416 lines
14 KiB
Text
416 lines
14 KiB
Text
var startEngine = func {
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var sel = props.globals.getNode("/sim/input/selected");
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var engs = props.globals.getNode("/controls/engines").getChildren("engine");
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for(var i=0; i<size(engs); i+=1) {
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var select = sel.getChild("engine", i);
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if(select != nil and select.getValue() != 0) {
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engs[i].getNode("starter").setBoolValue(1);
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}
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}
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}
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# Initialization hack (called after initialization via a timeout), to
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# make sure that the number of engine properties in the selection tree
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# match the actual number of engines. This should probably be fixed in a
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# more elegant way...
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var initSelectProps = func {
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var engs = props.globals.getNode("/controls/engines").getChildren("engine");
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var sel = props.globals.getNode("/sim/input/selected");
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for(var i=0; i<size(engs); i+=1) {
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if(sel.getChild("engine", i) == nil) {
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sel.getNode("engine[" ~ i ~ "]", 1); }}
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}
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settimer(initSelectProps, 0);
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var selectEngine = func {
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var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
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foreach(var node; sel) { node.setBoolValue(node.getIndex() == arg[0]); }
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}
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# Selects (state=1) or deselects (state=0) a list of engines, or all
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# engines if no list is specified. Example: selectEngines(1, 1, 3, 5);
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#
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var selectEngines = func (state, engines...) {
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var sel = props.globals.getNode("/sim/input/selected");
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if(size(engines)) {
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foreach(var e; engines)
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sel.getChild("engine", e, 1).setBoolValue(state);
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} else {
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foreach(var e; sel.getChildren("engine"))
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e.setBoolValue(state);
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}
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}
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var selectAllEngines = func {
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var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
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foreach(var node; sel) { node.setBoolValue(1); }
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}
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var stepMagnetos = func {
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var change = arg[0];
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var engs = props.globals.getNode("/controls/engines").getChildren("engine");
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var sel = props.globals.getNode("/sim/input/selected");
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for(var i=0; i<size(engs); i+=1) {
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var select = sel.getChild("engine", i);
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if(select != nil and select.getValue() != 0) {
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var mag = engs[i].getNode("magnetos", 1);
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mag.setIntValue(mag.getValue() + change);
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}
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}
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}
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var centerFlightControls = func {
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setprop("/controls/flight/elevator", 0);
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setprop("/controls/flight/aileron", 0);
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setprop("/controls/flight/rudder", 0);
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}
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var throttleMouse = func {
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if(!getprop("/devices/status/mice/mouse[0]/button[1]")) return;
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var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
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var delta = cmdarg().getNode("offset").getValue() * -4;
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foreach(var n; sel) {
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if(!n.getValue()) continue;
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var throttle = "/controls/engines/engine[" ~ n.getIndex() ~ "]/throttle";
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var val = getprop(throttle) + delta;
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if(size(arg) > 0) val = -val;
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setprop(throttle, val);
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}
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}
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# Joystick axis handlers (uses cmdarg). Shouldn't be called from
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# other contexts.
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var throttleAxis = func {
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var val = cmdarg().getNode("setting").getValue();
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if(size(arg) > 0) val = -val;
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var sel = props.globals.getNode("/sim/input/selected").getChildren("engine");
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foreach(var n; sel)
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if(n.getValue())
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setprop("/controls/engines/engine[" ~ n.getIndex() ~ "]/throttle",
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(1 - val)/2);
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}
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var mixtureAxis = func {
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var val = cmdarg().getNode("setting").getValue();
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if(size(arg) > 0) { val = -val; }
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props.setAll("/controls/engines/engine", "mixture", (1 - val)/2);
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}
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var propellerAxis = func {
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var val = cmdarg().getNode("setting").getValue();
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if(size(arg) > 0) { val = -val; }
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props.setAll("/controls/engines/engine", "propeller-pitch", (1 - val)/2);
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}
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var carbHeatAxis = func {
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var val = cmdarg().getNode("setting").getValue();
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if(size(arg) > 0) { val = -val; }
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props.setAll("/controls/anti-ice/engine", "carb-heat", (1 - val)/2);
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}
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##
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# Wrapper around stepProps() which emulates the "old" flap behavior for
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# configurations that aren't using the new mechanism.
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#
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var flapsDown = func {
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if(arg[0] == 0) { return; }
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if(props.globals.getNode("/sim/flaps") != nil) {
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stepProps("/controls/flight/flaps", "/sim/flaps", arg[0]);
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return;
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}
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# Hard-coded flaps movement in 3 equal steps:
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var val = 0.3333334 * arg[0] + getprop("/controls/flight/flaps");
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if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
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setprop("/controls/flight/flaps", val);
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}
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var stepSpoilers = func {
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if(props.globals.getNode("/sim/spoilers") != nil) {
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stepProps("/controls/flight/spoilers", "/sim/spoilers", arg[0]);
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return;
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}
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# Hard-coded spoilers movement in 4 equal steps:
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var val = 0.25 * arg[0] + getprop("/controls/flight/spoilers");
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if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
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setprop("/controls/flight/spoilers", val);
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}
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var stepSlats = func {
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if(props.globals.getNode("/sim/slats") != nil) {
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stepProps("/controls/flight/slats", "/sim/slats", arg[0]);
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return;
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}
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# Hard-coded slats movement in 4 equal steps:
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var val = 0.25 * arg[0] + getprop("/controls/flight/slats");
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if(val > 1) { val = 1 } elsif(val < 0) { val = 0 }
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setprop("/controls/flight/slats", val);
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}
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##
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# Steps through an "array" of property settings. The first argument
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# specifies a destination property. The second is a string containing
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# a global property tree. This tree should contain an array of
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# indexed <setting> children. This function will maintain a
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# <current-setting> child, which contains the index of the currently
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# active setting. The third argument specifies an integer delta,
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# indicating how many steps to move through the setting array.
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# Note that because of the magic of the property system, this
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# mechanism works for all scalar property types (bool, int, double,
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# string).
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#
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# TODO: This interface could easily be extended to allow for wrapping,
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# in addition to clamping, allowing a "cycle" of settings to be
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# defined. It could also be hooked up with the interpolate() call,
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# which would allow the removal of the transition-time feature from
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# YASim. Finally, other pre-existing features (the views and engine
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# magnetos, for instance), work similarly but not compatibly, and
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# could be integrated.
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#
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var stepProps = func {
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var dst = props.globals.getNode(arg[0]);
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var array = props.globals.getNode(arg[1]);
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var delta = arg[2];
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if(dst == nil or array == nil) { return; }
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var sets = array.getChildren("setting");
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var curr = array.getNode("current-setting", 1).getValue();
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if(curr == nil) { curr = 0; }
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curr = curr + delta;
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if (curr < 0) { curr = 0; }
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elsif(curr >= size(sets)) { curr = size(sets) - 1; }
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array.getNode("current-setting").setIntValue(curr);
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dst.setValue(sets[curr].getValue());
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}
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##
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# "Slews" a property smoothly, without dependence on the simulator
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# frame rate. The first argument is the property name. The second is
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# a rate, in units per second. NOTE: this modifies the property for
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# the current frame only; it is intended to be called by bindings
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# which repeat each frame. If you want to cause motion over time, see
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# interpolate().
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#
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var slewProp = func(prop, delta) {
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delta *= getprop("/sim/time/delta-realtime-sec");
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setprop(prop, getprop(prop) + delta);
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}
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# Standard trim rate, in units per second. Remember that the full
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# range of a trim axis is 2.0. Should probably read this out of a
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# property...
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var TRIM_RATE = 0.045;
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##
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# Handlers. These are suitable for binding to repeatable button press
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# events. They are *not* good for binding to the keyboard, since (at
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# least) X11 synthesizes its own key repeats.
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#
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var elevatorTrim = func {
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slewProp("/controls/flight/elevator-trim", arg[0] * TRIM_RATE); }
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var aileronTrim = func {
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slewProp("/controls/flight/aileron-trim", arg[0] * TRIM_RATE); }
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var rudderTrim = func {
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slewProp("/controls/flight/rudder-trim", arg[0] * TRIM_RATE); }
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var THROTTLE_RATE = 0.33;
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var adjThrottle = func {
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adjEngControl("throttle", arg[0]); }
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var adjMixture = func {
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adjEngControl("mixture", arg[0]); }
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var adjCondition = func {
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adjEngControl("condition", arg[0]); }
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var adjPropeller = func {
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adjEngControl("propeller-pitch", arg[0]); }
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var adjEngControl = func {
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var engs = props.globals.getNode("/controls/engines").getChildren("engine");
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var selected = props.globals.getNode("/sim/input/selected");
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var delta = arg[1] * THROTTLE_RATE * getprop("/sim/time/delta-realtime-sec");
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foreach(var e; engs) {
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if(selected.getChild("engine", e.getIndex(), 1).getBoolValue()) {
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var node = e.getNode(arg[0], 1);
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node.setValue(node.getValue() + delta);
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}
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}
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}
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##
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# arg[0] is the throttle increment
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# arg[1] is the auto-throttle target speed increment
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var incThrottle = func {
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var auto = props.globals.getNode("/autopilot/locks/speed", 1);
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var sel = props.globals.getNode("/sim/input/selected");
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if (!auto.getValue()) {
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var engs = props.globals.getNode("/controls/engines").getChildren("engine");
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foreach(var e; engs) {
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if(sel.getChild("engine", e.getIndex(), 1).getBoolValue()) {
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var node = e.getNode("throttle", 1);
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var val = node.getValue() + arg[0];
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node.setValue(val < -1.0 ? -1.0 : val > 1.0 ? 1.0 : val);
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}
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}
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} else {
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var node = props.globals.getNode("/autopilot/settings/target-speed-kt", 1);
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if (node.getValue() == nil) {
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node.setValue(0.0);
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}
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node.setValue(node.getValue() + arg[1]);
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if (node.getValue() < 0.0) {
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node.setValue(0.0);
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}
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}
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}
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##
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# arg[0] is the aileron increment
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# arg[1] is the autopilot target heading increment
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var incAileron = func {
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var auto = props.globals.getNode("/autopilot/locks/heading", 1);
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if (!auto.getValue()) {
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var aileron = props.globals.getNode("/controls/flight/aileron");
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if (aileron.getValue() == nil) {
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aileron.setValue(0.0);
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}
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aileron.setValue(aileron.getValue() + arg[0]);
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if (aileron.getValue() < -1.0) {
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aileron.setValue(-1.0);
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}
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if (aileron.getValue() > 1.0) {
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aileron.setValue(1.0);
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}
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}
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if (auto.getValue() == "dg-heading-hold") {
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var node = props.globals.getNode("/autopilot/settings/heading-bug-deg", 1);
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if (node.getValue() == nil) {
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node.setValue(0.0);
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}
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node.setValue(node.getValue() + arg[1]);
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if (node.getValue() < 0.0) {
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node.setValue(node.getValue() + 360.0);
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}
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if (node.getValue() > 360.0) {
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node.setValue(node.getValue() - 360.0);
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}
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}
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if (auto.getValue() == "true-heading-hold") {
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var node = props.globals.getNode("/autopilot/settings/true-heading-deg", 1);
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if (node.getValue() == nil) {
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node.setValue(0.0);
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}
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node.setValue(node.getValue() + arg[1]);
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if (node.getValue() < 0.0) {
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node.setValue(node.getValue() + 360.0);
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}
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if (node.getValue() > 360.0) {
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node.setValue(node.getValue() - 360.0);
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}
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}
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}
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##
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# arg[0] is the elevator increment
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# arg[1] is the autopilot target altitude increment
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var incElevator = func {
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var auto = props.globals.getNode("/autopilot/locks/altitude", 1);
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if (!auto.getValue() or auto.getValue() == 0) {
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var elevator = props.globals.getNode("/controls/flight/elevator");
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if (elevator.getValue() == nil) {
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elevator.setValue(0.0);
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}
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elevator.setValue(elevator.getValue() + arg[0]);
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if (elevator.getValue() < -1.0) {
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elevator.setValue(-1.0);
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}
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if (elevator.getValue() > 1.0) {
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elevator.setValue(1.0);
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}
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} elsif (auto.getValue() == "altitude-hold") {
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var node = props.globals.getNode("/autopilot/settings/target-altitude-ft", 1);
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if (node.getValue() == nil) {
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node.setValue(0.0);
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}
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node.setValue(node.getValue() + arg[1]);
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if (node.getValue() < 0.0) {
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node.setValue(0.0);
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}
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}
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}
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##
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# Joystick axis handlers. Don't call from other contexts.
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#
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var elevatorTrimAxis = func { elevatorTrim(cmdarg().getNode("value").getValue()); }
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var aileronTrimAxis = func { aileronTrim(cmdarg().getNode("value").getValue()); }
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var rudderTrimAxis = func { rudderTrim(cmdarg().getNode("value").getValue()); }
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##
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# Gear handling.
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#
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var gearDown = func(v) {
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if (v < 0) {
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setprop("/controls/gear/gear-down", 0);
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} elsif (v > 0) {
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setprop("/controls/gear/gear-down", 1);
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}
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}
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var gearToggle = func { gearDown(getprop("/controls/gear/gear-down") > 0 ? -1 : 1); }
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##
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# Brake handling.
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#
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var fullBrakeTime = 0.5;
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var applyBrakes = func(v, which = 0) {
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if (which <= 0) { interpolate("/controls/gear/brake-left", v, fullBrakeTime); }
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if (which >= 0) { interpolate("/controls/gear/brake-right", v, fullBrakeTime); }
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}
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var applyParkingBrake = func(v) {
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if (!v) { return; }
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var p = "/controls/gear/brake-parking";
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setprop(p, var i = !getprop(p));
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return i;
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}
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##
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# Weapon handling.
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#
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var trigger = func(b) setprop("/controls/armament/trigger", b);
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var weaponSelect = func(d) {
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var ws = props.globals.getNode("/controls/armament/selected", 1);
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var n = ws.getValue();
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if (n == nil) { n = 0; }
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ws.setIntValue(n + d);
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}
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##
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# Communication.
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#
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var ptt = func(b) setprop("/instrumentation/comm/ptt", b);
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##
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# Lighting
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#
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var toggleLights = func () {
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if (getprop("/controls/switches/panel-lights")) {
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setprop("/controls/switches/panel-lights-factor", 0);
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setprop("/controls/switches/panel-lights", 0);
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setprop("/controls/switches/landing-light", 0);
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setprop("/controls/switches/flashing-beacon", 0);
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setprop("/controls/switches/strobe-lights", 0);
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setprop("/controls/switches/map-lights", 0);
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setprop("/controls/switches/cabin-lights", 0);
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setprop("/controls/switches/nav-lights", 0);
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} else {
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setprop("/controls/electric/battery-switch", 1);
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setprop("/controls/electric/alternator-switch", 1);
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setprop("/controls/switches/panel-lights-factor", 0.1);
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setprop("/controls/switches/panel-lights", 1);
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setprop("/controls/switches/landing-light", 1);
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setprop("/controls/switches/flashing-beacon", 1);
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setprop("/controls/switches/strobe-lights", 1);
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setprop("/controls/switches/map-lights", 1);
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setprop("/controls/switches/cabin-lights", 1);
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setprop("/controls/switches/nav-lights", 1);
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}
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}
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