This isn't only more logical, it's also how SGPropertyNode::getBoolValue()
acts. The fix has potential to break code, but so far I haven't seen any
problems. I added a debug message to my copy and will for a while check
all cases that I run into. To check yourself, just add one line:
getBoolValue : func {
val = me.getValue();
+ if(val == nil) { debug.dump(me) }
if(me.getType() == "STRING" and val == "false") { 0 }
else { val != nil and val != 0 }
}
This will output a debug message to the terminal for each case where
formerly "true" was returned, and now "false" is.
- use Nasal features that were introduced after this code was first written:
* var for local variables (and to make clear when a variable is first used)
* += operator
* listeners to import seldom changing variables and to avoid waiting for
the FDM in a loop
This new code started as empty file where I added my stuff and then copied
parts from the old code, piece by piece. This is why the coding & indentation
style has changed. Functionally the code should basically be equivalent.
can also write
<sim>
<aircraft-data>
<path>/sim/author</path>
<path>/sim/description</path>
<path>/sim/rtatus</path>
</aircraft-data>
</sim>
in a *-set.xml file instead of using Nasal (aircraft.data.add("/sim/author", ...)
- s/timeN/node/ to match the pattern described in the head comment
- make listener on-shot
- make 0 a valid saving interval, and 'nil' or no arg stop the loop
(this is for consistency with settimer() or aircraft.timer() intervals
- smaller fixes, cleanup
Examples:
var tied = foo.getAttribute("TIED");
foo.setAttribute("USERARCHIVE", 1);
Both methods accept attribute strings "READ", "WRITE", "ARCHIVE",
"TRACE_READ", "TRACE_WRITE", and "USERARCHIVE". getAttribute() does
additionally accept "TIED" (although this isn't an SGPropertyNode::Attribute).
Attribute "REMOVED" is not supported.
registered with dynamic_view.register() and is called in the main loop,
replacing the default plane/helicopter function. This has access to
all class functions/members and sets me.heading_offset, me.pitch_offset,
and me.roll_offset, which are then used as new view offsets.
The function can also do other things, such as call the lookat() method
to temporarily set heading and pitch. See the bo105 for an example.
While further minor changes are to be expected, the configuration method
seems to be the way to go.
- dynamic_view.nas: use aircraft.lowpass() class
This makes the dynamic view independent of the frame rate. Currently,
each filter instance reads out dt on its own, which is a bit inefficient.
I'll change that to just one read for all instances later (when Nasal
implemented predictable module loading order. :-)
- fix sliders: revisions 1.43/1.44 had introduced a mandatory <min-lb>;
if that was missing, a slider without handle was generated, and a click
on the slider lead to a crash.
-> check for both <min-lb> and <max-lb> and set default values
0, respectively 100
var min = w.getNode("min-lb", 1).getValue();
var max = w.getNode("max-lb", 1).getValue();
slider.set("min", min != nil ? min : 0);
slider.set("max", max != nil ? max : 100);
preferences.xml gui/menubar.xml gui/dialogs/rendering.xml
Added Files:
Nasal/multiplayer.nas gui/dialogs/chat.xml
gui/dialogs/chat_full.xml:
the data part of Stuarts multiplayer/chat patch