333334 * arg[0] + getprop("/controls/flight/flaps");
if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
setprop("/controls/flight/flaps", val);
}
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:
val = 0.25 * arg[0] + getprop("/controls/flight/spoilers");
if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
setprop("/controls/flight/spoilers", val);
}
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:
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.
#
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
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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().
#
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]); }
adjCondition = func {
adjEngControl("condition", arg[0]); }
adjPropeller = func {
adjEngControl("propeller-pitch", arg[0]); }
adjEngControl = func {
engs = props.globals.getNode("/controls/engines").getChildren("engine");
selected = props.globals.getNode("/sim/input/selected");
delta = arg[1] * THROTTLE_RATE * getprop("/sim/time/delta-realtime-sec");
foreach(e; engs) {
if(selected.getChild("engine", e.getIndex(), 1).getBoolValue()) {
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
incThrottle = func {
auto = props.globals.getNode("/autopilot/locks/speed", 1);
if ( !auto.getValue() ) {
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engs = props.globals.getNode("/controls/engines").getChildren("engine");
foreach(e; engs) {
node = e.getNode("throttle", 1);
node.setValue(node.getValue() + arg[0]);
if ( node.getValue() < -1.0 ) {
node.setValue( -1.0 );
}
if ( node.getValue() > 1.0 ) {
node.setValue( 1.0 );
}
}
} else {
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 );
}
}
}
##
# arg[0] is the aileron increment
# arg[1] is the autopilot target heading increment
incAileron = func {
auto = props.globals.getNode("/autopilot/locks/heading", 1);
if ( !auto.getValue() ) {
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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 );
}
}
if ( auto.getValue() == "dg-heading-hold" ) {
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 );
}
}
if ( auto.getValue() == "true-heading-hold" ) {
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 );
}
}
}
##
# arg[0] is the elevator increment
# arg[1] is the autopilot target alitude increment
incElevator = func {
auto = props.globals.getNode("/autopilot/locks/altitude", 1);
if ( !auto.getValue() or auto.getValue() == 0 ) {
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 );
}
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} elsif ( auto.getValue() == "altitude-hold" ) {
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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 );
}
}
}
##
# 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()); }
##
# Gear handling.
#
gearDown = func {
if (arg[0] < 0) {
setprop("/controls/gear/gear-down", 0);
} elsif (arg[0] > 0) {
setprop("/controls/gear/gear-down", 1);
}
}
gearToggle = func { gearDown(getprop("/controls/gear/gear-down") > 0 ? -1 : 1); }
##
# Brake handling.
#
fullBrakeTime = 0.5;
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); }
}
applyParkingBrake = func(v) {
if (!v) { return; }
var p = "/controls/gear/brake-parking";
setprop(p, var i = !getprop(p));
return i;
}