Added section on conditions
Modified Files: README.xmlpanel.html
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@ -17,11 +17,11 @@ Author: John Check <j4strngs@rockfish.net>
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<li><A HREF="#example_panel">Example Top Level Panel Config</A>
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<li><A HREF="#indexed_properties">Indexed Properties</A>
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<li><A HREF="#inclusion">Inclusion</A>
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<li><A HREF="#aliasing">Aliasing</A>
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<li><A HREF="#instrument_architecture">Instrument Architecture</A>
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<li><A HREF="#textures">Textures</A>
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<li><A HREF="#instrument_layers">Instrument Layers</A>
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<li><A HREF="#transformations">Transformations</a>
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<li><A HREF="#conditions">Conditions</A>
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<li><A HREF="#needle_placement">About Transformations and Needle Placement</A>
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<li><A HREF="#interpolation">Interpolation Tables</A>
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<li><A HREF="#actions">Actions</A>
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@ -580,6 +580,145 @@ This example is a switch that contains both static and dynamic text:
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</pre>
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<br>
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<HR WIDTH="20%">
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<H2><A NAME="conditions">Conditions:</A></H2>
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<HR WIDTH="20%">
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<p>
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A condition may appear in a binding (for keyboard, joystick, or panel
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action) or in most parts of a panel configuration file (specifically,
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for an instrument, layer, transformation, text chunk, or action). If
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a condition is present, it must succeed for the component to be used
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(i.e. if the condition fails, the binding will not be fired, the layer
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will not be drawn, etc.). Conditions are compiled to an efficient
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internal form and load time.
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</p>
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<p>
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For example, to ensure that a layer is drawn only if the /foo/bar
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property has the value "active", you would do the following:
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</p>
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<pre>
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<layer>
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<name>FooBar Layer</name>
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<condition>
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<equals>
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<property>/foo/bar</property>
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<value>active</value>
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</equals>
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</condition>
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...
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</layer>
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</pre>
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<p>
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To draw a different layer when the /foo/bar property does not have the
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value "active", you could follow with this:
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</p>
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<pre>
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<layer>
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<name>FooBar Layer</name>
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<condition>
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<not-equals>
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<property>/foo/bar</property>
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<value>active</value>
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</not-equals>
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</condition>
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...
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</layer>
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</pre>
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<p>
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While conditions were originally created for panel designers, they
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have proven to be very useful for binding input devices (such
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as the keyboard or joystick), since they effectively allow any key,
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axis, button, or panel action to act as a modifier for any other key,
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axis, button, or panel action, and in fact, allow mind-numbingly
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complicated combinations for people who like them (i.e. Emacs users).
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</p>
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<pre>
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<!-- make 'u' a modifier key -->
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<!-- could also use property-toggle to make it a toggle modifier -->
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<key n="117">
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<name>u</name>
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<desc>Special 'u' modifier</desc>
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<binding>
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<command>property-assign</command>
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<property>/modifiers/u</property>
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<value>1</value>
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</binding>
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<mod-up>
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<binding>
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<command>property-assign</command>
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<property>/modifiers/u</property>
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<value>0</value>
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</binding>
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</mod-up>
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</key>
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<!-- take different actions based on the u modifier -->
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<key n="118">
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<name>v</name>
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<binding>
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<condition>
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<property>/modifiers/u</property>
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</condition>
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<command>property-toggle</command>
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<property>/foo/bar</property>
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</binding>
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<binding>
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<condition>
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<not>
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<property>/modifiers/u</property>
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</not>
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</condition>
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<command>property-toggle</command>
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<property>/bar/foo</property>
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</binding>
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</key>
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</pre>
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<p>
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The <condition> element acts as an implicit 'and' group for everything
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contained in it. Here are the elements that can appear inside:
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</p>
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<pre>
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<property>[name]</property>
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- true if the named property returns a true boolean value (i.e. a
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non-0 numeric value)
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<and>[condition...]</and>
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- true if all of the conditions contained in it are true
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<or>[condition...]</or>
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- true if any of the conditions contained in it is true
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<not>[condition]</not>
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- true if the condition contained in it is false
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<less-than>...</less-than>
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<less-than-equals>...</less-than-equals>
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<equals>...</equals>
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<not-equals>...</not-equals>
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<greater-than>...</greater-than>
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<greater-than-equals>...</greater-than-equals>
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</pre>
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<p>
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- all of these take two child elements; the first, "property", is
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the property to test; the second argument may be "property" or
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"value". If it is also "property" (i.e. property[1]), the named
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property's value will be used; otherwise, the literal value
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provided will be used
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- be warned that any string comparison other than equals/not-equals
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is guaranteed to be flaky
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</p>
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<HR WIDTH="20%">
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<H2><A NAME="transformations">Transformations:</A></H2>
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<HR WIDTH="20%">
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@ -591,8 +730,8 @@ based on properties are useful for driving instrument needles. I.E. rotate the
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number of degrees equal to the airspeed. X and y shifts are relative to the
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center of the instrument. Each specified transformation type takes an <offset>.</p><p>
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Offsets are relative to the center of the instrument. A shift without an offset
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has no effect. For example, let's say we have a texure that is a circle. If we
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use this texture in two layers, one defined as having a size of 128x128 and
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has no effect. For example, let's say we have a texture that is a circle. If we
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use this texture in two layers, one defined as having a size of 128x128 and
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the second layer is defined as 64x64 and neither is supplied a shift and offset
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the net result appears as 2 concentric circles.
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</p>
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@ -705,12 +844,12 @@ always tied to properties: they can toggle a boolean property, adjust
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the value of a numeric property, or swap the values of two properties.
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The x/y placement for actions specifies the origin of the lower left corner.
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In the following example the first action sets up a hotspot 32 pixels wide
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and 16 pixels high. It lower left corner is placed 96 pixels (relative to the
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defined base size of the instrument) to the right of the center of the
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and 16 pixels high. It lower left corner is placed 96 pixels (relative to the
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defined base size of the instrument) to the right of the center of the
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instrument. It is also 32 pixels below the centerline of the instrument.
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The actual knob texture over which the action is superimposed is 32x32.
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Omitted here is a second action, bound to the same property, with a positive
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increment value. This second action is placed to cover the other half of the
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Omitted here is a second action, bound to the same property, with a positive
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increment value. This second action is placed to cover the other half of the
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knob. The result is that clicking on the left half of the knob texture decreases
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the value and clicking the right half increases the value. Also omitted here
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is a second pair of actions with the same coordinates but a larger increment
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@ -887,7 +1026,7 @@ Here is a list of property names including appropriate units:
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/engines/engine0/rpm => /engines/engine[0]/rpm
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/environment/clouds/altitude += "-ft"
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/environment/magnetic-dip += "-deg"
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/environment/magnetic-varation += "-deg"
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/environment/magnetic-variation += "-deg"
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/environment/visibility += "-m"
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/environment/wind-down += "-fps"
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/environment/wind-east += "-fps"
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