571 lines
18 KiB
Text
571 lines
18 KiB
Text
var startEngine = func(v = 1, which...) {
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if (!v and !size(which))
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return props.setAll("/controls/engines/engine", "starter", 0);
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if(size(which)) {
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foreach(var i; which)
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foreach(var e; engines)
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if(e.index == i)
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e.controls.getNode("starter").setBoolValue(v);
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} else {
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foreach(var e; engines)
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if(e.selected.getValue())
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e.controls.getNode("starter").setBoolValue(v);
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}
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}
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var selectEngine = func(which) {
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foreach(var e; engines) e.selected.setBoolValue(which == e.index);
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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, which...) {
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if(size(which)) {
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foreach(var i; which)
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foreach(var e; engines)
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if(e.index == i)
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e.selected.setBoolValue(state);
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} else {
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foreach(var e; engines)
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e.selected.setBoolValue(state);
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}
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}
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var selectAllEngines = func {
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foreach(var e; engines) e.selected.setBoolValue(1);
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}
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var stepMagnetos = func(change) {
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if (!change)
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return;
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foreach(var e; engines) {
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if(e.selected.getValue()) {
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var mag = e.controls.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 delta = cmdarg().getNode("offset").getValue() * -4;
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foreach(var e; engines) {
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if(!e.selected.getValue()) continue;
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var throttle = e.controls.getNode("throttle");
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var val = throttle.getValue() + delta;
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if(size(arg) > 0) val = -val;
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throttle.setDoubleValue(val);
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}
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}
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# Joystick axis handlers (use cmdarg). Shouldn't be called from
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# other contexts. A non-null argument reverses the axis direction.
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var axisHandler = func(pre, post) {
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func(invert = 0) {
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var val = cmdarg().getNode("setting").getValue();
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if(invert) val = -val;
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foreach(var e; engines)
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if(e.selected.getValue())
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setprop(pre ~ e.index ~ post, (1 - val) / 2);
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}
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}
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var throttleAxis = axisHandler("/controls/engines/engine[", "]/throttle");
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var mixtureAxis = axisHandler("/controls/engines/engine[", "]/mixture");
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var propellerAxis = axisHandler("/controls/engines/engine[", "]/propeller-pitch");
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var carbHeatAxis = axisHandler("/controls/anti-ice/engine[", "]/carb-heat");
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var conditionAxis = axisHandler("/controls/engines/engine[", "]/condition");
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# Joystick axis handler for controlling subsets of similar properties.
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# Shouldn't be called from other contexts.
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# The argument engine can be either an index number or a list of
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# index numbers.
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# Use only when perEngineSelectedAxisHandler() below will not do.
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var perIndexAxisHandler = func(pre, post) {
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return
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func(index, invert = 0) {
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var val = cmdarg().getNode("setting").getValue();
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if(invert) val = -val;
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if (typeof(index) == "scalar") {
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setprop(pre ~ index ~ post, (1 - val) / 2);
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} else {
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foreach (var e; index) {
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setprop(pre ~ e ~ post, (1 - val) / 2);
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}
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}
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};
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}
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# Joystick axis handler for controlling a selected axis on specific engines.
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# Shouldn't be called from other contexts.
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# The argument mode can be
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# 0 - throttle
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# 1 - mixture
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# 2 - propeller-pitch
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# The argument engine to the returned function can be either an
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# engine number or a list of engine numbers.
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# Usage example (controlling the mixture of engines 1 and 2):
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# <script>
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# controls.perEngineSelectedAxisHandler(1)([1,2]);
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# </script>
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var _axisMode = {
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0: perIndexAxisHandler("/controls/engines/engine[",
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"]/throttle"),
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1: perIndexAxisHandler("/controls/engines/engine[",
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"]/mixture"),
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2: perIndexAxisHandler("/controls/engines/engine[",
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"]/propeller-pitch")
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};
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var perEngineSelectedAxisHandler = func(mode) {
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return _axisMode[mode];
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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(step) {
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if(step == 0) return;
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if(props.globals.getNode("/sim/flaps") != nil) {
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stepProps("/controls/flight/flaps", "/sim/flaps", step);
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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 * step + getprop("/controls/flight/flaps");
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setprop("/controls/flight/flaps", val > 1 ? 1 : val < 0 ? 0 : val);
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}
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var wingSweep = func(step) {
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if(step == 0) return;
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if(props.globals.getNode("/sim/wing-sweep") != nil) {
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stepProps("/controls/flight/wing-sweep", "/sim/wing-sweep", step);
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return;
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}
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# Hard-coded wing movement in 5 equal steps:
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var val = 0.20 * step + getprop("/controls/flight/wing-sweep");
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setprop("/controls/flight/wing-sweep", val > 1 ? 1 : val < 0 ? 0 : val);
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}
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var wingsDown = func(v) {
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if(v) setprop("/controls/flight/wing-fold", v > 0);
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}
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var stepSpoilers = func(step) {
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if(props.globals.getNode("/sim/spoilers") != nil) {
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stepProps("/controls/flight/spoilers", "/sim/spoilers", step);
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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 * step + getprop("/controls/flight/spoilers");
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setprop("/controls/flight/spoilers", val > 1 ? 1 : val < 0 ? 0 : val);
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}
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var stepSlats = func(step) {
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if(props.globals.getNode("/sim/slats") != nil) {
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stepProps("/controls/flight/slats", "/sim/slats", step);
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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 * step + getprop("/controls/flight/slats");
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setprop("/controls/flight/slats", val > 1 ? 1 : val < 0 ? 0 : 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(dst, array, delta) {
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dst = props.globals.getNode(dst);
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array = props.globals.getNode(array);
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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(). Returns new value.
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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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return getprop(prop); # must read again because of clamping
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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(speed) {
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slewProp("/controls/flight/elevator-trim", speed * TRIM_RATE); }
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var aileronTrim = func(speed) {
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slewProp("/controls/flight/aileron-trim", speed * TRIM_RATE); }
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var rudderTrim = func(speed) {
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slewProp("/controls/flight/rudder-trim", speed * TRIM_RATE); }
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var THROTTLE_RATE = 0.33;
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var adjThrottle = func(speed) {
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adjEngControl("throttle", speed); }
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var adjMixture = func(speed) {
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adjEngControl("mixture", speed); }
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var adjCondition = func(speed) {
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adjEngControl("condition", speed); }
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var adjPropeller = func(speed) {
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adjEngControl("propeller-pitch", speed); }
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var adjEngControl = func(prop, speed) {
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var delta = speed * THROTTLE_RATE * getprop("/sim/time/delta-realtime-sec");
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var (value, count) = (0, 0);
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foreach(var e; engines) {
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if(e.selected.getValue()) {
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var node = e.controls.getNode(prop, 1);
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node.setValue(node.getValue() + delta);
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value += node.getValue(); # must read again because of clamping
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count += 1;
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}
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}
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return value / count;
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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 passive = getprop("/autopilot/locks/passive-mode");
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var locked = getprop("/autopilot/locks/speed");
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# Note: passive/locked may be nil on aircraft without A/P
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if ((passive == 0) and (locked))
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{
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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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else
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{
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foreach(var e; engines)
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{
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if(e.selected.getValue())
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{
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var node = e.controls.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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}
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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 passive = getprop("/autopilot/locks/passive-mode");
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var locked = getprop("/autopilot/locks/heading");
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# Note: passive/locked may be nil on aircraft without A/P
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if ((passive == 0) and (locked == "dg-heading-hold"))
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{
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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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else if ((passive == 0) and (locked == "true-heading-hold"))
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{
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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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else
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{
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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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}
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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 passive = getprop("/autopilot/locks/passive-mode");
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var locked = getprop("/autopilot/locks/altitude");
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# Note: passive/locked may be nil on aircraft without A/P
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if ((passive == 0) and (locked =="altitude-hold"))
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{
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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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else
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{
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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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}
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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("setting").getValue()); }
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var aileronTrimAxis = func { aileronTrim(cmdarg().getNode("setting").getValue()); }
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var rudderTrimAxis = func { rudderTrim(cmdarg().getNode("setting").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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# 1: Deploy, -1: Release
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var deployChute = func(v) setprop("/controls/flight/drag-chute", v);
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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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##
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# Initialization.
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#
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var engines = [];
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_setlistener("/sim/signals/fdm-initialized", func {
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var sel = props.globals.getNode("/sim/input/selected", 1);
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var engs = props.globals.getNode("/controls/engines").getChildren("engine");
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# need to reset engine list on every FDM reset
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engines = [];
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# process all engines
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foreach(var e; engs) {
|
|
var index = e.getIndex();
|
|
var s = sel.getChild("engine", index, 1);
|
|
if(s.getType() == "NONE") s.setBoolValue(1);
|
|
append(engines, { index: index, controls: e, selected: s });
|
|
}
|
|
});
|
|
|
|
var replaySkip = func(skip_time)
|
|
{
|
|
var t = getprop("/sim/replay/time");
|
|
if (t != "")
|
|
{
|
|
t+=skip_time;
|
|
if (t>getprop("/sim/replay/end-time"))
|
|
t = getprop("/sim/replay/end-time");
|
|
if (t<0)
|
|
t=0;
|
|
setprop("/sim/replay/time", t);
|
|
}
|
|
}
|
|
|
|
var speedup = func(speed_up)
|
|
{
|
|
var t = getprop("/sim/speed-up");
|
|
if (speed_up < 0)
|
|
{
|
|
t = (t > 1/32) ? t/2 : 1/32;
|
|
}
|
|
else
|
|
{
|
|
t = (t < 32) ? t*2 : 32;
|
|
}
|
|
setprop("/sim/speed-up", t);
|
|
|
|
# reformat as a string, this is borrowed from replay.xml
|
|
|
|
if (t<0.9)
|
|
{
|
|
t=1/t; # invert the value
|
|
t = "1/" ~ t; # convert to a string and show inverted
|
|
}
|
|
|
|
gui.popupTip("Time speed-up: " ~ t ~ "x");
|
|
}
|
|
|
|
# mouse-mode handling
|
|
|
|
var cycleMouseMode = func(node)
|
|
{
|
|
var reason = node.getChild("reason").getValue();
|
|
if (reason == "right-click") {
|
|
if (!getprop("/sim/mouse/right-button-mode-cycle-enabled")) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
var modeNode = props.globals.getNode('/devices/status/mice/mouse[0]/mode');
|
|
var mode = modeNode.getValue() + 1;
|
|
|
|
if ((mode == 1) and getprop('/sim/mouse/skip-flight-controls-mode')) {
|
|
mode +=1;
|
|
}
|
|
|
|
if (mode == 3) mode = 0;
|
|
modeNode.setIntValue(mode);
|
|
|
|
# this is really a 'show on-screen hints' control
|
|
if (getprop('/sim/view-name-popup') == 0)
|
|
return;
|
|
|
|
# some people like popups but strongly object to this one. As you wish.
|
|
if (getprop('/sim/mouse/cycle-mode-popup') == 0)
|
|
return;
|
|
|
|
if (mode == 0) {
|
|
fgcommand("clear-message", props.Node.new({ "id":"mouse-mode" }));
|
|
return;
|
|
}
|
|
|
|
var msg = "";
|
|
if (mode == 1)
|
|
msg = "Mouse is controlling flight controls. Press TAB to change.";
|
|
else
|
|
msg = "Mouse is controlling view direction. Press TAB to change.";
|
|
|
|
fgcommand("show-message", props.Node.new({ "label": msg, "id":"mouse-mode" }));
|
|
}
|
|
|
|
addcommand("cycle-mouse-mode", cycleMouseMode);
|