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Merge branch 'master' of gitorious.org:fg/fgdata

This commit is contained in:
Hal V. Engel 2014-01-12 00:13:21 +00:00
commit 7f574f500d
30 changed files with 2551 additions and 3012 deletions

View file

@ -45,159 +45,159 @@ var FT2M = 0.3048;
var NM2KM = 1.852; var NM2KM = 1.852;
var my_maxrange = func(a) { var my_maxrange = func(a) {
max_range = 0; max_range = 0;
radar_range = 0; radar_range = 0;
radar_area = 0; radar_area = 0;
acname = aircraftData[a] or 0; acname = aircraftData[a] or 0;
if ( acname ) { if ( acname ) {
have_radar = radarData[acname][4]; have_radar = radarData[acname][4];
if ( have_radar != "none" and have_radar != "unknown") { if ( have_radar != "none" and have_radar != "unknown") {
radar_area = radarData[acname][7]; radar_area = radarData[acname][7];
radar_range = radarData[acname][5]; radar_range = radarData[acname][5];
if ( radar_area > 0 ) { max_range = radar_range / radar_area } if ( radar_area > 0 ) { max_range = radar_range / radar_area }
} }
} }
return( max_range ); return( max_range );
} }
var get_ecm_type_num = func(a) { var get_ecm_type_num = func(a) {
acname = aircraftData[a] or 0; acname = aircraftData[a] or 0;
var num = 0; var num = 0;
if ( acname ) { if ( acname ) {
num = radarData[acname][8]; num = radarData[acname][8];
} }
return( num ); return( num );
} }
var get_aircraft_name = func( t ) { var get_aircraft_name = func( t ) {
# Get the multiplayer aircraft name. # Get the multiplayer aircraft name.
mpnode_string = t; mpnode_string = t;
mpnode = props.globals.getNode(mpnode_string); mpnode = props.globals.getNode(mpnode_string);
if ( find("tanker", mpnode_string) > 0 ) { if ( find("tanker", mpnode_string) > 0 ) {
cutname = "KC135"; cutname = "KC135";
} else { } else {
mpname_node_string = mpnode_string ~ "/sim/model/path"; mpname_node_string = mpnode_string ~ "/sim/model/path";
mpname_node = props.globals.getNode(mpname_node_string); mpname_node = props.globals.getNode(mpname_node_string);
if (mpname_node == nil) { return(0) } if (mpname_node == nil) { return(0) }
var mpname = mpname_node.getValue(); var mpname = mpname_node.getValue();
if (mpname == nil) { return(0) } if (mpname == nil) { return(0) }
splitname = split("/", mpname); splitname = split("/", mpname);
cutname = splitname[1]; #
# cutname = splitname[1];
} #
return( cutname ); # **** by 5H1N0B1 05/01/2014
# Fixed a problem onboard radar happens automatically when you are in range of an mp gamer that uses "OpenRadar"
#
cutname = splitname[size(splitname)-1];
}
return( cutname );
} }
var radis = func(t, my_radarcorr) { var radis = func(t, my_radarcorr) {
cutname = get_aircraft_name(t); cutname = get_aircraft_name(t);
# Calculate the rcs detection range, # Calculate the rcs detection range,
# if aircraft is not found in list, 0 (generic) will be used. # if aircraft is not found in list, 0 (generic) will be used.
acname = aircraftData[cutname]; acname = aircraftData[cutname];
if ( acname == nil ) { acname = 0 } if ( acname == nil ) { acname = 0 }
rcs_4r = radarData[acname][3]; rcs_4r = radarData[acname][3];
# Add a correction factor for altitude, as lower alt means # Add a correction factor for altitude, as lower alt means
# shorter radar distance (due to air turbulence). # shorter radar distance (due to air turbulence).
alt_corr = 1; alt_corr = 1;
alt_ac = mpnode.getNode("position/altitude-ft").getValue(); alt_ac = mpnode.getNode("position/altitude-ft").getValue();
if (alt_ac <= 1000) { if (alt_ac <= 1000) {
alt_corr = 0.6; alt_corr = 0.6;
} elsif ((alt_ac > 1000) and (alt_ac <= 5000)) { } elsif ((alt_ac > 1000) and (alt_ac <= 5000)) {
alt_corr = 0.8; alt_corr = 0.8;
} }
# Add a correction factor for altitude AGL. Skip if AI tanker. # Add a correction factor for altitude AGL. Skip if AI tanker.
agl_corr = 1; agl_corr = 1;
if ( find("tanker", t) == 0 ) { if ( find("tanker", t) == 0 ) {
mp_lon = mpnode.getNode("position/longitude-deg").getValue(); mp_lon = mpnode.getNode("position/longitude-deg").getValue();
pos_elev = geo.elevation(mp_lat, mp_lon); pos_elev = geo.elevation(mp_lat, mp_lon);
if (pos_elev != nil) { if (pos_elev != nil) {
mp_agl = alt_ac - ( pos_elev / FT2M ); mp_agl = alt_ac - ( pos_elev / FT2M );
if (mp_agl <= 40) { if (mp_agl <= 40) {
agl_corr = 0.03; agl_corr = 0.03;
} elsif ((mp_agl > 40) and (mp_agl <= 80)) { } elsif ((mp_agl > 40) and (mp_agl <= 80)) {
agl_corr = 0.07; agl_corr = 0.07;
} elsif ((mp_agl > 80) and (mp_agl <= 120)) { } elsif ((mp_agl > 80) and (mp_agl <= 120)) {
agl_corr = 0.25; agl_corr = 0.25;
} elsif ((mp_agl > 120) and (mp_agl <= 300)) { } elsif ((mp_agl > 120) and (mp_agl <= 300)) {
agl_corr = 0.4; agl_corr = 0.4;
} elsif ((mp_agl > 300) and (mp_agl <= 600)) { } elsif ((mp_agl > 300) and (mp_agl <= 600)) {
agl_corr = 0.7; agl_corr = 0.7;
} elsif ((mp_agl > 600) and (mp_agl <= 1000)) { } elsif ((mp_agl > 600) and (mp_agl <= 1000)) {
agl_corr = 0.85; agl_corr = 0.85;
} }
} }
} }
# Calculate the detection distance for this multiplayer. # Calculate the detection distance for this multiplayer.
det_range = my_radarcorr * rcs_4r * alt_corr * agl_corr / NM2KM; det_range = my_radarcorr * rcs_4r * alt_corr * agl_corr / NM2KM;
# Compare if aircraft is in detection range and return. # Compare if aircraft is in detection range and return.
act_range = mpnode.getNode("radar/range-nm").getValue() or 500; act_range = mpnode.getNode("radar/range-nm").getValue() or 500;
if (det_range >= act_range) { if (det_range >= act_range) {
return(1); return(1);
} }
return(0); return(0);
} }
var radar_horizon = func(our_alt_ft, target_alt_ft) { var radar_horizon = func(our_alt_ft, target_alt_ft) {
if (our_alt_ft < 0 or our_alt_ft == nil) { our_alt_ft = 0 } if (our_alt_ft < 0 or our_alt_ft == nil) { our_alt_ft = 0 }
if (target_alt_ft < 0 or target_alt_ft == nil) { target_alt_ft = 0 } if (target_alt_ft < 0 or target_alt_ft == nil) { target_alt_ft = 0 }
return( 2.2 * ( math.sqrt(our_alt_ft * FT2M) + math.sqrt(target_alt_ft * FT2M) ) ); return( 2.2 * ( math.sqrt(our_alt_ft * FT2M) + math.sqrt(target_alt_ft * FT2M) ) );
} }
var load_data = func { var load_data = func {
# a) converts aircraft model name to lookup (index) number in aircraftData{}. # a) converts aircraft model name to lookup (index) number in aircraftData{}.
# b) appends ordered list of data into radarData[], # b) appends ordered list of data into radarData[],
# data is: # data is:
# - acname (the index number) # - acname (the index number)
# - the first (if several) aircraft model name corresponding to this type, # - the first (if several) aircraft model name corresponding to this type,
# - RCS(m2), # - RCS(m2),
# - 4th root of RCS, # - 4th root of RCS,
# - radar type, # - radar type,
# - max. radar range(km), # - max. radar range(km),
# - max. radar range target seize(RCS)m2, # - max. radar range target seize(RCS)m2,
# - 4th root of radar RCS. # - 4th root of radar RCS.
var data_node = props.globals.getNode("instrumentation/radar-performance/data"); var data_node = props.globals.getNode("instrumentation/radar-performance/data");
var aircraft_types = data_node.getChildren(); var aircraft_types = data_node.getChildren();
foreach( var t; aircraft_types ) { foreach( var t; aircraft_types ) {
var index = t.getIndex(); var index = t.getIndex();
var aircraft_names = t.getChildren(); var aircraft_names = t.getChildren();
foreach( var n; aircraft_names) { foreach( var n; aircraft_names) {
if ( n.getName() == "name") { if ( n.getName() == "name") {
aircraftData[n.getValue()] = index; aircraftData[n.getValue()] = index;
} }
} }
var t_list = [ var t_list = [
index, index,
t.getNode("name[0]").getValue(), t.getNode("name[0]").getValue(),
t.getNode("rcs-sq-meter").getValue(), t.getNode("rcs-sq-meter").getValue(),
t.getNode("rcs-4th-root").getValue(), t.getNode("rcs-4th-root").getValue(),
t.getNode("radar-type").getValue(), t.getNode("radar-type").getValue(),
t.getNode("max-radar-rng-km").getValue(), t.getNode("max-radar-rng-km").getValue(),
t.getNode("max-target-sq-meter").getValue(), t.getNode("max-target-sq-meter").getValue(),
t.getNode("max-target-4th-root").getValue(), t.getNode("max-target-4th-root").getValue(),
t.getNode("ecm-type-num").getValue() t.getNode("ecm-type-num").getValue()
]; ];
append(radarData, t_list); append(radarData, t_list);
} }
} }
var launched = 0; var launched = 0;
var init = func { var init = func {
if (! launched) { if (! launched) {
print("Initializing Radar Data"); print("Initializing Radar Data");
io.read_properties(data_path, props.globals); io.read_properties(data_path, props.globals);
load_data(); load_data();
launched = 1; launched = 1;
} }
} }

View file

@ -1,28 +1,36 @@
<?xml version="1.0"?> <?xml version="1.0" encoding="UTF-8"?>
<!-- <!--
************************************************************************ *******************************************************************************
Genius F-31U VIBRATION USB Joystick Genius F-31U VIBRATION USB Joystick Configuration for Flightgear.
Version 2.
© 2011, 2014 Martin Měřinský, mermar@centrum.cz, GPLv2 or later.
Axes: Axes:
0 - Aileron 0 - Aileron
1 - Elevator 1 - Elevator
2 - Rudder 2 - Rudder
3 - Throttle 3 - Throttle
4 - View left-right Hat 4 - View left/right hat
5 - View up-down Hat 5 - View up/down hat
Buttons: Buttons:
0 - Brakes 0 - Fire primary and secondary weapon (armament trigger).
1 - Cycle view 1 - Cycle view
2 - Elevator trim up 2 - Elevator trim up
3 - Elevator trim down 3 - Elevator trim down
4 - Flaps down 4 - Flaps up
5 - Flaps up 5 - Mixture richer
6 - Brakes 6 - Brakes
7 - Mixture richer 7 - Flaps down
8 - Mixture leaner 8 - Mixture leaner
9 - Landing Gear Toggle 9 - Landing gear toggle
************************************************************************
Known issues:
Flightgear cannot invert left/right "lookat" view, so this is done using Nasal
and thus it works when Flightgear is paused, unlike view elevation (up/down).
In Windows up and down view is inverted.
*******************************************************************************
--> -->
<PropertyList> <PropertyList>
<name type="string">Padix Co. Ltd. 10-Button USB Joystick</name> <!-- GNU/Linux. --> <name type="string">Padix Co. Ltd. 10-Button USB Joystick</name> <!-- GNU/Linux. -->
@ -44,7 +52,7 @@ Buttons:
<command>property-scale</command> <command>property-scale</command>
<property>/controls/flight/elevator</property> <property>/controls/flight/elevator</property>
<power type="int">2</power> <power type="int">2</power>
<factor type="double">-1.0</factor> <!-- Reverse axis. --> <factor type="double">-1.0</factor> <!-- Reverse axis. -->
</binding> </binding>
</axis> </axis>
@ -58,7 +66,7 @@ Buttons:
<command>property-scale</command> <command>property-scale</command>
<property>/controls/flight/rudder</property> <property>/controls/flight/rudder</property>
<power type="int">2</power> <power type="int">2</power>
<factor type="double">-1.0</factor> <!-- Reverse axis. --> <factor type="double">-1.0</factor> <!-- Reverse axis. -->
</binding> </binding>
</axis> </axis>
@ -75,7 +83,7 @@ Buttons:
</axis> </axis>
<axis> <axis>
<desc>View Direction</desc> <desc>View direction</desc>
<number> <number>
<unix>4</unix> <unix>4</unix>
<windows>6</windows> <windows>6</windows>
@ -85,7 +93,7 @@ Buttons:
<repeatable>true</repeatable> <repeatable>true</repeatable>
<binding> <binding>
<!-- <!--
This also works, but LookAt views has inverted left/right. This also works, but LookAt views have inverted left/right.
<command>property-adjust</command> <command>property-adjust</command>
<property>/sim/current-view/goal-heading-offset-deg</property> <property>/sim/current-view/goal-heading-offset-deg</property>
<step type="double">3.0</step> <step type="double">3.0</step>
@ -106,7 +114,7 @@ Buttons:
<repeatable>true</repeatable> <repeatable>true</repeatable>
<binding> <binding>
<!-- <!--
This also works, but LookAt views has inverted left/right. This also works, but LookAt views have inverted left/right.
<command>property-adjust</command> <command>property-adjust</command>
<property>/sim/current-view/goal-heading-offset-deg</property> <property>/sim/current-view/goal-heading-offset-deg</property>
<step type="double">-3.0</step> <step type="double">-3.0</step>
@ -125,7 +133,7 @@ Buttons:
</axis> </axis>
<axis> <axis>
<desc>View Elevation</desc> <desc>View elevation</desc>
<number> <number>
<unix>5</unix> <unix>5</unix>
<windows>7</windows> <windows>7</windows>
@ -136,7 +144,7 @@ Buttons:
<binding> <binding>
<command>property-adjust</command> <command>property-adjust</command>
<property>/sim/current-view/goal-pitch-offset-deg</property> <property>/sim/current-view/goal-pitch-offset-deg</property>
<step type="double">3.0</step> <!-- Use -3.0 for Windows. --> <step type="double">3.0</step>
</binding> </binding>
</low> </low>
<high> <high>
@ -145,28 +153,37 @@ Buttons:
<binding> <binding>
<command>property-adjust</command> <command>property-adjust</command>
<property>/sim/current-view/goal-pitch-offset-deg</property> <property>/sim/current-view/goal-pitch-offset-deg</property>
<step type="double">-3.0</step> <!-- Use 3.0 for Windows. --> <step type="double">-3.0</step>
</binding> </binding>
</high> </high>
</axis> </axis>
<button n="0"> <button n="0">
<desc>Brakes</desc> <desc>Fire</desc>
<binding> <binding>
<command>nasal</command> <command>nasal</command>
<script>controls.applyBrakes(1)</script> <script>
setprop("/controls/armament/trigger", 1);
setprop("ai/submodels/trigger", 1);
setprop("/controls/armament/trigger1", 1);
setprop("ai/submodels/trigger1", 1);
</script>
</binding> </binding>
<mod-up> <mod-up>
<binding> <binding>
<command>nasal</command> <command>nasal</command>
<script>controls.applyBrakes(0)</script> <script>
setprop("/controls/armament/trigger", 0);
setprop("ai/submodels/trigger", 0);
setprop("/controls/armament/trigger1", 0);
setprop("ai/submodels/trigger1", 0);
</script>
</binding> </binding>
</mod-up> </mod-up>
</button> </button>
<button n="1"> <button n="1">
<desc>Cycle View</desc> <desc>View cycle</desc>
<repeatable>false</repeatable> <repeatable>false</repeatable>
<binding> <binding>
<command>nasal</command> <command>nasal</command>
@ -196,20 +213,6 @@ Buttons:
</button> </button>
<button n="4"> <button n="4">
<desc>Flaps down</desc>
<binding>
<command>nasal</command>
<script>controls.flapsDown(1)</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>controls.flapsDown(0)</script>
</binding>
</mod-up>
</button>
<button n="5">
<desc>Flaps up</desc> <desc>Flaps up</desc>
<repeatable>false</repeatable> <repeatable>false</repeatable>
<binding> <binding>
@ -224,6 +227,15 @@ Buttons:
</mod-up> </mod-up>
</button> </button>
<button n="5">
<desc>Mixture richer</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>controls.adjMixture(1)</script>
</binding>
</button>
<button n="6"> <button n="6">
<desc>Brakes</desc> <desc>Brakes</desc>
<binding> <binding>
@ -239,12 +251,17 @@ Buttons:
</button> </button>
<button n="7"> <button n="7">
<desc>Mixture richer</desc> <desc>Flaps down</desc>
<repeatable>true</repeatable>
<binding> <binding>
<command>nasal</command> <command>nasal</command>
<script>controls.adjMixture(1)</script> <script>controls.flapsDown(1)</script>
</binding> </binding>
<mod-up>
<binding>
<command>nasal</command>
<script>controls.flapsDown(0)</script>
</binding>
</mod-up>
</button> </button>
<button n="8"> <button n="8">
@ -266,3 +283,4 @@ Buttons:
</button> </button>
</PropertyList> </PropertyList>

View file

@ -0,0 +1,661 @@
<?xml version="1.0" encoding="UTF-8"?>
<!--
Logitech, Inc. Flight System G940 configuration for Flightgear.
Version 2.
© 2011, 2013, 2014 Martin Měřinský, mermar@centrum.cz, GPLv2 or later.
Axes:
0 - Stick left/right - Aileron
1 - Stick forward/backward - Elevator
2 - Pedals rudder - Rudder
3 - Pedal right break - Right differential break
4 - Pedal left break - Left differential break
5 - TRIM3 - Aileron trim
6 - Trohttle right - Throttle right engine
7 - Throttle left - Throttle left engine
8 - R1 - Mixture
9 - R2 - Propeller pitch
10 - Stick upper hat left/right -
11 - Stick upper hat up/down -
12 - Stick lower hat left/right - View direction
13 - Stick lower hat up/down - View elevation
14 - Throttle lower hat left/right - View zoom in/out
15 - Throttle lower hat up/down - Reset zoom to default/for greater overview
16 - Throttle upper hat left/right -
17 - Throttle upper hat up/down -
Buttons:
0 - S0 - Fire primary weapon
1 - FIRE - Fire secondary weapon and smoke on/off toggle
2 - S1 - Drop bombs
3 - S2 - Master arm toggle (cycle through modes)
4 - S3 - Flare release
5 - S4 - View cycle
6 - S5 - Smoke
7 - Stick upper hat push -
8 - S0 second position - Fire primary and secondary weapon and smoke on/off toggle
9 - T1 - Flaps up
10 - T2 - Flaps down
11 - T3 - Airbrake toggle
12 - T4 - Reverse thrust toggle
13 - P1 - Tailhook up/down toggle
14 - P2 - Floats up/down toggle
15 - P3 - External fuel tanks jettison
16 - P4 - Wing fold or oversweep toggle
17 - P5 - Landing gear up/down toggle
18 - P6 - Watter rudder up/down toggle
19 - P7 - Landing drag parachute reapack/deploy/jettison
20 - P8 - Refueling probe toggle
Known issues:
TRIM1, TRIM2, MODE, axis 16 and 17 do not work in GNU/Linux
(js-demo nor Flightgear).
Flightgear does not allow you to control "left" and "right" engines if you have
even number of engines and all engines if you have odd number of engines.
This config file controls all engines at once, although you have two hardware
axis. With simple editing, you can control throttle of engines 0 and 1.
Properties for plane features in Flightgear are not standardized. So the same
thing is done using different properties on different planes and you may see
errors "undefined symbol" in console. Eg.:
Nasal runtime error: undefined symbol: f14
at /input/joysticks/js/button[20]/binding, line 1
Flightgear cannot invert left/right "lookat" view, so this is done using Nasal
and thus it works when Flightgear is paused, unlike view elevation (up/down).
-->
<PropertyList>
<name type="string">G940</name> <!-- GNU/Linux. -->
<!-- Stick ************************************************************ -->
<axis n="0">
<desc>Aileron</desc>
<binding>
<command>property-scale</command>
<property>/controls/flight/aileron</property>
</binding>
</axis>
<axis n="1">
<desc>Elevator</desc>
<binding>
<command>property-scale</command>
<property>/controls/flight/elevator</property>
<factor type="double">-1.0</factor> <!-- Reverse axis. -->
</binding>
</axis>
<axis n="5">
<desc>Aileron trim</desc>
<binding>
<command>property-scale</command>
<property>/controls/flight/aileron-trim</property>
</binding>
</axis>
<button n="5">
<desc>View cycle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
view.stepView(1);
#gui.popupTip(sprintf("View index: %d, view type: %s", getprop("sim/current-view/view-number"), getprop("/sim/current-view/type")));
</script>
</binding>
</button>
<axis>
<desc>View direction</desc>
<number>
<unix>12</unix>
</number>
<low>
<desc>View left</desc>
<repeatable>true</repeatable>
<binding>
<!--
This also works, but LookAt views have inverted left/right.
<command>property-adjust</command>
<property>/sim/current-view/goal-heading-offset-deg</property>
<step type="double">3.0</step>
-->
<command>nasal</command>
<script>
var valueDelta = -3.0;
if (getprop("/sim/current-view/type") == "lookat")
{
valueDelta = 3.0;
}
setprop("/sim/current-view/heading-offset-deg", getprop("/sim/current-view/heading-offset-deg") - valueDelta);
</script>
</binding>
</low>
<high>
<desc>View right</desc>
<repeatable>true</repeatable>
<binding>
<!--
This also works, but LookAt views have inverted left/right.
<command>property-adjust</command>
<property>/sim/current-view/goal-heading-offset-deg</property>
<step type="double">-3.0</step>
-->
<command>nasal</command>
<script>
var valueDelta = -3.0;
if (getprop("/sim/current-view/type") == "lookat")
{
valueDelta = 3.0;
}
setprop("/sim/current-view/heading-offset-deg", getprop("/sim/current-view/heading-offset-deg") + valueDelta);
</script>
</binding>
</high>
</axis>
<axis>
<desc>View elevation</desc>
<number>
<unix>13</unix>
</number>
<low>
<desc>View down</desc>
<repeatable>true</repeatable>
<binding>
<command>property-adjust</command>
<property>/sim/current-view/goal-pitch-offset-deg</property>
<step type="double">3.0</step>
</binding>
</low>
<high>
<desc>View up</desc>
<repeatable>true</repeatable>
<binding>
<command>property-adjust</command>
<property>/sim/current-view/goal-pitch-offset-deg</property>
<step type="double">-3.0</step>
</binding>
</high>
</axis>
<button n="0">
<desc>Fire primary weapon</desc>
<binding>
<command>nasal</command>
<script>
setprop("/controls/armament/trigger", 1);
setprop("ai/submodels/trigger", 1);
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
setprop("/controls/armament/trigger", 0);
setprop("ai/submodels/trigger", 0);
</script>
</binding>
</mod-up>
</button>
<button n="1">
<desc>Fire secondary weapon</desc>
<binding>
<command>nasal</command>
<script>
setprop("/controls/armament/trigger1", 1);
setprop("ai/submodels/trigger1", 1);
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
setprop("/controls/armament/trigger1", 0);
setprop("ai/submodels/trigger1", 0);
</script>
</binding>
</mod-up>
</button>
<button n="2">
<desc>Drop bombs</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
setprop("ai/submodels/red-beard-released", 1);
</script>
</binding>
</button>
<button n="3">
<desc>Master arm toggle (cycle through modes)</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
f14.master_arm_cycle();
</script>
</binding>
</button>
<button n="4">
<desc>Flare release</desc>
<binding>
<command>nasal</command>
<script>
setprop("ai/submodels/submodel[0]/flare-release", 1);
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
setprop("ai/submodels/submodel[0]/flare-release", 0);
</script>
</binding>
</mod-up>
</button>
<button n="6">
<desc>Smoke on/off toggle</desc>
<binding>
<command>nasal</command>
<script>
# Smoke toggle z50lx.
if (getprop("/controls/smoke") == 1)
smokeNextState = 0;
else
smokeNextState = 1;
setprop("/controls/smoke", smokeNextState);
# Smoke toggle Su-26M2.
if (getprop("/control/smoke") == 1)
smokeNextState = 0;
else
smokeNextState = 1;
setprop("/control/smoke", smokeNextState);
</script>
</binding>
</button>
<button n="8">
<desc>Fire primary and secondary weapon and smoke on/off toggle</desc>
<binding>
<command>nasal</command>
<script>
setprop("/controls/armament/trigger", 1);
setprop("ai/submodels/trigger", 1);
setprop("/controls/armament/trigger1", 1);
setprop("ai/submodels/trigger1", 1);
# Also smoke toggle.
if (getprop("/controls/smoke") == 1)
smokeNextState = 0;
else
smokeNextState = 1;
setprop("/controls/smoke", smokeNextState);
</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>
setprop("/controls/armament/trigger", 0);
setprop("ai/submodels/trigger", 0);
setprop("/controls/armament/trigger1", 0);
setprop("ai/submodels/trigger1", 0);
</script>
</binding>
</mod-up>
</button>
<!-- Throttle ********************************************************* -->
<axis>
<desc>Throttle right engine</desc>
<number>
<unix>6</unix>
</number>
<binding>
<!-- If you want to control left and right engine, use this.
<command>property-scale</command>
<property>/controls/engines/engine[1]/throttle</property>
<offset type="double">-1.0</offset>
<factor type="double">-0.5</factor>
-->
<command>nasal</command>
<script>controls.throttleAxis()</script>
</binding>
</axis>
<axis>
<desc>Throttle left engine</desc>
<number>
<unix>7</unix>
</number>
<binding>
<command>property-scale</command>
<property>/controls/engines/engine[0]/throttle</property>
<offset type="double">-1.0</offset>
<factor type="double">-0.5</factor>
</binding>
</axis>
<axis>
<desc>Mixture</desc>
<number>
<unix>9</unix>
</number>
<binding>
<command>property-scale</command>
<property>/controls/engines/engine/mixture</property>
<offset type="double">-1.0</offset>
<factor type="double">-0.5</factor>
</binding>
</axis>
<axis>
<desc>Propeller pitch</desc>
<number>
<unix>8</unix>
</number>
<binding>
<command>property-scale</command>
<property>/controls/engines/engine/propeller-pitch</property>
<offset type="double">-1.0</offset>
<factor type="double">-0.5</factor>
</binding>
</axis>
<axis>
<desc>View zoom</desc>
<number>
<unix>14</unix>
</number>
<low>
<desc>Zoom out</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>
view.increase();
</script>
</binding>
</low>
<high>
<desc>Zoom in</desc>
<repeatable>true</repeatable>
<binding>
<command>nasal</command>
<script>view.decrease()</script>
</binding>
</high>
</axis>
<axis>
<desc>Reset zoom</desc>
<number>
<unix>15</unix>
</number>
<low>
<desc>Reset zoom to default</desc>
<repeatable>false</repeatable>
<binding>
<command>property-assign</command>
<property>/sim/current-view/field-of-view</property>
<property>/sim/view/config/default-field-of-view-deg</property>
</binding>
</low>
<high>
<desc>Reset zoom for greater overview</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
setprop("/sim/current-view/field-of-view", 100);
</script>
</binding>
</high>
</axis>
<button n="9">
<desc>Flaps up</desc>
<binding>
<command>nasal</command>
<script>controls.flapsDown(-1)</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>controls.flapsDown(0)</script>
</binding>
</mod-up>
</button>
<button n="10">
<desc>Flaps down</desc>
<binding>
<command>nasal</command>
<script>controls.flapsDown(1)</script>
</binding>
<mod-up>
<binding>
<command>nasal</command>
<script>controls.flapsDown(0)</script>
</binding>
</mod-up>
</button>
<button n="11">
<desc>Airbrake toggle</desc>
<binding>
<command>nasal</command>
<script>
if (getprop("/controls/flight/speedbrake") == 1)
speedbrakeNextState = 0;
else
speedbrakeNextState = 1;
setprop("/controls/flight/speedbrake", speedbrakeNextState);
</script>
</binding>
</button>
<button n="12">
<desc>Reverse thrust toggle</desc>
<binding>
<command>nasal</command>
<script>
reverserNextState = !getprop("/controls/engines/engine[0]/reverser");
props.setAll("/controls/engines/engine", "reverser", reverserNextState);
</script>
</binding>
</button>
<button n="13">
<desc>Landing tailhook toggle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
if (getprop("/controls/gear/tailhook") == 1)
hookNextState = 0;
else
hookNextState = 1;
setprop("/controls/gear/tailhook", hookNextState); # F-14b
setprop("fdm/jsbsim/systems/hook/tailhook-cmd-norm", hookNextState); # F-16
</script>
</binding>
</button>
<button n="14">
<desc>Floats up/down toggle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
if (getprop("/controls/gear/float-down") == 1)
floatNextState = 0;
else
floatNextState = 1;
setprop("/controls/gear/float-down", floatNextState);
</script>
</binding>
</button>
<button n="15">
<desc>External fuel tanks jettison</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
# Lightning.
setprop("/sim/model/lightning/controls/tank_jettisoned", 1);
# F-14b
#setprop("/sim/model/f-14b/systems/external-loads/external-tanks", 0);
f14.toggle_ext_tank_selected();
</script>
</binding>
</button>
<button n="16">
<desc>Wing fold or oversweep toggle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
f14.toggleOversweep();
</script>
</binding>
</button>
<button n="17">
<desc>Landing gear toggle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>controls.gearToggle()</script>
</binding>
</button>
<button n="18">
<desc>Watter ruder toggle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
if (getprop("/controls/gear/water-rudder-down") == 1)
waterRudderNextState = 0;
else
waterRudderNextState = 1;
interpolate("/controls/gear/water-rudder-down", waterRudderNextState, 2.5);
</script>
</binding>
</button>
<button n="19">
<desc>Drag parachute repack - deploy - jettison</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>
# Chute states:
# 0 ... repacked
# 1 ... deployed
# 2 ... jettisoned
if (chuteState == 0)
{
print("Command to chute (prepare for automatic or) deployment.");
# F-117, prepare for automatic deployment.
setprop("/sim/model/controls/chute", 1);
# Lightning.
setprop("sim/model/lightning/controls/flight/chute_open", 1);
setprop("sim/model/lightning/controls/flight/chute_deployed", 1);
setprop("sim/model/lightning/controls/flight/chute_jettisoned", 0);
chuteState = 1;
}
else if (chuteState == 1)
{
print("Command to chute jettison.");
# F-117, jettsion is automatic.
setprop("/sim/model/controls/chute", 0);
setprop("/sim/model/controls/chute-available", 0);
# Lightning.
setprop("sim/model/lightning/controls/flight/chute_open", 1);
setprop("sim/model/lightning/controls/flight/chute_deployed", 1);
setprop("sim/model/lightning/controls/flight/chute_jettisoned", 1);
chuteState = 2;
}
else
{
print("Command to repack chute.");
# F-117.
setprop("/sim/model/controls/chute", 0);
setprop("/sim/model/controls/chute-available", 0);
# Lightning.
setprop("sim/model/lightning/controls/flight/chute_open", 0);
setprop("sim/model/lightning/controls/flight/chute_deployed", 0);
setprop("sim/model/lightning/controls/flight/chute_jettisoned", 0);
chuteState = 0;
}
</script>
</binding>
</button>
<button n="20">
<desc>Refueling probe toggle</desc>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>f14.refuel_probe_switch_cycle();</script>
</binding>
</button>
<!-- Pedals *********************************************************** -->
<axis>
<desc>Rudder</desc>
<number>
<unix>2</unix>
</number>
<binding>
<command>property-scale</command>
<property>/controls/flight/rudder</property>
<power type="int">2</power>
</binding>
</axis>
<axis>
<number>
<unix>4</unix>
</number>
<desc>Left differential break</desc>
<binding>
<command>property-scale</command>
<property>/controls/gear/brake-left</property>
<offset>-1.0</offset>
<factor>-0.5</factor>
</binding>
</axis>
<axis>
<number>
<unix>3</unix>
</number>
<desc>Right differential break</desc>
<binding>
<command>property-scale</command>
<property>/controls/gear/brake-right</property>
<offset>-1.0</offset>
<factor>-0.5</factor>
</binding>
</axis>
</PropertyList>

View file

@ -1,3 +1,123 @@
var dump_obj = func(m) {
var h = {};
foreach (var k; keys(m))
if (k != "parents")
h[k] = m[k];
debug.dump(h);
};
##
# must be either of:
# 1) draw* callback, 2) SVG filename, 3) Drawable class (with styling/LOD support)
var SymbolDrawable = {
new: func() {
},
};
## wrapper for each element
## i.e. keeps the canvas and texture map coordinates
var CachedElement = {
new: func(canvas_path, name, source, offset) {
var m = {parents:[CachedElement] };
m.canvas_src = canvas_path;
m.name = name;
m.source = source;
m.offset = offset;
return m;
}, # new()
render: func(group) {
# create a raster image child in the render target/group
return
group.createChild("image", me.name)
.setFile( me.canvas_src )
# TODO: fix .setSourceRect() to accept a single vector for coordinates ...
.setSourceRect(left:me.source[0],top:me.source[1],right:me.source[2],bottom:me.source[3] , normalized:0)
.setTranslation(me.offset); # FIXME: make sure this stays like this and isn't overridden
}, # render()
}; # of CachedElement
var SymbolCache = {
# We can draw symbols either with left/top, centered,
# or right/bottom alignment. Specify two in a vector
# to mix and match, e.g. left/centered would be
# [SymbolCache.DRAW_LEFT_TOP,SymbolCache.DRAW_CENTERED]
DRAW_LEFT_TOP: 0.0,
DRAW_CENTERED: 0.5,
DRAW_RIGHT_BOTTOM: 1.0,
new: func(dim...) {
var m = { parents:[SymbolCache] };
# to keep track of the next free caching spot (in px)
m.next_free = [0, 0];
# to store each type of symbol
m.dict = {};
if (size(dim) == 1 and typeof(dim[0]) == 'vector')
dim = dim[0];
# Two sizes: canvas and symbol
if (size(dim) == 2) {
var canvas_x = var canvas_y = dim[0];
var image_x = var image_y = dim[1];
# Two widths (canvas and symbol) and then height/width ratio
} else if (size(dim) == 3) {
var (canvas_x,image_x,ratio) = dim;
var canvas_y = canvas_x * ratio;
var image_y = image_x * ratio;
# Explicit canvas and symbol widths/heights
} else if (size(dim) == 4) {
var (canvas_x,canvas_y,image_x,image_y) = dim;
}
m.canvas_sz = [canvas_x, canvas_y];
m.image_sz = [image_x, image_y];
# allocate a canvas
m.canvas_texture = canvas.new( {
"name": "SymbolCache"~canvas_x~'x'~canvas_y,
"size": m.canvas_sz,
"view": m.canvas_sz,
"mipmapping": 1
});
# add a placement
m.canvas_texture.addPlacement( {"type": "ref"} );
return m;
},
add: func(name, callback, draw_mode=0) {
if (typeof(draw_mode) == 'scalar')
var draw_mode0 = var draw_mode1 = draw_mode;
else var (draw_mode0,draw_mode1) = draw_mode;
# get canvas texture that we use as cache
# get next free spot in texture (column/row)
# run the draw callback and render into a group
var gr = me.canvas_texture.createGroup();
gr.setTranslation( me.next_free[0] + me.image_sz[0]*draw_mode0,
me.next_free[1] + me.image_sz[1]*draw_mode1);
#settimer(func debug.dump ( gr.getTransformedBounds() ), 0); # XXX: these are only updated when rendered
#debug.dump ( gr.getTransformedBounds() );
gr.update(); # apparently this doesn't result in sane output from .getTransformedBounds() either
#debug.dump ( gr.getTransformedBounds() );
# draw the symbol
callback(gr);
# get the bounding box, i.e. coordinates for texture map, or use the .setTranslation() params
var coords = me.next_free~me.next_free;
foreach (var i; [0,1])
coords[i+2] += me.image_sz[i];
# get the offset we used to position correctly in the bounds of the canvas
var offset = [me.image_sz[0]*draw_mode0, me.image_sz[1]*draw_mode1];
# store texture map coordinates in lookup map using the name as identifier
me.dict[name] = CachedElement.new(me.canvas_texture.getPath(), name, coords, offset );
# update next free position in cache (column/row)
me.next_free[0] += me.image_sz[0];
if (me.next_free[0] >= me.canvas_sz[0])
{ me.next_free[0] = 0; me.next_free[1] += me.image_sz[1] }
if (me.next_free[1] >= me.canvas_sz[1])
die("SymbolCache: ran out of space after adding '"~name~"'");
}, # add()
get: func(name) {
if(!contains(me.dict,name)) die("No SymbolCache entry for key:"~ name);
return me.dict[name];
}, # get()
};
var Symbol = { var Symbol = {
# Static/singleton: # Static/singleton:
registry: {}, registry: {},
@ -29,7 +149,7 @@ Symbol.Controller = {
# Static/singleton: # Static/singleton:
registry: {}, registry: {},
add: func(type, class) add: func(type, class)
registry[type] = class, me.registry[type] = class,
get: func(type) get: func(type)
if ((var class = me.registry[type]) == nil) if ((var class = me.registry[type]) == nil)
die("unknown type '"~type~"'"); die("unknown type '"~type~"'");
@ -58,13 +178,17 @@ var getpos_fromghost = func(positioned_g)
# (geo.Coord and positioned ghost currently) # (geo.Coord and positioned ghost currently)
Symbol.Controller.getpos = func(obj) { Symbol.Controller.getpos = func(obj) {
if (typeof(obj) == 'ghost') if (typeof(obj) == 'ghost')
if (ghosttype(obj) == 'positioned' or ghosttype(obj) == 'Navaid') if (ghosttype(obj) == 'positioned' or ghosttype(obj) == 'Navaid' or ghosttype(obj)=='Fix' or ghosttype(obj)=='flightplan-leg')
return getpos_fromghost(obj); return getpos_fromghost(obj);
else else
die("bad ghost of type '"~ghosttype(obj)~"'"); die("bad ghost of type '"~ghosttype(obj)~"'");
if (typeof(obj) == 'hash') if (typeof(obj) == 'hash')
if (isa(obj, geo.Coord)) if (isa(obj, geo.Coord))
return obj.latlon(); return obj.latlon();
if (contains(obj,'lat') and contains(obj,'lon'))
return [obj.lat, obj.lon];
debug.dump(obj);
die("no suitable getpos() found! Of type: "~typeof(obj)); die("no suitable getpos() found! Of type: "~typeof(obj));
}; };
@ -82,38 +206,17 @@ var DotSym = {
element_id: nil, element_id: nil,
# Static/singleton: # Static/singleton:
makeinstance: func(name, hash) { makeinstance: func(name, hash) {
assert_ms(hash, if (!isa(hash, DotSym))
"element_type", # type of Canvas element die("OOP error");
#"element_id", # optional Canvas id #assert_ms(hash,
#"init", # initialize routine # "element_type", # type of Canvas element
"draw", # init/update routine # #"element_id", # optional Canvas id
#getpos", # get position from model in [x_units,y_units] (optional) # #"init", # initialize routine
); # "draw", # init/update routine
hash.parents = [DotSym]; # #getpos", # get position from model in [x_units,y_units] (optional)
#);
return Symbol.add(name, hash); return Symbol.add(name, hash);
}, },
readinstance: func(file, name=nil) {
#print(file);
if (name == nil)
var name = split("/", file)[-1];
if (substr(name, size(name)-4) == ".draw")
name = substr(name, 0, size(name)-5);
var code = io.readfile(file);
var code = call(compile, [code], var err=[]);
if (size(err)) {
if (substr(err[0], 0, 12) == "Parse error:") { # hack around Nasal feature
var e = split(" at line ", err[0]);
if (size(e) == 2)
err[0] = string.join("", [e[0], "\n at ", file, ", line ", e[1], "\n "]);
}
for (var i = 1; (var c = caller(i)) != nil; i += 1)
err ~= subvec(c, 2, 2);
debug.printerror(err);
return;
}
call(code, nil, nil, var hash = { parents:[DotSym] });
me.makeinstance(name, hash);
},
# For the instances returned from makeinstance: # For the instances returned from makeinstance:
# @param group The Canvas group to add this to. # @param group The Canvas group to add this to.
# @param model A correct object (e.g. positioned ghost) as # @param model A correct object (e.g. positioned ghost) as
@ -132,6 +235,10 @@ var DotSym = {
), ),
}; };
if (m.controller != nil) { if (m.controller != nil) {
#print("Creating controller");
temp = m.controller.new(m.model,m);
if (temp != nil)
m.controller = temp;
#print("Initializing controller"); #print("Initializing controller");
m.controller.init(model); m.controller.init(model);
} }
@ -281,93 +388,117 @@ SymbolLayer.Controller = {
die("searchCmd() not implemented for this SymbolLayer.Controller type!"), die("searchCmd() not implemented for this SymbolLayer.Controller type!"),
}; # of SymbolLayer.Controller }; # of SymbolLayer.Controller
settimer(func { var AnimatedLayer = {
Map.Controller = {
# Static/singleton:
registry: {},
add: func(type, class)
me.registry[type] = class,
get: func(type)
if ((var class = me.registry[type]) == nil)
die("unknown type '"~type~"'");
else return class,
# Calls corresonding controller constructor
# @param map The #SymbolMap this controller is responsible for.
new: func(type, layer, arg...)
return call((var class = me.get(type)).new, [map]~arg, class),
}; };
####### LOAD FILES ####### var CompassLayer = {
#print("loading files"); };
(func {
var FG_ROOT = getprop("/sim/fg-root"); var AltitudeArcLayer = {
var load = func(file, name) { };
#print(file);
if (name == nil) load_MapStructure = func {
var name = split("/", file)[-1]; Map.Controller = {
if (substr(name, size(name)-4) == ".draw") # Static/singleton:
name = substr(name, 0, size(name)-5); registry: {},
#print("reading file"); add: func(type, class)
var code = io.readfile(file); me.registry[type] = class,
#print("compiling file"); get: func(type)
# This segfaults for some reason: if ((var class = me.registry[type]) == nil)
#var code = call(compile, [code], var err=[]); die("unknown type '"~type~"'");
var code = call(func compile(code, file), [code], var err=[]); else return class,
if (size(err)) { # Calls corresonding controller constructor
#print("handling error"); # @param map The #SymbolMap this controller is responsible for.
if (substr(err[0], 0, 12) == "Parse error:") { # hack around Nasal feature new: func(type, layer, arg...)
var e = split(" at line ", err[0]); return call((var class = me.get(type)).new, [map]~arg, class),
if (size(e) == 2) };
err[0] = string.join("", [e[0], "\n at ", file, ", line ", e[1], "\n "]);
####### LOAD FILES #######
#print("loading files");
(func {
var FG_ROOT = getprop("/sim/fg-root");
var load = func(file, name) {
#print(file);
if (name == nil)
var name = split("/", file)[-1];
if (substr(name, size(name)-4) == ".draw")
name = substr(name, 0, size(name)-5);
#print("reading file");
var code = io.readfile(file);
#print("compiling file");
# This segfaults for some reason:
#var code = call(compile, [code], var err=[]);
var code = call(func compile(code, file), [code], var err=[]);
if (size(err)) {
#print("handling error");
if (substr(err[0], 0, 12) == "Parse error:") { # hack around Nasal feature
var e = split(" at line ", err[0]);
if (size(e) == 2)
err[0] = string.join("", [e[0], "\n at ", file, ", line ", e[1], "\n "]);
}
for (var i = 1; (var c = caller(i)) != nil; i += 1)
err ~= subvec(c, 2, 2);
debug.printerror(err);
return;
} }
for (var i = 1; (var c = caller(i)) != nil; i += 1) #print("calling code");
err ~= subvec(c, 2, 2); call(code, nil, nil, var hash = {});
debug.printerror(err); #debug.dump(keys(hash));
return; return hash;
};
var load_deps = func(name) {
load(FG_ROOT~"/Nasal/canvas/map/"~name~".lcontroller", name);
load(FG_ROOT~"/Nasal/canvas/map/"~name~".symbol", name);
load(FG_ROOT~"/Nasal/canvas/map/"~name~".scontroller", name);
} }
#print("calling code");
call(code, nil, nil, var hash = {});
#debug.dump(keys(hash));
return hash;
};
load(FG_ROOT~"/Nasal/canvas/map/VOR.lcontroller", "VOR");
DotSym.readinstance(FG_ROOT~"/Nasal/canvas/map/VOR.symbol", "VOR");
load(FG_ROOT~"/Nasal/canvas/map/VOR.scontroller", "VOR");
load(FG_ROOT~"/Nasal/canvas/map/aircraftpos.controller", "VOR");
})();
#print("finished loading files");
####### TEST SYMBOL #######
if (0) foreach( var name; ['VOR','FIX','NDB','DME','WPT'] )
settimer(func { load_deps( name );
if (caller(0)[0] != globals.canvas) load(FG_ROOT~"/Nasal/canvas/map/aircraftpos.controller", name);
return call(caller(0)[1], arg, nil, globals.canvas);
print("Running MapStructure test code"); ###
var TestCanvas = canvas.new({ # set up a cache for 32x32 symbols
"name": "Map Test", var SymbolCache32x32 = SymbolCache.new(1024,32);
"size": [1024, 1024],
"view": [1024, 1024],
"mipmapping": 1
});
var dlg = canvas.Window.new([400, 400], "dialog");
dlg.setCanvas(TestCanvas);
var TestMap = TestCanvas.createGroup().createChild("map"); # we should not directly use a canvas here, but instead a LayeredMap.new()
TestMap.addLayer(factory: SymbolLayer, type_arg: "VOR"); # the ID should be also exposed in the property tree for each group (layer), i.e. better debugging
# Center the map's origin:
TestMap.setTranslation(512,512); # FIXME: don't hardcode these values, but read in canvas texture dimensions, otherwise it will break once someone uses non 1024x1024 textures ...
# Initialize a range (TODO: LayeredMap.Controller):
TestMap.set("range", 100);
# Little cursor of current position:
TestMap.createChild("path").rect(-5,-5,10,10).setColorFill(1,1,1).setColor(0,1,0);
# And make it move with our aircraft:
TestMap.setController("Aircraft position"); # from aircraftpos.controller
dlg.del = func() {
TestMap.del();
# call inherited 'del'
delete(me, "del");
me.del();
};
}, 1);
}, 0); # end ugly module init timer hack
var drawVOR = func(color, width=3) return func(group) {
# print("drawing vor");
var bbox = group.createChild("path")
.moveTo(-15,0)
.lineTo(-7.5,12.5)
.lineTo(7.5,12.5)
.lineTo(15,0)
.lineTo(7.5,-12.5)
.lineTo(-7.5,-12.5)
.close()
.setStrokeLineWidth(width)
.setColor( color );
# debug.dump( bbox.getBoundingBox() );
};
var cachedVOR1 = SymbolCache32x32.add( "VOR-BLUE", drawVOR( color:[0, 0.6, 0.85], width:3), SymbolCache.DRAW_CENTERED );
var cachedVOR2 = SymbolCache32x32.add( "VOR-RED" , drawVOR( color:[1.0, 0, 0], width: 3), SymbolCache.DRAW_CENTERED );
var cachedVOR3 = SymbolCache32x32.add( "VOR-GREEN" , drawVOR( color:[0, 1, 0], width: 3), SymbolCache.DRAW_CENTERED );
var cachedVOR4 = SymbolCache32x32.add( "VOR-WHITE" , drawVOR( color:[1, 1, 1], width: 3), SymbolCache.DRAW_CENTERED );
# STRESS TEST
if (0) {
for(var i=0;i <= 1024/32*4 - 4; i+=1)
SymbolCache32x32.add( "VOR-YELLOW"~i , drawVOR( color:[1, 1, 0], width: 3) );
var dlg = canvas.Window.new([640,320],"dialog");
var my_canvas = dlg.createCanvas().setColorBackground(1,1,1,1);
var root = my_canvas.createGroup();
SymbolCache32x32.get(name:"VOR-BLUE").render( group: root ).setGeoPosition(getprop("/position/latitude-deg"),getprop("/position/longitude-deg"));
}
})();
#print("finished loading files");
####### TEST SYMBOL #######
canvas.load_MapStructure = func;
}; # load_MapStructure
setlistener("/nasal/canvas/loaded", load_MapStructure); # end ugly module init listener hack

View file

@ -462,47 +462,45 @@ var Map = {
addLayer: func(factory, type_arg=nil, priority=nil) addLayer: func(factory, type_arg=nil, priority=nil)
{ {
if (!contains(me, "layers")) if (!contains(me, "layers"))
me.layers = []; me.layers = {};
if(contains(me.layers, type_arg))
print("addLayer() warning: overwriting existing layer:", type_arg);
# print("addLayer():", type_arg);
# Argument handling # Argument handling
if (type_arg != nil) if (type_arg != nil)
var type = factory.get(type_arg); var type = factory.get(type_arg);
else var type = factory; else var type = factory;
me.layers[type_arg]= type.new(me);
if (priority == nil) if (priority == nil)
priority = type.df_priority; priority = type.df_priority;
append(me.layers, [type.new(me), priority]);
if (priority != nil) if (priority != nil)
me._sort_priority(); me.layers[type_arg].setInt("z-index", priority);
return me; return me;
}, },
setPos: func(lat,lon,hdg=nil) getLayer: func(type_arg) me.layers[type_arg],
setPos: func(lat, lon, hdg=nil, range=nil)
{ {
me.set("ref-lat", lat); me.set("ref-lat", lat);
me.set("ref-lon", lon); me.set("ref-lon", lon);
if (hdg != nil) if (hdg != nil)
me.set("hdg", hdg); me.set("hdg", hdg);
if (range != nil)
# me.map.set("range", 100); me.set("range", range);
}, },
# Update each layer on this Map. Called by # Update each layer on this Map. Called by
# me.controller. # me.controller.
update: func update: func
{ {
foreach (var l; me.layers) foreach (var l; keys(me.layers)) {
call(l[0].update, arg, l[0]); var layer = me.layers[l];
call(layer.update, arg, layer);
}
return me; return me;
}, },
# private:
_sort_priority: func()
{
me.layers = sort(me.layers, me._sort_cmp);
forindex (var i; me.layers)
me.layers[i].set("z-index", i);
},
_sort_cmp: func(a,b) {
a[1] != b[1] and a[1] != nil and b[1] != nil and (a[1] < b[1] ? -1 : 1)
},
}; };
# Text # Text

View file

@ -429,10 +429,16 @@ var files_with = func(ext) {
} }
return results; return results;
} }
foreach(var ext; var extensions = ['.draw','.model','.layer'])
load_modules(files_with(ext));
setlistener("/nasal/canvas/loaded", func {
foreach(var ext; var extensions = ['.draw','.model','.layer'])
load_modules(files_with(ext));
if (contains(canvas,"load_MapStructure"))
load_MapStructure();
# canvas.MFD = {EFIS:}; # where we'll be storing all MFDs
# TODO: should be inside a separate subfolder, i.e. canvas/map/mfd
load_modules( files_with('.mfd'), 'canvas' );
});
# canvas.MFD = {EFIS:}; # where we'll be storing all MFDs
# TODO: should be inside a separate subfolder, i.e. canvas/map/mfd
load_modules( files_with('.mfd'), 'canvas' );

View file

@ -0,0 +1,32 @@
# Class things:
var name = 'DME';
var parents = [SymbolLayer.Controller];
var __self__ = caller(0)[0];
SymbolLayer.Controller.add(name, __self__);
SymbolLayer.add(name, {
parents: [SymbolLayer],
type: name, # Symbol type
df_controller: __self__, # controller to use by default -- this one
});
var a_instance = nil;
var new = func(layer) {
var m = {
parents: [__self__],
layer: layer,
listeners: [],
query_range_nm: 25,
query_type:'dme',
};
__self__.a_instance = m;
return m;
};
var del = func() {
foreach (var l; me.listeners)
removelistener(l);
};
var searchCmd = func {
#print("Running query:", me.query_type);
return positioned.findWithinRange(me.query_range_nm, me.query_type); # the range should also be exposed, it will typically be controlled via a GUI widget or NavDisplay switch
};

View file

@ -0,0 +1,12 @@
# Class things:
var name = 'DME';
var parents = [Symbol.Controller];
var __self__ = caller(0)[0];
Symbol.Controller.add(name, __self__);
Symbol.registry[ name ].df_controller = __self__;
var new = func(model) ; # this controller doesn't need an instance
var LayerController = SymbolLayer.Controller.registry[ name ];
var isActive = func(model) LayerController.a_instance.isActive(model);
var is_tuned = func()
die( name~".scontroller.is_tuned /MUST/ be provided by implementation" );

View file

@ -0,0 +1,35 @@
# Class things:
var name = 'DME';
var parents = [DotSym];
var __self__ = caller(0)[0];
DotSym.makeinstance( name, __self__ );
var element_type = "group"; # we want a group, becomes "me.element"
var icon_dme = nil;
var draw = func {
# Init
if (me.icon_dme == nil) {
me.icon_dme = me.element.createChild("path")
.moveTo(-15,0)
.line(-12.5,-7.5)
.line(7.5,-12.5)
.line(12.5,7.5)
.lineTo(7.5,-12.5)
.line(12.5,-7.5)
.line(7.5,12.5)
.line(-12.5,7.5)
.lineTo(15,0)
.lineTo(7.5,12.5)
.vert(14.5)
.horiz(-14.5)
.vert(-14.5)
.close()
.setStrokeLineWidth(3);
}
if (me.controller != nil and me.controller.is_tuned(me.model.frequency/100))
me.icon_dme.setColor(0,1,0);
else
me.icon_dme.setColor(0,0.6,0.85);
};

View file

@ -0,0 +1,33 @@
# Class things:
var name = 'FIX';
var parents = [SymbolLayer.Controller];
var __self__ = caller(0)[0];
SymbolLayer.Controller.add(name, __self__);
SymbolLayer.add(name, {
parents: [SymbolLayer],
type: name, # Symbol type
df_controller: __self__, # controller to use by default -- this one
});
var a_instance = nil;
var new = func(layer) {
var m = {
parents: [__self__],
layer: layer,
listeners: [],
query_range_nm: 25,
query_type:'fix',
};
__self__.a_instance = m;
return m;
};
var del = func() {
#print("VOR.lcontroller.del()");
foreach (var l; me.listeners)
removelistener(l);
};
var searchCmd = func {
#print("Running query:", me.query_type);
return positioned.findWithinRange(me.query_range_nm, me.query_type); # the range should also be exposed, it will typically be controlled via a GUI widget or NavDisplay switch
};

View file

@ -0,0 +1,12 @@
# Class things:
var name = 'FIX';
var parents = [Symbol.Controller];
var __self__ = caller(0)[0];
Symbol.Controller.add(name, __self__);
Symbol.registry[ name ].df_controller = __self__;
var new = func(model) ; # this controller doesn't need an instance
var LayerController = SymbolLayer.Controller.registry[ name ];
var isActive = func(model) LayerController.a_instance.isActive(model);
var query_range = func()
die( name~".scontroller.query_range /MUST/ be provided by implementation" );

View file

@ -0,0 +1,30 @@
# Class things:
var name = 'FIX';
var parents = [DotSym];
var __self__ = caller(0)[0];
DotSym.makeinstance( name, __self__ );
var element_type = "group"; # we want a group, becomes "me.element"
var icon_fix = nil;
var text_fix = nil;
var draw = func {
if (me.icon_fix != nil) return;
# the fix symbol
me.icon_fix = me.element.createChild("path")
.moveTo(-15,15)
.lineTo(0,-15)
.lineTo(15,15)
.close()
.setStrokeLineWidth(3)
.setColor(0,0.6,0.85)
.setScale(0.5,0.5); # FIXME: do proper LOD handling here - we need to scale according to current texture dimensions vs. original/design dimensions
# the fix label
me.text_fix = me.element.createChild("text")
.setDrawMode( canvas.Text.TEXT )
.setText(me.model.id)
.setFont("LiberationFonts/LiberationSans-Regular.ttf")
.setFontSize(28)
.setTranslation(5,25);
};

View file

@ -0,0 +1,30 @@
# Class things:
var name = 'NDB';
var parents = [SymbolLayer.Controller];
var __self__ = caller(0)[0];
SymbolLayer.Controller.add(name, __self__);
SymbolLayer.add(name, {
parents: [SymbolLayer],
type: name, # Symbol type
df_controller: __self__, # controller to use by default -- this one
});
var new = func(layer) {
var m = {
parents: [__self__],
layer: layer,
listeners: [],
query_range_nm: 25,
query_type:'ndb',
};
return m;
};
var del = func() {
foreach (var l; me.listeners)
removelistener(l);
};
var searchCmd = func {
#print("Running query:", me.query_type);
return positioned.findWithinRange(me.query_range_nm, me.query_type); # the range should also be exposed, it will typically be controlled via a GUI widget or NavDisplay switch
};

View file

@ -0,0 +1,12 @@
# Class things:
var name = 'NDB';
var parents = [Symbol.Controller];
var __self__ = caller(0)[0];
Symbol.Controller.add(name, __self__);
Symbol.registry[ name ].df_controller = __self__;
var new = func(model) ; # this controller doesn't need an instance
var LayerController = SymbolLayer.Controller.registry[ name ];
var isActive = func(model) LayerController.a_instance.isActive(model);
var query_range = func()
die( name~".scontroller.query_range /MUST/ be provided by implementation" );

View file

@ -0,0 +1,18 @@
# Class things:
var name = 'NDB';
var parents = [DotSym];
var __self__ = caller(0)[0];
DotSym.makeinstance( name, __self__ );
var element_type = "group"; # we want a group, becomes "me.element", which we parse a SVG onto
var svg_path = "/gui/dialogs/images/ndb_symbol.svg"; # speaking of path, this is our path to use
var local_svg_path = nil; # track changes in the SVG's path
var draw = func {
if (me.svg_path == me.local_svg_path) return;
me.element.removeAllChildren();
me.local_svg_path = me.svg_path;
canvas.parsesvg(me.element, me.svg_path);
me.inited = 1;
};

View file

@ -7,6 +7,7 @@ SymbolLayer.add("VOR", {
type: "VOR", # Symbol type type: "VOR", # Symbol type
df_controller: __self__, # controller to use by default -- this one df_controller: __self__, # controller to use by default -- this one
}); });
var a_instance = nil;
var new = func(layer) { var new = func(layer) {
var m = { var m = {
parents: [__self__], parents: [__self__],
@ -14,6 +15,7 @@ var new = func(layer) {
active_vors: [], active_vors: [],
navNs: props.globals.getNode("instrumentation").getChildren("nav"), navNs: props.globals.getNode("instrumentation").getChildren("nav"),
listeners: [], listeners: [],
query_type:'vor',
}; };
setsize(m.active_vors, size(m.navNs)); setsize(m.active_vors, size(m.navNs));
foreach (var navN; m.navNs) { foreach (var navN; m.navNs) {
@ -24,6 +26,7 @@ var new = func(layer) {
} }
#call(debug.dump, keys(layer)); #call(debug.dump, keys(layer));
m.changed_freq(update:0); m.changed_freq(update:0);
__self__.a_instance = m;
return m; return m;
}; };
var del = func() { var del = func() {
@ -46,7 +49,7 @@ var changed_freq = func(update=1) {
if (update) me.layer.update(); if (update) me.layer.update();
}; };
var searchCmd = func { var searchCmd = func {
#print("Run query"); #print("Running query:", me.query_type);
return positioned.findWithinRange(100, 'vor'); # the range should also be exposed, it will typically be controlled via a GUI widget or NavDisplay switch return positioned.findWithinRange(100, me.query_type); # the range should also be exposed, it will typically be controlled via a GUI widget or NavDisplay switch
}; };

View file

@ -1,10 +1,11 @@
# Class things: # Class things:
var parents = [Symbol.Controller]; var parents = [Symbol.Controller];
var __self__ = caller(0)[0]; var __self__ = caller(0)[0];
Symbol.Controller.add("VOR", __self__);
Symbol.registry["VOR"].df_controller = __self__; Symbol.registry["VOR"].df_controller = __self__;
var new = func(model) ; # this controller doesn't need an instance var new = func(model) ; # this controller doesn't need an instance
var LayerController = SymbolLayer.registry["VOR"]; var LayerController = SymbolLayer.Controller.registry["VOR"];
var isActive = func(model) LayerController.isActive(model); var isActive = func(model) LayerController.a_instance.isActive(model);
var query_range = func() var query_range = func()
die("VOR.scontroller.query_range /MUST/ be provided by implementation"); die("VOR.scontroller.query_range /MUST/ be provided by implementation");

View file

@ -1,52 +1,57 @@
# Read by the DotSym.readinstance; each variable becomes a derived class's member/method # Class things:
var name = 'VOR';
var parents = [DotSym];
var __self__ = caller(0)[0];
DotSym.makeinstance( name, __self__ );
var element_type = "group"; # we want a group, becomes "me.element" var element_type = "group"; # we want a group, becomes "me.element"
var inited = 0; # this allows us to track whether draw() is an init() or an update() var icon_vor = nil;
var range_vor = nil; # two elements that get drawn when needed var range_vor = nil; # two elements that get drawn when needed
var radial_vor = nil; # if one is nil, the other has to be nil var radial_vor = nil; # if one is nil, the other has to be nil
var draw = func { var draw = func {
if (me.inited) { # Init
# Update if (me.icon_vor == nil) {
if (me.controller.isActive(me.model)) { me.icon_vor = me.element.createChild("path")
if (me.range_vor == nil) { .moveTo(-15,0)
var rangeNm = me.controller.query_range(); .lineTo(-7.5,12.5)
# print("VOR is tuned:", me.model.id); .lineTo(7.5,12.5)
var radius = (me.model.range_nm/rangeNm)*345; .lineTo(15,0)
me.range_vor = me.element.createChild("path") .lineTo(7.5,-12.5)
.moveTo(-radius,0) .lineTo(-7.5,-12.5)
.arcSmallCW(radius,radius,0,2*radius,0) .close()
.arcSmallCW(radius,radius,0,-2*radius,0) .setStrokeLineWidth(3)
.setStrokeLineWidth(3) .setColor(0,0.6,0.85);
.setStrokeDashArray([5, 15, 5, 15, 5]) }
.setColor(0,1,0); # Update
if (me.controller.isActive(me.model)) {
if (me.range_vor == nil) {
var rangeNm = me.controller.query_range();
# print("VOR is tuned:", me.model.id);
var radius = (me.model.range_nm/rangeNm)*345;
me.range_vor = me.element.createChild("path")
.moveTo(-radius,0)
.arcSmallCW(radius,radius,0,2*radius,0)
.arcSmallCW(radius,radius,0,-2*radius,0)
.setStrokeLineWidth(3)
.setStrokeDashArray([5, 15, 5, 15, 5])
.setColor(0,1,0);
var course = controller.get_tuned_course(me.model.frequency/100); var course = me.controller.get_tuned_course(me.model.frequency/100);
vor_grp.createChild("path") me.radial_vor = me.element.createChild("path")
.moveTo(0,-radius) .moveTo(0,-radius)
.vert(2*radius) .vert(2*radius)
.setStrokeLineWidth(3) .setStrokeLineWidth(3)
.setStrokeDashArray([15, 5, 15, 5, 15]) .setStrokeDashArray([15, 5, 15, 5, 15])
.setColor(0,1,0) .setColor(0,1,0)
.setRotation(course*D2R); .setRotation(course*D2R);
icon_vor.setColor(0,1,0); me.icon_vor.setColor(0,1,0);
}
me.range_vor.show();
me.radial_vor.show();
} else {
me.range_vor.hide();
me.radial_vor.hide();
} }
} else # Init me.range_vor.show();
me.element.createChild("path") me.radial_vor.show();
.moveTo(-15,0) } elsif (me.range_vor != nil) {
.lineTo(-7.5,12.5) me.range_vor.hide();
.lineTo(7.5,12.5) me.radial_vor.hide();
.lineTo(15,0) }
.lineTo(7.5,-12.5)
.lineTo(-7.5,-12.5)
.close()
.setStrokeLineWidth(3)
.setColor(0,0.6,0.85);
}; };

View file

@ -0,0 +1,39 @@
# Class things:
var name = 'WPT'; # for waypoints
var parents = [SymbolLayer.Controller];
var __self__ = caller(0)[0];
SymbolLayer.Controller.add(name, __self__);
SymbolLayer.add(name, {
parents: [SymbolLayer],
type: name, # Symbol type
df_controller: __self__, # controller to use by default -- this one
});
var new = func(layer) {
var m = {
parents: [__self__],
layer: layer,
listeners: [],
query_range_nm: 25,
query_type:'vor',
};
return m;
};
var del = func() {
#print("VOR.lcontroller.del()");
foreach (var l; me.listeners)
removelistener(l);
};
var searchCmd = func {
#print("Running query: WPT");
var fp = flightplan();
var fpSize = fp.getPlanSize();
var result = [];
for (var i = 1; i <fpSize; i+=1)
append(result, fp.getWP(i).path()[0] );
return result;
# return positioned.findWithinRange(me.query_range_nm, me.query_type); # the range should also be exposed, it will typically be controlled via a GUI widget or NavDisplay switch
};

View file

@ -0,0 +1,12 @@
# Class things:
var name = 'WPT';
var parents = [Symbol.Controller];
var __self__ = caller(0)[0];
Symbol.Controller.add(name, __self__);
Symbol.registry[ name ].df_controller = __self__;
var new = func(model) ; # this controller doesn't need an instance
var LayerController = SymbolLayer.Controller.registry[ name ];
var isActive = func(model) LayerController.a_instance.isActive(model);
var query_range = func()
die( name~".scontroller.query_range /MUST/ be provided by implementation" );

View file

@ -0,0 +1,34 @@
# Class things:
var name = 'WPT';
var parents = [DotSym];
var __self__ = caller(0)[0];
DotSym.makeinstance( name, __self__ );
var element_type = "group"; # we want a group, becomes "me.element"
var base = nil;
var text_wps = nil;
var draw = func {
if (me.base != nil) return;
me.base = me.element.createChild("path")
.setStrokeLineWidth(3)
.moveTo(0,-25)
.lineTo(-5,-5)
.lineTo(-25,0)
.lineTo(-5,5)
.lineTo(0,25)
.lineTo(5,5)
.lineTo(25,0)
.lineTo(5,-5)
.setColor(1,1,1)
.close();
me.text_wps = wpt_grp.createChild("text")
.setDrawMode( canvas.Text.TEXT )
.setText(name)
.setFont("LiberationFonts/LiberationSans-Regular.ttf")
.setFontSize(28)
.setTranslation(25,35)
.setColor(1,0,1);
};

View file

@ -2,31 +2,27 @@ var AirportsNDModel = {};
AirportsNDModel.new = func make(AirportsNDModel, LayerModel); AirportsNDModel.new = func make(AirportsNDModel, LayerModel);
AirportsNDModel.init = func { AirportsNDModel.init = func {
#print("Updating AirportsNDModel");
me._view.reset(); me._view.reset();
var results = positioned.findWithinRange(me._controller.query_range()*2, "airport"); var results = positioned.findWithinRange(me._controller.query_range(), "airport");
var numResults = 0; var numResults = 0;
foreach(result; results) { foreach(result; results) {
if (numResults < 50) { var apt = airportinfo(result.id);
var apt = airportinfo(result.id); var runways = apt.runways;
var runways = apt.runways; var runway_keys = sort(keys(runways),string.icmp);
var runway_keys = sort(keys(runways),string.icmp); var validApt = 0;
var validApt = 0; foreach(var rwy; runway_keys){
foreach(var rwy; runway_keys){ var r = runways[rwy];
var r = runways[rwy]; if (r.length > 1890) # Only display suitably large airports
if (r.length > 1890) # Only display suitably large airports validApt = 1;
validApt = 1; if (result.id == getprop("autopilot/route-manager/destination/airport") or result.id == getprop("autopilot/route-manager/departure/airport"))
if (result.id == getprop("autopilot/route-manager/destination/airport") or result.id == getprop("autopilot/route-manager/departure/airport")) validApt = 1;
validApt = 1; }
}
if(validApt) { if(validApt) {
#canvas.draw_apt(me.apt_group, result.lat,result.lon,result.id,i); #canvas.draw_apt(me.apt_group, result.lat,result.lon,result.id,i);
me.push(result); me.push(result);
numResults += 1; numResults += 1;
}
} }
} }
# set RefPos and hdg to apt !! # set RefPos and hdg to apt !!

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View file

@ -11,12 +11,10 @@ DMEModel.init = func {
)); ));
} }
var results = positioned.findWithinRange(me._controller.query_range()*2 ,"dme"); var results = positioned.findWithinRange(me._controller.query_range() ,"dme");
foreach(result; results) { foreach(result; results) {
me.push(result); me.push(result);
} }
me.notifyView(); me.notifyView();
} }

View file

@ -4,10 +4,10 @@ FixModel.new = func make( LayerModel, FixModel );
FixModel.init = func { FixModel.init = func {
me._view.reset(); # wraps removeAllChildren() ATM me._view.reset(); # wraps removeAllChildren() ATM
var results = positioned.findWithinRange( me._controller['query_range']()*2 ,"fix"); var results = positioned.findWithinRange( me._controller['query_range']() ,"fix");
var numNum = 0; var numNum = 0;
foreach(result; results) { foreach(result; results) {
# Skip airport navaids (real thing makes distinction between high/low altitude fixes) # Skip airport fixes
if(string.match(result.id,"*[^0-9]")) { if(string.match(result.id,"*[^0-9]")) {
me.push(result); me.push(result);
numNum = numNum + 1; numNum = numNum + 1;

View file

@ -2,7 +2,7 @@ var NavaidModel = {};
NavaidModel.new = func make(LayerModel, NavaidModel); NavaidModel.new = func make(LayerModel, NavaidModel);
NavaidModel.init = func { NavaidModel.init = func {
me._view.reset(); me._view.reset();
var navaids = findNavaidsWithinRange(15); var navaids = findNavaidsWithinRange(me._controller.query_range());
foreach(var n; navaids) foreach(var n; navaids)
me.push(n); me.push(n);
me.notifyView(); me.notifyView();

File diff suppressed because it is too large Load diff

View file

@ -4,10 +4,8 @@ RouteModel.new = func make(LayerModel, RouteModel);
RouteModel.init = func { RouteModel.init = func {
me._view.reset(); me._view.reset();
if (!getprop("/autopilot/route-manager/active")) if (!getprop("/autopilot/route-manager/active"))
print("Cannot draw route, route manager inactive!") and return; return;
print("TODO: route.model is still an empty stub, see route.draw instead");
## TODO: all the model stuff is still inside the draw file for now, this just ensures that it will be called once ## TODO: all the model stuff is still inside the draw file for now, this just ensures that it will be called once
foreach(var t; [nil] ) foreach(var t; [nil] )

View file

@ -130,7 +130,7 @@ void main (void)
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
//begin DIRT //begin DIRT
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){ if (dirt_enabled >= 1){
vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor); vec3 dirtFactorIn = vec3 (dirt_r_factor, dirt_g_factor, dirt_b_factor);
vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb; vec3 dirtFactor = reflmap.rgb * dirtFactorIn.rgb;
//dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r); //dirtFactor.r = smoothstep(0.0, 1.0, dirtFactor.r);