1
0
Fork 0
fgdata/Docs/README.hud

289 lines
9 KiB
Text

This document describes the *new* HUD system that will be first released
with fgfs >0.9.10. For the old system see $FG_ROOT/Docs/README.xmlhud.
Note that the old system is scheduled for removal, and that the new system
is work in progress. So it's up to you to choose the lower risk. :-)
###############################################################################
A HUD configuration file may contain 3 types of information:
(1) global settings
(2) HUD instrument definitions
(3) imports of further HUD config files
(1) global settings ===========================================================
These can be used to override settings in the global property tree. Currently
only bool <enbale-3d> is supported. It allows a HUD to define itself if it is
a 2D HUD (false) or a 3D HUD (true). 2D HUDs always remain in the screen plane,
while 3D HUDs always remain in a position relative to the aircraft.
Example:
<enable-3d>true</enable-3d>
(2) HUD instrument definitions ================================================
These define one single HUD "item" (instrument or label), and consist of several
properties. Some of those are standardized property groups that can be used
in many places. These shall be explained first.
(2.1) standardized property groups --------------------------------------------
1. <condition> group
2. input channel group
3. <option>s
(2.1.1) <condition> ...........................................................
These define conditions that are either "true" or "false". They are used to
hide/unhide whole items, or to set other item states (blinking on/off) etc.
You find detailed documentation about them in $FG_ROOT/Docs/README.conditions.
(2.1.2) input channel groups .................................................
These define an input channel to the HUD instrument and serve as interface
between property system and the instrument. A complete channel definition
looks like this (defaults in comments):
<input>
<property>/position/altitude-agl-ft</property> <!-- no default -->
<factor>0.3048</factor> <!-- 1.0 -->
<offset>2.0</offset> <!-- 0.0 -->
<damp>1.5</damp> <!-- 0.0 (no damping) -->
<min>0.0</min> <!-- -infinity -->
<max>10000</max> <!-- +infinity -->
</input>
Input channels are only called <input> for instruments that only have one
channel. Other instruments may have two or more channels, called <bank-input>,
<pitch-input> etc. All of them will have the same member properties and behave
the same.
An input channel will preprocess the raw property value for the HUD instrument.
The property may be of any type (bool, int, long, float, double, string), but
not all types will make sense in every situation. The HUD instrument will only
see the final value, which is calculated as:
v = <property> * <factor> + <offset>
if (<damp>) v = EWMA_lowpass(v, <damp>)
if (v < <min>) v = <min>
if (v > <max>) v = <max>
The EWMA_lowpass filter (Exponentially Weighted Moving Average) is calculated
like so:
coeff = 1.0 - 1.0 / 10^<damp>
v = average = (average * coeff) + (v * (1.0 - coeff))
That is, a <damp> value of 0 will cause no damping. A damping value of 1 will
make a coefficient of 0.9, which means that the resulting value will be 9/10
of the average plus 1/10 of the new value. A damping value of 2 will make
a coefficient of 0.99 and hence result in a value of 99/100 the average plus
1/100 the new value etc. The higher the <damp> value, the more damped will
the output value be.
2.1.3 <option> ................................................................
Most HUD instruments accept one or more options from a common set. It will be
explaind in the respective intrument descriptions which options are actually
used by that instrument. Possible values are:
<option> autoticks </option>
<option> vertical </option> \___orientation of <tape>
<option> horizontal </option> /
<option> top </option> \
<option> left </option> |___place of numbers in <tape>, <gauge>
<option> bottom </option> |
<option> right </option> /
<option> both </option> _left/right for vert. and top/bottom for hor.
<option> noticks </option>
<option> arithtic </option>
<option> decitics </option>
<option> notext </option> ___no numbers on <tape>
Example:
<tape>
<option>left</option>
<option>vertical</option>
...
</tape>
(2.1) properties common to all instruments ------------------------------------
All HUD instruments will accept the following common properties (shown on
a <tape> instrument):
<tape>
<name>foo tape</name>
<x>-100</x> <!-- 0 == center -->
<y>-60</y> <!-- 0 == center -->
<width>20</width> <!-- 0 -->
<height>120</height> <!-- 0 -->
<condition>...</condition> <!-- see section 2.1.1; default: true -->
...
</tape>
The <name> is only a description for the instrument to make reading the config
easier. It's output in --log-level=info, but not otherwise used. The coordinates
define the place and size of the instrument. They are relative to the origin of
their parent, which is the middle of the HUD/screen by default. Positive <x> are
on the right, positive <y> in the upper half. The <condition> hides/reveals the
whole instrument.
(2.2) HUD instruments ---------------------------------------------------------
(2.2.1) <label> ...............................................................
Draws a formatted string or number.
<format> ... printf-style format with only one % item. Example: "%2.3lf ft"
<prefix> ... prefix text \___ in addition to the <format>
<postfix> ... postfix text /
<halign> ... one of "left", "center" (default), "right".
<box> ... draw box around label (default: false)
<blinking>
<interval> ... on/off-time in seconds (default: -1 == off)
<condition>...</condition> ... see secion 2.1.1 (default: true)
</blinking>
TODO:
<digit> ... number of insignificant digits (those will be printed smaller)
Example:
<label>
<name>G Load</name>
<x>-40</x>
<y>25.5</y>
<width>1</width>
<height>1</height>
<input>
<property>/accelerations/pilot/z-accel-fps_sec</property>
<factor>-0.03108095</factor>
<damp>1.3</damp>
</input>
<format>%2.1f</format>
<halign>right</halign>
<box>false</box>
<blinking>
<interval>0.25</interval>
<condition>
<or>
<less-than> <!-- G load > 2.0 -->
<property>/accelerations/pilot/z-accel-fps_sec</property>
<value>-64.3481</value>
</less-than>
<greater-than> <!-- G load < -1.0 -->
<property>/accelerations/pilot/z-accel-fps_sec</property>
<value>31.17405</value>
</greater-than>
</or>
</condition>
</blinking>
</label>
(2.2.2) <tape> ................................................................
(2.2.3) <dial> ................................................................
(2.2.4) <gauge> ...............................................................
(2.2.5) <turn-bank-indicator> .................................................
(2.2.6) <ladder> ..............................................................
(2.2.7) <runway> ..............................................................
(2.2.8) <aiming-reticle> ......................................................
Draws MIL-STD-1787B aiming reticle. Size of bullet and inner circle are
determined from <width>. The outer circle radius is changeable at runtime.
<active-condition> ... true: stadiametric (4.2.4.4) (default)
false: standby (4.2.4.5)
<diameter> ... float; diameter of outer circle relative to inner circle
default: 2.0 (= twice as big)
(3) <import> ==================================================================
Imports another HUD config into the current one. This can be a file defining
a single instrument ($FG_ROOT/Huds/Instruments/*.xml), a set of instruments
($FG_ROOT/Huds/Sets/*.xml) or a mixture of both (for example a complete HUD
on its own). The x/y offets moves the reference point for the included items
relative to the current reference point.
<import>
<path>Huds/Sets/controls.xml</path>
<x-offset>-100</x-offset>
<y-offset>70</y-offset>
</import>
Imported files can import further files. This is allowed for up to 10 levels.
This is an arbitrary number and can easily be changed in the code if necessary.
When fgfs is called with --log-level=info, then it outputs a graphical trees
of all loaded/imported files, with the instruments shown as leafs.