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- fix tab/space-mixtures (they do bad things to ascii graphics :-)

- spell check
This commit is contained in:
mfranz 2006-06-13 15:10:33 +00:00
parent 308cc9fcf5
commit 8d0460e652

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@ -2,21 +2,21 @@ Users' Guide to FlightGear Hud configuration
December 22 2000 December 22 2000
Neetha Girish <neetha@ada.ernet.in> Neetha Girish <neetha@ada.ernet.in>
This document describes the reconfigurable HUD of This document describes the reconfigurable HUD of
FlightGear implemented through XML config files. FlightGear implemented through XML config files.
The present reconfigurable HUD code uses most of the code The present reconfigurable HUD code uses most of the code
of version 0.6.1 vintage and I have adapted the same to provide of version 0.6.1 vintage and I have adapted the same to provide
a reconfigurable HUD for fgfs. a reconfigurable HUD for fgfs.
Corrections and additions are welcome. Corrections and additions are welcome.
Some History: Some History:
Older versions of FGFS had a hard coded display of HUD. Older versions of FGFS had a hard coded display of HUD.
This was a less than ideal state of affairs when it came to This was a less than ideal state of affairs when it came to
using different aircraft Huds. I remember, somewhere in the 0.6.1 HUD code using different aircraft Huds. I remember, somewhere in the 0.6.1 HUD code
it was written that the HUD code is 'presently' hard coded but ideally should it was written that the HUD code is 'presently' hard coded but ideally should
be moved into the aircraft configuration dataset, so that when you choose be moved into the aircraft configuration dataset, so that when you choose
an aircraft, its HUD loads. an aircraft, its HUD loads.
This implementation make that possible, all you have to do is to This implementation make that possible, all you have to do is to
create appropriate 'my_aircraft.xml' files in the HUD directory and create appropriate 'my_aircraft.xml' files in the HUD directory and
without re-compiling the code you could have 'your_aircraft' HUD, by choosing that without re-compiling the code you could have 'your_aircraft' HUD, by choosing that
@ -30,32 +30,32 @@ climb/dive ladder, since they are all referenced to it.
The rewrite of Hud display code was done using pre and post release v0.7.6 code The rewrite of Hud display code was done using pre and post release v0.7.6 code
allowing for configuration of the hud via XML. allowing for configuration of the hud via XML.
The present Configurable Hud implements the entire functionality of The present Configurable Hud implements the entire functionality of
fgfs HUD (called default HUD) till this date. fgfs HUD (called default HUD) till this date.
Using Default/Custom Hud: Using Default/Custom Hud:
The default HUD location is $FG_ROOT/Huds/Default. The default HUD location is $FG_ROOT/Huds/Default.
$FG_ROOT is the place on your filesystem where you installed FG $FG_ROOT is the place on your filesystem where you installed FG
data files. Alternate huds can be specified on the command line data files. Alternate huds can be specified on the command line
or set as the default in the $HOME/.fgfsrc or $FG_ROOT/preferences.xml or set as the default in the $HOME/.fgfsrc or $FG_ROOT/preferences.xml
using a property specification. The command line format is as follows: using a property specification. The command line format is as follows:
--prop:/sim/hud/path=Huds/Default/default.xml --prop:/sim/hud/path=Huds/Default/default.xml
The path description shown is relative to $FG_ROOT. An absolute The path description shown is relative to $FG_ROOT. An absolute
path may also be used for locations outside $FG_ROOT. path may also be used for locations outside $FG_ROOT.
For the custom Hud the path will be Huds/Custom/default.xml For the custom Hud the path will be Huds/Custom/default.xml
Hud - Implementation: Hud - Implementation:
All of the hud configuration files are XML-encoded property lists. All of the hud configuration files are XML-encoded property lists.
The root element of each file is always named <PropertyList>. Tags are The root element of each file is always named <PropertyList>. Tags are
always found in pairs, with the closing tag having a slash prefixing always found in pairs, with the closing tag having a slash prefixing
the tag name, i.e </PropertyList>. The top level panel configuration the tag name, i.e </PropertyList>. The top level panel configuration
file is composed of a <name> and zero or more <instruments>. file is composed of a <name> and zero or more <instruments>.
Instruments are used by including a <"unique_name"> and a <path> to the Instruments are used by including a <"unique_name"> and a <path> to the
instruments configuration file. instruments configuration file.
Comments are bracketed with <!-- -->. Comments are bracketed with <!-- -->.
@ -65,11 +65,11 @@ Comments are bracketed with <!-- -->.
<name>Default Aircraft Hud</name> <name>Default Aircraft Hud</name>
<instruments> <instruments>
<hudladder> <!--unique name --> <hudladder> <!--unique name -->
<path>Huds/Instruments/Default/hudladder.xml</path> <path>Huds/Instruments/Default/hudladder.xml</path>
</hudladder> </hudladder>
<hudcard> <hudcard>
<path>Huds/Instruments/Default/hudcard.xml</path> <path>Huds/Instruments/Default/hudcard.xml</path>
</hudcard> </hudcard>
@ -84,7 +84,7 @@ Comments are bracketed with <!-- -->.
</instruments> </instruments>
</PropertyList> </PropertyList>
The default location for instrument files is $FG_ROOT/Huds/Instruments/Default. The default location for instrument files is $FG_ROOT/Huds/Instruments/Default.
The location for custom instrument files is $FG_ROOT/Huds/Instruments/Custom. The location for custom instrument files is $FG_ROOT/Huds/Instruments/Custom.
The location for minimal instrument files is $FG_ROOT/Huds/Instruments/Minimal. The location for minimal instrument files is $FG_ROOT/Huds/Instruments/Minimal.
@ -96,18 +96,18 @@ About Instrument Placement:
For the sake of simplicity the FGFS HUD overlay is always 640 x 480 res. For the sake of simplicity the FGFS HUD overlay is always 640 x 480 res.
so all x/y values for instrument placement should fall within these bounds. so all x/y values for instrument placement should fall within these bounds.
Being an OpenGL program, 0,0 represents the lower left hand corner of the Being an OpenGL program, 0,0 represents the lower left hand corner of the
screen. screen.
Instrument Implementation: Instrument Implementation:
Instruments are defined in separate configuration files. Instruments are defined in separate configuration files.
The Instruments are basically classified into 4 types( Each of them an xml file) : The Instruments are basically classified into 4 types( Each of them an xml file) :
The Hud Ladder, The Hud Ladder,
The Hud Card, The Hud Card,
The Hud Label and The Hud Label and
The Turn Bank Indicator The Turn Bank Indicator
.... (Note that that the earlier HUD classes/objects have been retained) .... (Note that that the earlier HUD classes/objects have been retained)
Newer objects may be instantiated using the above classes, Unless a totally Newer objects may be instantiated using the above classes, Unless a totally
new object is required). new object is required).
The Default as well as the Custom directory have the same (in terms of properties) The Default as well as the Custom directory have the same (in terms of properties)
@ -117,15 +117,15 @@ We have a Base class - Hud Instrument Item.
We derive two more base classes - Instrument Scale and Dual Instrument Item from this. We derive two more base classes - Instrument Scale and Dual Instrument Item from this.
(This implementation owes its existence to all those who wrote the HUD code for 0.6.1) (This implementation owes its existence to all those who wrote the HUD code for 0.6.1)
The Hud Instrument Label is an instantiable class derived from Hud Instrument Item - for The Hud Instrument Label is an instantiable class derived from Hud Instrument Item - for
displaying alphanumeric labels (altitude, velocity, Mach no and/or anything else as long you displaying alphanumeric labels (altitude, velocity, Mach no and/or anything else as long you
have a call back function to pass the value using the property 'data_source'). have a call back function to pass the value using the property 'data_source').
The Hud Card is an instantiable class derived from Instrument scale - for displaying The Hud Card is an instantiable class derived from Instrument scale - for displaying
tapes and guages (single variable display, for displaying aoa, g's, vsi, elevator_posn, etc.). tapes and gauges (single variable display, for displaying aoa, g's, vsi, elevator_posn, etc.).
The Hud Ladder is an instantiable class derived from Dual Instrument Item - for displaying The Hud Ladder is an instantiable class derived from Dual Instrument Item - for displaying
pitch reference ladder or climb/dive ladder (two variable display, for dislaying two types of pitch reference ladder or climb/dive ladder (two variable display, for displaying two types of
ladders, the pitch reference ladder or the climb/dive ladder as defined by MIL-1787b). ladders, the pitch reference ladder or the climb/dive ladder as defined by MIL-1787b).
The fgTBI Instrument is an instantiable class derived from Dual Instrument scale again The fgTBI Instrument is an instantiable class derived from Dual Instrument scale again
@ -147,8 +147,8 @@ this defines the objects position centered about the centroid of above rectangle
in HUD overlay plane (640x480) coordinates with 0,0 at bottom-left corner. in HUD overlay plane (640x480) coordinates with 0,0 at bottom-left corner.
One more, pixels per degree in the ladder class represents the compression factor of the One more, pixels per degree in the ladder class represents the compression factor of the
pitch ladder. In case of conformal HUD (climd/dive ladder) it is <640/horizontal_fov> pitch ladder. In case of conformal HUD (climb/dive ladder) it is <640/horizontal_fov>
or <480/vertical_fov>. In case of pitch reference ladder it is or <480/vertical_fov>. In case of pitch reference ladder it is
<your_no_of vertical_pixels/your_no_of_ladder_degrees>. <your_no_of vertical_pixels/your_no_of_ladder_degrees>.
Example of Hud Ladder xml file. Example of Hud Ladder xml file.
@ -158,30 +158,30 @@ Example of Hud Ladder xml file.
<ladders> <ladders>
<l1> <l1>
<name>Pitch Ladder</name> <!-- Name can be Pitch Ladder or Climb/Dive Ladder --> <name>Pitch Ladder</name> <!-- Name can be Pitch Ladder or Climb/Dive Ladder -->
<x>260</x> <!-- x start --> <x>260</x> <!-- x start -->
<y>150</y> <!-- y start --> <y>150</y> <!-- y start -->
<width>120</width> <!-- x start + width = x end --> <width>120</width> <!-- x start + width = x end -->
<height>180</height> <!-- y start + height = y end --> <height>180</height> <!-- y start + height = y end -->
<compression_factor>2.68</compression_factor> <!-- Pixels per degree --> <compression_factor>2.68</compression_factor> <!-- Pixels per degree -->
<loadfn>roll</loadfn> <!-- Name of the function to be called, here get_roll() is called provision made in Hud.cxx --> <loadfn>roll</loadfn> <!-- Name of the function to be called, here get_roll() is called provision made in Hud.cxx -->
<loadfn1>pitch</loadfn1> <!-- Name of the function to be called, here get_pitch() is called --> <loadfn1>pitch</loadfn1> <!-- Name of the function to be called, here get_pitch() is called -->
<span_units>45.0</span_units> <!-- Range of the Ladder seen at any instant --> <span_units>45.0</span_units> <!-- Range of the Ladder seen at any instant -->
<division_units>10.0</division_units> <!-- Divisions --> <division_units>10.0</division_units> <!-- Divisions -->
<screen_hole>70</screen_hole> <!-- Hole b/w the Ladder Bars--> <screen_hole>70</screen_hole> <!-- Hole b/w the Ladder Bars -->
<lbl_pos>0</lbl_pos> <!-- Label Position to indicate pitch angle on bar --> <lbl_pos>0</lbl_pos> <!-- Label Position to indicate pitch angle on bar -->
<enable_frl>false</enable_frl> <!-- To Enable Pitch Reference Symbol (used by us) --> <enable_frl>false</enable_frl> <!-- To Enable Pitch Reference Symbol (used by us) -->
<enable_target_spot>true</enable_target_spot> <!-- To Enable Target Spot Symbol (fgfs uses this)--> <enable_target_spot>true</enable_target_spot> <!-- To Enable Target Spot Symbol (fgfs uses this) -->
<enable_velocity_vector>false</enable_velocity_vector> <!-- To Enable Velocity Vector Symbol (use only with climb/dive ladder)--> <enable_velocity_vector>false</enable_velocity_vector> <!-- To Enable Velocity Vector Symbol (use only with climb/dive ladder) -->
<enable_drift_marker>false</enable_drift_marker> <!-- To Enable Drift Marker Symbol (used by us)--> <enable_drift_marker>false</enable_drift_marker> <!-- To Enable Drift Marker Symbol (used by us) -->
<enable_alpha_bracket>false</enable_alpha_bracket> <!-- To Enable Alpha Bracket Symbol (used by us, presently hard coded bracket values, alpha values will be moved to xml file)--> <enable_alpha_bracket>false</enable_alpha_bracket> <!-- To Enable Alpha Bracket Symbol (used by us, presently hard coded bracket values, alpha values will be moved to xml file) -->
<enable_energy_marker>false</enable_energy_marker> <!-- To Enable Energy Marker Symbol (used by us)--> <enable_energy_marker>false</enable_energy_marker> <!-- To Enable Energy Marker Symbol (used by us) -->
<enable_climb_dive_marker>false</enable_climb_dive_marker> <!-- To Enable Climb/Dive Marker (used by us)--> <enable_climb_dive_marker>false</enable_climb_dive_marker> <!-- To Enable Climb/Dive Marker (used by us) -->
<enable_glide_slope_marker>false</enable_glide_slope_marker> <!--To Enable Glide/Slope Marker (tied to climb/dive ladder only)--> <enable_glide_slope_marker>false</enable_glide_slope_marker> <!-- To Enable Glide/Slope Marker (tied to climb/dive ladder only) -->
<glide_slope>0.0</glide_slope> <!-- Glide slope angle (specify the angle for drawing the reference bar) <glide_slope>0.0</glide_slope> <!-- Glide slope angle (specify the angle for drawing the reference bar) -->
<enable_energy_worm>false</enable_energy_worm> <!-- To Enable Energy worm (used by us)> <enable_energy_worm>false</enable_energy_worm> <!-- To Enable Energy worm (used by us) -->
<enable_waypoint_marker>false</enable_waypoint_marker> <!-- To Enable Way point Marker (bearing marker)--> <enable_waypoint_marker>false</enable_waypoint_marker> <!-- To Enable Way point Marker (bearing marker) -->
<working>true</working> <!use this to enable or disbale whole object> <working>true</working> <!-- use this to enable or disable whole object -->
</l1> </l1>
</ladders> </ladders>
@ -207,16 +207,16 @@ Example of Hud Card xml file.
<y>430</y> <y>430</y>
<width>200</width> <width>200</width>
<height>28</height> <height>28</height>
<loadfn>heading</loadfn> <!-- Name of the function to be called, here get_Heading() is called --> <loadfn>heading</loadfn> <!-- Name of the function to be called, here get_Heading() is called -->
<options>4</options> <!-- Read Tape Options Below or Hud.hxx file for details --> <options>4</options> <!-- Read Tape Options Below or Hud.hxx file for details -->
<maxValue>360.0</maxValue> <!-- Maximum scale value --> <maxValue>360.0</maxValue> <!-- Maximum scale value -->
<minValue>0.0</minValue> <!-- Minimum Scale Value --> <minValue>0.0</minValue> <!-- Minimum Scale Value -->
<disp_scaling>1.0</disp_scaling> <!-- Multiply by this to get numbers shown on scale --> <disp_scaling>1.0</disp_scaling> <!-- Multiply by this to get numbers shown on scale -->
<major_divs>5</major_divs> <!-- major division marker units --> <major_divs>5</major_divs> <!-- major division marker units -->
<minor_divs>1</minor_divs> <!-- minor division marker units --> <minor_divs>1</minor_divs> <!-- minor division marker units -->
<modulator>360</modulator> <!-- Its a rose, Roll Over Point --> <modulator>360</modulator> <!-- Its a rose, Roll Over Point -->
<value_span>25.0</value_span> <!-- Range Shown --> <value_span>25.0</value_span> <!-- Range Shown -->
<type>tape</type> <!-- Card type can be "tape" or "guage" --> <type>tape</type> <!-- Card type can be "tape" or "gauge" -->
<tick_bottom>false</tick_bottom> <!-- Read Ticks and Caps below --> <tick_bottom>false</tick_bottom> <!-- Read Ticks and Caps below -->
<tick_top>false</tick_top> <tick_top>false</tick_top>
<tick_right>true</tick_right> <tick_right>true</tick_right>
@ -225,21 +225,21 @@ Example of Hud Card xml file.
<cap_top>false</cap_top> <cap_top>false</cap_top>
<cap_right>false</cap_right> <cap_right>false</cap_right>
<cap_left>false</cap_left> <cap_left>false</cap_left>
<marker_offset>0.0</marker_offset> <!-- Read Marker offset below --> <marker_offset>0.0</marker_offset> <!-- Read Marker offset below -->
<enable_pointer>true</enable_pointer> <!-- To draw a pointer --> <enable_pointer>true</enable_pointer> <!-- To draw a pointer -->
<pointer_type>fixed</pointer_type> <!-- Type of pointer, Fixed or Moving (yet to be implemented)--> <pointer_type>fixed</pointer_type> <!-- Type of pointer, Fixed or Moving (yet to be implemented) -->
<working>true</working> <working>true</working>
</c1> </c1>
</cards> </cards>
</PropertyList> </PropertyList>
Tape Options: Tape Options:
HUDS_AUTOTICKS = 0x0001 HUDS_AUTOTICKS = 0x0001
HUDS_VERT = 0x0002 HUDS_VERT = 0x0002
HUDS_HORZ = 0x0000 HUDS_HORZ = 0x0000
HUDS_TOP = 0x0004 HUDS_TOP = 0x0004
HUDS_BOTTOM = 0x0008 HUDS_BOTTOM = 0x0008
HUDS_LEFT = HUDS_TOP HUDS_LEFT = HUDS_TOP
@ -249,11 +249,11 @@ HUDS_NOTICKS = 0x0010
HUDS_ARITHTIC = 0x0020 HUDS_ARITHTIC = 0x0020
HUDS_DECITICS = 0x0040 HUDS_DECITICS = 0x0040
HUDS_NOTEXT = 0x0080 HUDS_NOTEXT = 0x0080
HUDS_LEFT | HUDS_VERT = 0x0006 HUDS_LEFT | HUDS_VERT = 0x0006
HUDS_RIGHT | HUDS_VERT = 0x0010 HUDS_RIGHT | HUDS_VERT = 0x0010
HUDS_TOP | HUDS_NOTEXT = 0x0084 HUDS_TOP | HUDS_NOTEXT = 0x0084
HUDS_BOTTOM | HUDS_NOTEXT = 0x0088 HUDS_BOTTOM | HUDS_NOTEXT = 0x0088
HUDS_VERT | HUDS_LEFT | HUDS_NOTEXT = 0x0086 HUDS_VERT | HUDS_LEFT | HUDS_NOTEXT = 0x0086
HUDS_RIGHT | HUDS_VERT | HUDS_NOTEXT = 0x0090 HUDS_RIGHT | HUDS_VERT | HUDS_NOTEXT = 0x0090
@ -262,14 +262,14 @@ For clarity, I repeat, Ticks and Caps :
1. Left Tick ->|_____|<- Right Tick 1. Left Tick ->|_____|<- Right Tick
| |
v v
Bottom Cap Bottom Cap
2. Top Cap 2. Top Cap
| |
v v
_____ _____
| | | |
3. Top Tick 3. Top Tick
@ -277,33 +277,33 @@ For clarity, I repeat, Ticks and Caps :
v v
--- ---
| |
|<- Right Cap |<- Right Cap
| |
--- ---
| |
v v
Bottom Tick Bottom Tick
4. --- 4. ---
| |
Left Cap -> | Left Cap -> |
| |
--- ---
Marker Offset : Marker Offset :
To Draw pointer on the scale markings. In the case of a our hud with offset 10.0 To Draw pointer on the scale markings. In the case of a our hud with offset 10.0
The pointer is away from the scale and points at the markings. The pointer is away from the scale and points at the markings.
-| - -| -
-| - -| -
<| -< <| -<
-| - -| -
-| - -| -
Marker offset = 0.0 Marker offset = 10.0 Marker offset = 0.0 Marker offset = 10.0
This should be useful when I implement the fixed tape/moving pointer. This should be useful when I implement the fixed tape/moving pointer.
Example of a Label xml file. Example of a Label xml file.
@ -314,22 +314,22 @@ Example of a Label xml file.
<i1> <i1>
<name>machno</name> <name>machno</name>
<x>25</x> <x>25</x>
<y>130</y> <y>130</y>
<width>40</width> <width>40</width>
<height>30</height> <height>30</height>
<data_source>mach</data_source> <!-- Name of the function to be called, here get_Heading() is called --> <data_source>mach</data_source> <!-- Name of the function to be called, here get_Heading() is called -->
<label_format>%4.2f</label_format> <!-- The Label Format --> <label_format>%4.2f</label_format> <!-- The Label Format -->
<pre_label_string>blank</pre_label_string> <!-- String to be written Pre Label --> <pre_label_string>blank</pre_label_string> <!-- String to be written Pre Label -->
<post_label_string>NULL</post_label_string> <!-- String to be written Post Label --> <post_label_string>NULL</post_label_string> <!-- String to be written Post Label -->
<scale_data>1.0</scale_data> <scale_data>1.0</scale_data>
<options>4</options> <!-- Read Tape options or Hud.hxx --> <options>4</options> <!-- Read Tape options or Hud.hxx -->
<justification>2</justification> <!-- Justify the label, 0=LEFT_JUSTIFY, 1=CENTER_JUSTIFY, 2=RIGHT_JUSTIFY --> <justification>2</justification> <!-- Justify the label, 0=LEFT_JUSTIFY, 1=CENTER_JUSTIFY, 2=RIGHT_JUSTIFY -->
<blinking>0</blinking> <!-- Yet to be implemented --> <blinking>0</blinking> <!-- Yet to be implemented -->
<working>true</working> <working>true</working>
<latitude>false</latitude> <!-- True if the label is to display Lattitude (special label, displays deg.min.sec)--> <latitude>false</latitude> <!-- True if the label is to display Latitude (special label, displays deg.min.sec) -->
<longitude>false</longitude> <!-- True if the label is to display Longitude (special label, displays deg.min.sec)--> <longitude>false</longitude> <!-- True if the label is to display Longitude (special label, displays deg.min.sec) -->
</i1> </i1>
</labels> </labels>
</PropertyList> </PropertyList>
@ -347,11 +347,11 @@ Example of a Turn Bank Indicator xml file.
<y>45</y> <y>45</y>
<width>60</width> <width>60</width>
<height>10</height> <height>10</height>
<loadfn>roll</loadfn> <!-- Name of the function to be called, get_roll() is called here. --> <loadfn>roll</loadfn> <!-- Name of the function to be called, get_roll() is called here. -->
<loadfn1>sideslip</loadfn1> <!-- Name of the function to be called, get_sideslip() is called here. --> <loadfn1>sideslip</loadfn1> <!-- Name of the function to be called, get_sideslip() is called here. -->
<maxBankAngle>45.0</maxBankAngle> <!-- Maximum Angle of Bank --> <maxBankAngle>45.0</maxBankAngle> <!-- Maximum Angle of Bank -->
<maxSlipAngle>5.0</maxSlipAngle> <!-- Maximum Angle of Slip --> <maxSlipAngle>5.0</maxSlipAngle> <!-- Maximum Angle of Slip -->
<gap_width>5</gap_width> <!-- Screen Hole --> <gap_width>5</gap_width> <!-- Screen Hole -->
<working>true</working> <working>true</working>
</f1> </f1>
@ -359,42 +359,43 @@ Example of a Turn Bank Indicator xml file.
</PropertyList> </PropertyList>
I have still got to implement dials (as in MIL-STD-1787b). I have still got to implement dials (as in MIL-STD-1787b).
REMEMBER IF YOU NEED TO INDICATE ANY OTHER PARAMETER ON THE HUD OTHER THAN WHAT IS PROVIDED AS REMEMBER IF YOU NEED TO INDICATE ANY OTHER PARAMETER ON THE HUD OTHER THAN WHAT IS PROVIDED AS
CALLBACK FUNCTIONS (PROPERTY NAMES LISTED BELOW) YOU HAVE TO FIDDLE WITH THE CODE, AS YET. LET ME CALLBACK FUNCTIONS (PROPERTY NAMES LISTED BELOW) YOU HAVE TO FIDDLE WITH THE CODE, AS YET. LET ME
KNOW AND I SHALL INCLUDE THAT. KNOW AND I SHALL INCLUDE THAT.
<loadfn>anzg</loadfn> <!-- Here get_anzg() is called --> <loadfn>anzg</loadfn> <!-- Here get_anzg() is called -->
<loadfn>heading</loadfn> <!-- Here get_heading() is called --> <loadfn>heading</loadfn> <!-- Here get_heading() is called -->
<loadfn>aoa</loadfn> <!-- Here get_aoa() is called --> <loadfn>aoa</loadfn> <!-- Here get_aoa() is called -->
<loadfn>climb</loadfn> <!-- Here get_climb() is called --> <loadfn>climb</loadfn> <!-- Here get_climb() is called -->
<loadfn>altitude</loadfn> <!-- Here get_altitude() is called --> <loadfn>altitude</loadfn> <!-- Here get_altitude() is called -->
<loadfn>agl</loadfn> <!-- Here get_agl() is called --> <loadfn>agl</loadfn> <!-- Here get_agl() is called -->
<loadfn>speed</loadfn> <!-- Here get_speed() is called --> <loadfn>speed</loadfn> <!-- Here get_speed() is called -->
<loadfn>view_direction</loadfn> <!-- Here get_view_direction() is called --> <loadfn>view_direction</loadfn> <!-- Here get_view_direction() is called -->
<loadfn>aileronval</loadfn> <!-- Here get_aileronval() is called --> <loadfn>aileronval</loadfn> <!-- Here get_aileronval() is called -->
<loadfn>elevatorval</loadfn> <!-- Here get_elevatorval() is called --> <loadfn>elevatorval</loadfn> <!-- Here get_elevatorval() is called -->
<loadfn>rudderval</loadfn> <!-- Here get_rudderval() is called --> <loadfn>rudderval</loadfn> <!-- Here get_rudderval() is called -->
<loadfn>throttleval</loadfn> <!-- Here get_throttleval() is called --> <loadfn>throttleval</loadfn> <!-- Here get_throttleval() is called -->
<loadfn>aux16</loadfn> <!-- Here get_aux16() is called --> <loadfn>aux16</loadfn> <!-- Here get_aux16() is called -->
<loadfn>aux17</loadfn> <!-- Here get_aux17() is called --> <loadfn>aux17</loadfn> <!-- Here get_aux17() is called -->
<loadfn>aux9</loadfn> <!-- Here get_aux9() is called --> <loadfn>aux9</loadfn> <!-- Here get_aux9() is called -->
<loadfn>aux11</loadfn> <!-- Here get_aux11() is called --> <loadfn>aux11</loadfn> <!-- Here get_aux11() is called -->
<loadfn>aux12</loadfn> <!-- Here get_aux12() is called --> <loadfn>aux12</loadfn> <!-- Here get_aux12() is called -->
<loadfn>aux10</loadfn> <!-- Here get_aux10() is called --> <loadfn>aux10</loadfn> <!-- Here get_aux10() is called -->
<loadfn>aux13</loadfn> <!-- Here get_aux13() is called --> <loadfn>aux13</loadfn> <!-- Here get_aux13() is called -->
<loadfn>aux14</loadfn> <!-- Here get_aux14() is called --> <loadfn>aux14</loadfn> <!-- Here get_aux14() is called -->
<loadfn>aux15</loadfn> <!-- Here get_aux15() is called --> <loadfn>aux15</loadfn> <!-- Here get_aux15() is called -->
<loadfn>aux8</loadfn> <!-- Here get_aux8() is called --> <loadfn>aux8</loadfn> <!-- Here get_aux8() is called -->
<loadfn>ax</loadfn> <!-- Here get_Ax() is called --> <loadfn>ax</loadfn> <!-- Here get_Ax() is called -->
<loadfn>mach</loadfn> <!-- Here get_mach() is called --> <loadfn>mach</loadfn> <!-- Here get_mach() is called -->
<loadfn>framerate</loadfn> <!-- Here get_frame_rate() is called --> <loadfn>framerate</loadfn> <!-- Here get_frame_rate() is called -->
<loadfn>fov</loadfn> <!-- Here get_fov() is called --> <loadfn>fov</loadfn> <!-- Here get_fov() is called -->
<loadfn>vfc_tris_culled</loadfn> <!-- Here get_vfc_tris_culled() is called --> <loadfn>vfc_tris_culled</loadfn> <!-- Here get_vfc_tris_culled() is called -->
<loadfn>vfc_tris_drawn</loadfn> <!-- Here get_vfc_tris_drawn() is called --> <loadfn>vfc_tris_drawn</loadfn> <!-- Here get_vfc_tris_drawn() is called -->
<loadfn>latitude</loadfn> <!-- Here get_latitude() is called --> <loadfn>latitude</loadfn> <!-- Here get_latitude() is called -->
<loadfn>longitude</loadfn> <!-- Here get_longitude() is called --> <loadfn>longitude</loadfn> <!-- Here get_longitude() is called -->
@ -406,4 +407,3 @@ KNOW AND I SHALL INCLUDE THAT.