eab53706ba
(This fgcommand was broken for a few weeks. Now it's fixed, but the wrapper use is desirable, as this allows easy redefining.) - cyborg gold: cosmetics
612 lines
15 KiB
XML
612 lines
15 KiB
XML
<?xml version="1.0"?>
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<!--
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$Id$
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_______________________________________ Layout _______________________________________
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axis 0: aileron
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axis 1: elevator
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axis 2: rudder
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axis 3: throttle
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no modifier F3 F4 F3+F4
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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button 0 (trigger): brakes parking brake speed brake thrust revers.
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button 1 (left): flaps up gear up previous view *
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button 2 (middle): reset view dir tail wheel lock cockpit view reset all trim
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button 3 (right): flaps down gear down next view *
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button 4 (F1): brakes left * zoom out *
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button 5 (F2): brakes right * zoom in *
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button 6 (F3): //////////////////////// modifier 0 /////////////////////////
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button 7 (F4): //////////////////////// modifier 1 /////////////////////////
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button 8 (>>): * * * *
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button 9 (<<): * * * *
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hat left: look left leaner mixture aileron trim rudder trim
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hat right: look right richer mixture aileron trim rudder trim
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hat back: look down dec prop pitch elevator trim *
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hat forward: look up inc prop pitch elevator trim *
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F3 and F4 are used like "Shift", "Control", or "Alternate" on computer keyboards.
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For example: press F3 and keep holding it down while pressing the fire
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button/trigger -> toggle parking brake
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When flying the Harrier, "F3/hat left" and "right" control the thrust vector.
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With the keyboard's Control key pressed, the following keys have a different meaning:
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Control + no modifier
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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button 0 (trigger): trigger selected weapon
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button 1 (left): switch to previous weapon system
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button 3 (right): switch to next weapon system
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___________________________________ Customization ____________________________________
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If you want to change some (or all) of the bindings, the recommended way is
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to copy this file to your home directory, make your changes there, and include
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it from your personal preferences.xml file. You can use any number lower than
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1000 for n in <js-named n="0">. The lowest takes precedence in case of identical
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names. You can include such a preferences.xml file with the ~~config option,
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e.g. ~~config=$HOME/.fgfs/preferences.xml, and you can put that ~~config line
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into your personal $HOME/.fgfsrc file.
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<?xml version="1.0"?>
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<PropertyList>
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<input>
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<js-named n="100">
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<joysticks include="your-modified-copy.xml"/>
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</js-named>
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</input>
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</PropertyList>
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The property "/input/joysticks/js[0]/data/modifier" indicates the "shift" level.
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F3 sets bit 0, F4 sets bit 1. The property is zero if none of the shift buttons
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is pressed, 1 if F3 is pressed, 2 if F4 is pressed, and 3 if both F3 and F4 are
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pressed.
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Note that you have to enclose nasal scripts in <script><![CDATA[...]]></script>
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if they contain characters that interfere with the xml markup. This is the case
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if you are, for example, using < (lower than). Alternatively, you can 'escape'
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the character with "<".
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Also note that all nasal code shares a common namespace, so it's possible to set
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a variable in one nasal binding, and to read it in another.
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____________________________________ References ______________________________________
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Joysticks: $FG_ROOT/Docs/README.Joystick.html
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Properties: see property browser (fgfs menu: "File"->"Browse internal properties")
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Nasal: http://www.plausible.org/nasal/
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Nasal examples: $FG_ROOT/Nasal/
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______________________________________________________________________________________
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~~ Melchior FRANZ <mfranz # aon : at>
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-->
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<PropertyList>
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<name>SAITEK CYBORG 3D USB</name>
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<name>CYBORG 3D USB</name>
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<data>
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<mode type="int">0</mode>
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<modifier type="int">0</modifier>
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</data>
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<nasal>
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<script><![CDATA[
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var self = cmdarg().getParent();
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var data = self.getNode("data");
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var mode = data.getNode("mode");
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var modifier = data.getNode("modifier");
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var f1 = 0;
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var f2 = 0;
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var left_brake = 0;
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var right_brake = 0;
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var trigger = 0;
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if (props.globals.getNode("/rotors", 0) != nil) {
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self.getNode("axis[0]/binding/power").setIntValue(1);
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self.getNode("axis[1]/binding/power").setIntValue(1);
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}
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var kbdshift = props.globals.getNode("/devices/status/keyboard/shift", 1);
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var kbdctrl = props.globals.getNode("/devices/status/keyboard/ctrl", 1);
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var kbdalt = props.globals.getNode("/devices/status/keyboard/alt", 1);
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var get_mode = func { modifier.getValue() + mode.getValue() * 4 }
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var harrier = func {
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if (getprop("/sim/aero") == "harrier") {
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thv = getprop("/controls/engines/engine[0]/mixture");
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gui.popupTip("Thrust vector " ~ int(thv * 120 - 20 + 0.5));
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}
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}
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]]></script>
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</nasal>
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<axis n="0">
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<desc>aileron</desc>
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<binding>
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<command>property-scale</command>
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<property>/controls/flight/aileron</property>
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<power type="int">2</power>
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</binding>
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</axis>
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<axis n="1">
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<desc>elevator</desc>
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<binding>
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<command>property-scale</command>
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<property>/controls/flight/elevator</property>
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<factor type="double">-1.0</factor>
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<power type="int">2</power>
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</binding>
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</axis>
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<axis>
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<desc>rudder</desc>
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<number>
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<unix>2</unix>
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<mac>2</mac>
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<windows>3</windows>
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</number>
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<binding>
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<command>property-scale</command>
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<property>/controls/flight/rudder</property>
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<offset type="double">0.0</offset>
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<factor type="double">1.0</factor>
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<power type="int">2</power>
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</binding>
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</axis>
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<axis>
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<desc>throttle</desc>
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<number>
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<unix>3</unix>
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<mac>2</mac>
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<windows>2</windows>
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</number>
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<binding>
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<command>nasal</command>
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<script>controls.throttleAxis()</script>
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</binding>
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</axis>
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<button n="0">
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<name>Trigger</name>
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<desc>brakes, +Ctrl: fire, +F3: parking brake, +F4: speedbrake, +F3+F4: thrust reverser</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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if (kbdctrl.getBoolValue()) {
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controls.trigger(trigger = 1);
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} else {
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controls.applyBrakes(1);
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}
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} elsif (m == 1) {
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controls.applyBrakes(1);
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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if (trigger) {
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controls.trigger(trigger = 0);
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} else {
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controls.applyBrakes(0);
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}
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controls.applyBrakes(0);
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} elsif (m == 1) {
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i = controls.applyParkingBrake(1);
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gui.popupTip("Parking Brake " ~ (i ? "ON" : "OFF"));
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controls.applyBrakes(0);
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} elsif (m == 2) {
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i = !getprop("/controls/flight/speedbrake");
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setprop("/controls/flight/speedbrake", i);
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gui.popupTip("Speed Brake " ~ (i ? "ON" : "OFF"));
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} elsif (m == 3) {
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i = !getprop("/controls/engines/engine[0]/reverser");
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props.setAll("/controls/engines/engine", "reverser", i);
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gui.popupTip("Thrust Reverser " ~ (i ? "ON" : "OFF"));
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="1">
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<name>Left Button</name>
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<desc>flaps up, +F3: gear up, +F4: previous view</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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if (kbdctrl.getBoolValue()) {
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controls.weaponSelect(-1);
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} else {
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controls.flapsDown(-1);
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}
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} elsif (m == 1) {
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controls.gearDown(-1);
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} elsif (m == 2) {
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view.stepView(-1);
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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controls.flapsDown(0);
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} elsif (m == 1) {
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controls.gearDown(0);
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="2">
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<name>Middle Button</name>
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<desc>center view, +F3: toggle tail-wheel lock, +F4: reset view, +F3+F4: reset trim</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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view.resetView();
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} elsif (m == 1) {
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i = !getprop("/controls/gear/tailwheel-lock");
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setprop("/controls/gear/tailwheel-lock", i);
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gui.popupTip("Tail Wheel " ~ (i ? "LOCKED" : "UNLOCKED"));
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} elsif (m == 2) {
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setprop("/sim/current-view/view-number", 0);
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view.resetView();
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} elsif (m == 3) {
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setprop("/controls/flight/elevator-trim", 0);
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setprop("/controls/flight/aileron-trim", 0);
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setprop("/controls/flight/rudder-trim", 0);
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}
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</script>
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</binding>
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</button>
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<button n="3">
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<name>Right Button</name>
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<desc>flaps down, +Ctrl: weapon select, +F3: gear down, +F4: next view</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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if (kbdctrl.getBoolValue()) {
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controls.weaponSelect(1);
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} else {
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controls.flapsDown(1);
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}
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} elsif (m == 1) {
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controls.gearDown(1);
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} elsif (m == 2) {
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view.stepView(1);
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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controls.flapsDown(0);
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} elsif (m == 1) {
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controls.gearDown(0);
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="4">
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<name>F1</name>
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<desc>brakes left, +F4: zoom out</desc>
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<repeatable type="bool">true</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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f1 = 1;
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m = get_mode();
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if (m == 0) {
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if (!left_brake) {
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controls.applyBrakes(left_brake = 1, -1);
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}
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} elsif (m == 1) {
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#
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} elsif (m == 2) {
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f2 ? view.resetFOV() : view.increase();
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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f1 = 0;
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m = get_mode();
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if (m == 0) {
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controls.applyBrakes(left_brake = 0, -1);
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} elsif (m == 1) {
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#
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="5">
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<name>F2</name>
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<desc>brakes right, +F4: zoom in</desc>
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<repeatable type="bool">true</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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f2 = 1;
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m = get_mode();
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if (m == 0) {
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if (!right_brake) {
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controls.applyBrakes(right_brake = 1, 1);
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}
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} elsif (m == 1) {
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#
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} elsif (m == 2) {
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f1 ? view.resetFOV() : view.decrease();
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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f2 = 0;
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m = get_mode();
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if (m == 0) {
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controls.applyBrakes(right_brake = 0, 1);
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} elsif (m == 1) {
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#
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} elsif (m == 2) {
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#
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="6"><!-- bit 0 -->
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<name>F3</name>
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<desc>modifier for other buttons</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = modifier.getValue();
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if (m == 0 or m == 2) {
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modifier.setIntValue(m + 1);
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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m = modifier.getValue();
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if (m == 1 or m == 3) {
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modifier.setIntValue(m - 1);
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="7"><!-- bit 1 -->
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<name>F4</name>
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<desc>modifier for other buttons</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = modifier.getValue();
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if (m == 0 or m == 1) {
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modifier.setIntValue(m + 2);
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}
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</script>
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</binding>
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<mod-up>
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<binding>
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<command>nasal</command>
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<script>
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m = modifier.getValue();
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if (m == 2 or m == 3) {
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modifier.setIntValue(m - 2);
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}
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</script>
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</binding>
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</mod-up>
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</button>
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<button n="8">
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<name>>></name>
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<desc>unused</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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<![CDATA[
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text = "read $FG_ROOT/Input/Joysticks/Saitek/Cyborg-Gold-3d-USB.xml";
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print("Please " ~ text ~ " for the full joystick layout.");
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gui.popupTip(text);
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]]>
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</script>
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</binding>
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</button>
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<button n="9">
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<name><<</name>
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<desc>unused</desc>
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<repeatable type="bool">false</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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<![CDATA[
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text = "read $FG_ROOT/Input/Joysticks/Saitek/Cyborg-Gold-3d-USB.xml";
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print("Please " ~ text ~ " for the full joystick layout.");
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gui.popupTip(text);
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]]>
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</script>
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</binding>
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</button>
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<button n="10">
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<name>Hat Up</name>
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<desc>view up, +F3: increase prop pitch, +F4: elevator trim down</desc>
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<repeatable>true</repeatable>
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<binding>
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<command>nasal</command>
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<script>
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m = get_mode();
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if (m == 0) {
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view.panViewPitch(1);
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} elsif (m == 1) {
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controls.adjPropeller(1);
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} elsif (m == 2) {
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controls.elevatorTrim(0.75);
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} elsif (m == 3) {
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#
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}
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</script>
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</binding>
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</button>
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<button n="11">
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<name>Hat Left</name>
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<desc>view left, +F3: mixture leaner, +F4: aileron trim left, +F3+F4: rudder trim left</desc>
|
|
<repeatable>true</repeatable>
|
|
<binding>
|
|
<command>nasal</command>
|
|
<script>
|
|
m = get_mode();
|
|
if (m == 0) {
|
|
v = getprop("/sim/current-view/view-number");
|
|
view.panViewDir(v == 0 or v == 4 ? 1 : -1);
|
|
} elsif (m == 1) {
|
|
controls.adjMixture(-1);
|
|
harrier();
|
|
} elsif (m == 2) {
|
|
controls.aileronTrim(-0.75);
|
|
} elsif (m == 3) {
|
|
controls.rudderTrim(-0.75);
|
|
}
|
|
</script>
|
|
</binding>
|
|
</button>
|
|
|
|
<button n="12">
|
|
<name>Hat Right</name>
|
|
<desc>view right, +F3: mixture richer, +F4: aileron trim right, +F3+F4: rudder trim right</desc>
|
|
<repeatable>true</repeatable>
|
|
<binding>
|
|
<command>nasal</command>
|
|
<script>
|
|
m = get_mode();
|
|
if (m == 0) {
|
|
v = getprop("/sim/current-view/view-number");
|
|
view.panViewDir(v == 0 or v == 4 ? -1 : 1);
|
|
} elsif (m == 1) {
|
|
controls.adjMixture(1);
|
|
harrier();
|
|
} elsif (m == 2) {
|
|
controls.aileronTrim(0.75);
|
|
} elsif (m == 3) {
|
|
controls.rudderTrim(0.75);
|
|
}
|
|
</script>
|
|
</binding>
|
|
</button>
|
|
|
|
<button n="13">
|
|
<name>Hat Down</name>
|
|
<desc>view down, +F3: decrease prop pitch, +F4: elevator trim up</desc>
|
|
<repeatable>true</repeatable>
|
|
<binding>
|
|
<command>nasal</command>
|
|
<script>
|
|
m = get_mode();
|
|
if (m == 0) {
|
|
view.panViewPitch(-1);
|
|
} elsif (m == 1) {
|
|
controls.adjPropeller(-1);
|
|
} elsif (m == 2) {
|
|
controls.elevatorTrim(-0.75);
|
|
} elsif (m == 3) {
|
|
#
|
|
}
|
|
</script>
|
|
</binding>
|
|
</button>
|
|
</PropertyList>
|
|
|