2001-07-02 16:52:08 +00:00
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Users Guide to FGInput - Joystick And Keyboard Bindings For FlightGear
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Or
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"The document formerly know as The Users Guide to Joystick Usage Under
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FlightGear Flight Simulator"
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version 0.7.7.1 06/25/2001
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2000-09-21 15:17:36 +00:00
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Author John Check <j4strngs@rockfish.net>
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2001-07-02 16:52:08 +00:00
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This document is written with versions of FlightGear 0.7.7 and greater
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in mind. It assumes a working joystick present on your system. It
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is written from the perspective a Linux user, but the information presented
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is valid on other platforms. The most current version can be found at:
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http://rockfish.net/shell/aboutFGInput.txt
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Thanks to David Megginson, who aside from actually implementing FGFS XML
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features, lets me rip off his descriptions of how stuff works so I can look
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smart.
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2000-09-21 15:17:36 +00:00
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Some History:
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2001-07-02 16:52:08 +00:00
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------------
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2000-09-21 15:17:36 +00:00
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Earlier versions of FGFS had assignments of joystick axis/buttons
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2001-07-02 16:52:08 +00:00
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and key bindings hard coded. If you had a joystick that did not use
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the default channel assignments, or wanted different key bindings
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you had to edit the source code and recompile.
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Fortunately, around about v0.7.5 a "property manager" was implemented,
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which facilitated being able to set the parameters for the joystick at runtime.
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Version 0.7.7 saw an expanded role for the property manager and the
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addition of a "command manager" that allows for binding of events to commands.
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The code that does this is known as FGInput and is used to configure
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keyboard command bindings as well as joysticks.
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Storing alternate keyboard or joystick bindings can be done in a variety of ways.
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The order of precedence for options is thus:
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Source Location Format Scope
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------ -------- ------ -----
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command line STDIN see examples session
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.fgfsrc Users home directory. command line options single user
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system.fgfsrc $FG_ROOT command line options system wide
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joystick.xml $FG_ROOT XML property list system wide
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keyboard.xml $FG_ROOT XML property list system wide
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First Things First
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------------------
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I will cover joysticks first and save the keyboard stuff for later.
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FGInput treats things in a generic enough way that the line between
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joystick buttons and keyboard events starts to blur.
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About XML
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---------
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In case you were wondering, XML stands for eXtensible Markup Language.
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It looks a lot like HTML, except you get to define your own tags. Well,
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in the case of FGFS we defined the tags you need to configure things.
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It is well suited for describing hierarchically organized structures, such as
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2002-02-05 04:42:39 +00:00
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the property tree FGFS uses to expose it's innards to external applications.
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2001-07-02 16:52:08 +00:00
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Your XML configuration files for FGFS must start and end with the following
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pair of tags.
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<PropertyList>
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<!-- this is a comment, See I told you it was like HTML -->
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</PropertyList>
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2000-09-21 15:17:36 +00:00
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Determining your joystick output:
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2001-07-02 16:52:08 +00:00
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--------------------------------
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FlightGear ships with a utility called js_demo. It will report
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2000-09-21 15:17:36 +00:00
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the number of joysticks attached to a system and their capabilites.
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2001-07-02 16:52:08 +00:00
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By observing the output of js_demo while working your joystick you can
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2000-09-21 15:17:36 +00:00
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determine what controls are where.
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It should be noted that, at least on UNIX, numbering generally starts with
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zero. In the following example the system has 1 joystick (js0) connected.
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The output shown is from an analog Gravis BlackHawk with four buttons and
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2001-07-02 16:52:08 +00:00
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a throttle.
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2000-09-21 15:17:36 +00:00
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Typical output of js_demo:
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Joystick test program.
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~~~~~~~~~~~~~~~~~~~~~~
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2001-07-02 16:52:08 +00:00
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Joystick 1 not detected <!-- remember we start at 0 -->
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Joystick 2 not detected
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+---------------JS.0-----------------+
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| Btns Ax:0 Ax:1 Ax:2 |
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+------------------------------------+
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2001-07-02 16:52:08 +00:00
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| 0000 +0.0 +0.0 -1.0 . . . |
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2001-03-06 22:59:36 +00:00
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The buttons are handled internally as a binary number in which bit 0 (the
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least significant bit) represents button 0, bit 1 represents button 1, etc.,
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but this number is displayed on the screen in hexadecimal notation, so:
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0001 => button 0 pressed
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0002 => button 1 pressed
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0004 => button 2 pressed
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0008 => button 3 pressed
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0010 => button 4 pressed
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0020 => button 5 pressed
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0040 => button 6 pressed
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... etc. up to ...
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8000 => button 15 pressed
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... and ...
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0014 => buttons 2 and 4 pressed simultaneously
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... etc.
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2000-09-21 15:17:36 +00:00
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2000-10-06 21:45:47 +00:00
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2000-09-21 15:17:36 +00:00
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Default Joystick properties:
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2001-07-02 16:52:08 +00:00
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----------------------------
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2000-10-06 21:45:47 +00:00
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2000-09-21 15:17:36 +00:00
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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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Button 0 = All brakes
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2001-07-02 16:52:08 +00:00
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Button 1 = Elevator trim (up)
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Button 2 = Elevator trim (down)
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Okay, Now what?
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---------------
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Now that you know what the output of the devices connected to the joystick
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port (or USB port joystick devices) is, you probably want to dive straight
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in and to start connecting to FGInput. If you are familiar with configuring
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the joystick on versions of FGFS prior to 0.7.7 you can skip down to the
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section "The Command Manager".
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If you are a new FGFS user, you should at least skim the next bit since it
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explains some concepts you may or may not know. It also covers some legacy
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joystick options which have not been implemented yet in the context of the
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command manager.
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Modifiers For Raw Joystick Values
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---------------------------------
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These concepts are expressed by supplying arguments to the joystick bindings.
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The raw values coming from the joystick axes may not be suitable to use directly.
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For that matter not all joysticks are created equal so understanding the basic
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concepts should save you some time when experimenting to get the best performance.
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2000-10-06 21:45:47 +00:00
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The full order of precedence for axis properties is
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1. The raw axis value ...
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2001-07-02 16:52:08 +00:00
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2. is adjusted to dead-band, ... deadband is implemented outside the command manager
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2000-10-06 21:45:47 +00:00
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3. then adjusted to offset, ...
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4. then multiplied by factor, which ...
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5. is assigned to the FlightGear control property.
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Put another way....
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cooked_value = (( raw_value > dead-band ) + offset) * factor
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2000-09-21 15:17:36 +00:00
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2000-10-06 21:45:47 +00:00
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Axis properties:
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dead-band
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-1 0 1
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.......................
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-1 | | 1
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^
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2001-07-02 16:52:08 +00:00
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dead-band
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2000-09-21 15:17:36 +00:00
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This is an area where signals are ignored. It is used to compensate
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for noise or potentiometers of dubious quality by creating a threshold
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2001-07-02 16:52:08 +00:00
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below which any signal is ignored.
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The default of 0.1 for elevators and ailerons is very forgiving. A lower
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number results in a tighter feel. In some cases such as throttle you may
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wish to not set a deadband. Use a value of 0.0 in this case.
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2000-09-21 15:17:36 +00:00
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2000-10-06 21:45:47 +00:00
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offset
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2000-10-06 21:45:47 +00:00
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-1 0 1
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.......................
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-1 ^ 1
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offset
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2000-09-21 15:17:36 +00:00
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2000-10-06 21:45:47 +00:00
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Used to maximize a controls use of it's axis, as in the case of a
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throttle where zero would be a minimum and not a center point like in the case
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2001-07-02 16:52:08 +00:00
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of a rudder. Typical value -1.0.
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2000-09-21 15:17:36 +00:00
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2000-10-06 21:45:47 +00:00
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factor
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Controls sensitivity of an axis. If the factor is too low it results in
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control not reaching its maximum possible limit. Negating the number will result in
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2001-07-02 16:52:08 +00:00
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the control moving counter to the default. The default value is 1.0, think unity gain.
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2001-07-02 16:52:08 +00:00
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In my case, throttle behavior was inverted from what I preferred.
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I set this value to -1.0 and everything was groovy.
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2001-07-02 16:52:08 +00:00
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The Command Manager
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-------------------
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Previous versions of FGFS allowed joystick output to be bound directly
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to the property manager. This has changed for FGFS v0.7.7 and now events
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are bound to commands. Commands *must* be specified for a binding to have
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an effect. The current list of commands is broken down here into two
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categories, mainly for my convenience.
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Visual And File Related:
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command options used for
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------- ------- --------
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null none useful for clearing a previous binding
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exit none Exiting FGFS
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load file name* Load a saved flight
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save file name* Save current flight
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load-panel path ** Change/reload panel
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load-preferences path ** Load preferences ***
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screen-capture none Save a screenshot to ./fgfs-screen.ppm
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view-cycle none Change the direction of the pilots view
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*Saved/loaded relative to current working directory.
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**The path includes the filename you wish to load and is relative to $FG_ROOT,
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which is the location of the installed base package. The default for load-panel
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is the value of /sim/panel/path (from preferences.xml) or if that is unset
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Panel/Default/default.xml. The default for load preferences is preferences.xml.
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***This might make a good first binding to experiment with, since it's not currently
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bound to anything. Reloading preferences will allow you to test settings
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without having to sit through a restart of FGFS for every edit. You can
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always (re)move it later.
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Flight Control:
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command options effect
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------- ------- ------
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property-toggle property toggle the property full on
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property-assign "" "", value targets a property for action
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property-adjust "" "", step Increment size for changes
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property-swap "" ""[0], "" ""[1] Set values in a switch
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property-scale "" "", offset, factor Processes the raw joystick value
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Bindings
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--------
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A command may have more than one binding. By default, the examples below
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use just /binding or <binding>, but /binding[0] or <binding n="0"> is implied.
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When bindings are specified in XML the indices are created automagically. If
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you wish to avoid XML you must supply the index number for multiple bindings
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in your command line formatted options.
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Multiple properties in a single binding must have the index specified. For
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example if you build a switch that loads alternate panels the XML form
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must be written thusly:
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<command>property-swap</command>
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<property n="0">/sim/panel/path=foo</property>
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<property n="1">/sim/panel/path=bar</property>
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Joystick Axes
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-------------
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Here's a sample Joystick axis declaration in XML:
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<axis n="0"> <!-- target an axis -->
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<desc>Aileron</desc> <!-- descriptive name (optional) -->
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<binding> <!-- open a container for the binding -->
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<command>property-scale</command> <!-- pick a command -->
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<property>/controls/aileron</property> <!-- target a property -->
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</binding> <!-- closing tag for binding -->
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</axis> <!-- closing tag for axis -->
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Remember how I said the property tree was a hierarchy? Thoughtful readers
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will notice how the nested tags keep things organized.
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This binding appears in the context /input/joysticks/js/, so the
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command-line option equivalent of this declaration (leaving out the
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'desc', which isn't strictly necessary), is
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--prop:/input/joysticks/js[0]/axis[0]/binding/command=property-scale
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--prop:/input/joysticks/js[0]/axis[0]/binding/property=/controls/aileron
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Do you see how the command line versions uses a path to represent the hierarchy?
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Cool! You should read README.xmlpanel next, working with FGFS XML configuration
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system is easy and it's fun for the whole family! ( not sold in stores. excludes
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tax and title. void where prohibited by law.)
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Ok, back to business. The 'property-scale' command also recognizes 'offset' and
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'factor' arguments. The "type" arguments shown in the following example are
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specifying a double precision floating point number. A double has more discrete
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steps and gives a smoother action than a plain float.
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<axis n="2">
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<desc>Throttle</desc>
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<!-- See important note about dead-band below -->
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<binding>
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<command>property-scale</command>
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<property>/controls/throttle</property>
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<offset type="double">-1.0</offset>
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<factor type="double">-0.5</factor>
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</binding>
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</axis>
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or
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--prop:/input/joysticks/js[0]/axis[2]/binding/command=property-scale
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--prop:/input/joysticks/js[0]/axis[2]/binding/property=/controls/throttle
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--prop:/input/joysticks/js[0]/axis[2]/binding/offset=-1.0
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--prop:/input/joysticks/js[0]/axis[2]/binding/factor=-0.5
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*Important Note About dead-band*
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--------------------------------
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You may recall from the section about raw axis value modifiers that dead-band
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is implemented outside the command manager. This means that if you want to apply
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a dead-band, the tag *must* precede the binding tag. If you are using the command
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line format you must omit the 'binding' part like so:
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--prop:/input/joysticks/js[0]/axis[2]/dead-band=0.005
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Joystick Button Properties
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--------------------------
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Buttons, being boolean by nature, can use a little help. By this I mean that there
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are times when you need momentary action, times where you need a repeating action
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and sometimes you just want a plain old toggle. In order to facilitate this need
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we have some tags that modify the actions of buttons.
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<repeatable>
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<!-- Will be either true or false. If it is true, holding down a button (or key) will
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cause repeated events, say, for moving the trim; if false (the default), pressing
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a key will cause only a single event. -->
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<step>
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<!-- The property-adjust command takes a 'step' argument specifying the
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amount of the adjustment for each event. In the following example, the elevator
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trim moves 0.1% for each event (without automatic repetition, you'd
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have a pretty sore finger). -->
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<value>
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<!-- Use value on non-repeatables to supply the value for each consecutive press-->
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<mod-up>
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<!-- This stands for "modifier up", my favorite I think. This is used to set up a binding
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for when you *release* a key. As you'll see, it comes in handy -->
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Here's a sample joystick button declaration in XML:
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<button n="1"> <!-- target a button -->
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<desc>Elevator trim up</desc> <!-- optional description -->
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<repeatable>true</repeatable> <!-- Ok, repeatable is outside the command manager too -->
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<binding> <!-- Open the "binding" node of the tree-->
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<command>property-adjust</command> <!-- pick a command type to bind -->
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<property>/controls/elevator-trim</property> <!-- target a property -->
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<step type="double">0.001</step>
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</binding>
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</button>
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In command-line option syntax, this would appear as
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--prop:/input/joysticks/js[0]/button[1]/repeatable=true <!-- See? no 'binding' -->
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--prop:/input/joysticks/js[0]/button[1]/binding/command=property-adjust
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--prop:/input/joysticks/js[0]/button[1]/binding/property=/controls/elevator-trim
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--prop:/input/joysticks/js[0]/button[1]/binding//step=0.001
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Here's a slightly fancier declaration, that applies the left (differential) brakes
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when button 4 is pressed, and releases them automatically when the user releases the
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button:
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<button n="4">
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<desc>Left brake</desc>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[0]</property>
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<value type="double">1.0</value> <!-- brakes are a toggle so 1.0 represents on -->
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</binding>
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<mod-up> <!-- it's not a parking brake so we need to release it -->
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[0]</property>
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<value type="double">0.0</value> <!-- 1.0 is on so 0.0 is off, right? -->
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</binding>
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</mod-up>
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</button>
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The first binding is straight-forward: when the button is pressed, the
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'property-assign' command assigns the value 1.0 (i.e. full) to the left brake
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property. The second binding, however, is nested inside a 'mod-up' element,
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it will be fired when the user *releases* the button, and will use the
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'property-assign' command to assign the value 0.0 (i.e. none) to the left brake
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property. Repetition is left at the default value of false, so that the same
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value will not be assigned over and over again.
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Here's the command-line equivalent:
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--prop:/input/joysticks/js[0]/button[4]/binding/command=property-assign
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--prop:/input/joysticks/js[0]/button[4]/binding/property=/controls/brakes[0]
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--prop:/input/joysticks/js[0]/button[4]/binding/value=1.0
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--prop:/input/joysticks/js[0]/button[4]/mod-up/binding/command=property-assign
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--prop:/input/joysticks/js[0]/button[4]/mod-up/binding/property=/controls/brakes[0]
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--prop:/input/joysticks/js[0]/button[4]/mod-up/binding/value=0.0
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Remember that more than one binding can be included in each context. Here's a
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very hairy example from the default bindings that fires all three brakes when
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button 0 is pressed, and releases all three when button 0 is released:
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<button n="0">
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<desc>Brakes</desc>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[0]</property>
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<value type="double">1.0</value>
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</binding>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[1]</property>
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<value type="double">1.0</value>
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</binding>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[2]</property>
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<value type="double">1.0</value>
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</binding>
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<mod-up>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[0]</property>
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<value type="double">0.0</value>
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</binding>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[1]</property>
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<value type="double">0.0</value>
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</binding>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[2]</property>
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<value type="double">0.0</value>
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</binding>
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</mod-up>
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</button>
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For people who take pleasure in avoiding XML, here's the command-line
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equivalent (note the subscripts to distinguish multiple bindings; the
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XML will handle this automatically):
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--prop:/input/joysticks/button[0]/binding[0]/command=property-assign
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--prop:/input/joysticks/button[0]/binding[0]/property=/controls/brakes[0]
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--prop:/input/joysticks/button[0]/binding[0]/value=1.0
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--prop:/input/joysticks/button[0]/binding[1]/command=property-assign
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--prop:/input/joysticks/button[0]/binding[1]/property=/controls/brakes[1]
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--prop:/input/joysticks/button[0]/binding[1]/value=1.0
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--prop:/input/joysticks/button[0]/binding[2]/command=property-assign
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--prop:/input/joysticks/button[0]/binding[2]/property=/controls/brakes[2]
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--prop:/input/joysticks/button[0]/binding[2]/value=1.0
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--prop:/input/joysticks/button[0]/mod-up/binding[0]/command=property-assign
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--prop:/input/joysticks/button[0]/mod-up/binding[0]/property=brakes[0]
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--prop:/input/joysticks/button[0]/mod-up/binding[0]/value=0.0
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--prop:/input/joysticks/button[0]/mod-up/binding[1]/command=property-assign
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--prop:/input/joysticks/button[0]/mod-up/binding[1]/property=brakes[1]
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--prop:/input/joysticks/button[0]/mod-up/binding[1]/value=0.0
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--prop:/input/joysticks/button[0]/mod-up/binding[2]/command=property-assign
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--prop:/input/joysticks/button[0]/mod-up/binding[2]/property=brakes[2]
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--prop:/input/joysticks/button[0]/mod-up/binding[2]/value=0.0
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This is a good time to remind you that command line formatted options are used
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in your .fgfsrc file. You can put them in $FG_ROOT/system.fgfsrc to make them
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global.
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Keyboard Bindings
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-----------------
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Keyboard bindings are almost exactly identical to joystick-button
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bindings, as in the following example (the context is
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/input/keyboard):
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<key n="1">
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<name>Ctrl-A</name>
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<desc>Toggle autopilot altitude lock.</desc>
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<binding>
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<command>property-toggle</command>
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<property>/autopilot/locks/altitude</property>
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</binding>
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</key>
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There are a few gotcha's though. First, the index of the key
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specifies the key code that you're binding; in the above example, '1'
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corresponds to Ctrl-A (as mentioned in the friendly comment). Regular
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key codes go up to 255; codes from 256 up represent special keys like
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function and arrow keys (you can get the value from include/GL/glut.h,
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but adding 256 to the special key code). Here is the command-line
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equivalent of the above, leaving out the documentation properties:
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--prop:/input/keyboard/key[1]/binding/command=property-toggle
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--prop:/input/keyboard/key[1]/binding/property=/autopilot/locks/altitude
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(The 'property-toggle' command switches a boolean value between true and
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false, so it needs no arguments except for the property name.) DON'T
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LEAVE OUT THE INDEX!!!
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The second gotcha is that keys can take more modifiers than joystick
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buttons. In addition to mod-up (representing the key release), a key
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may use any combination of nested 'mod-alt', 'mod-ctrl', and
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'mod-shift' modifiers, as in the following example:
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<key n="49">
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<name>1</name>
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<mod-shift>
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<desc>Look back left</desc>
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<binding>
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<command>property-assign</command>
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<property>/sim/view/goal-offset</property>
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<value type="double">135</value>
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</binding>
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</mod-shift>
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</key>
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In this example, the '1' key combined with shift causes the view to
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switch to back left. Note that this will work only with the keypad 1,
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since pressing shift+1 on the regular keyboard will give a '!'
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character instead.
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The input module tries to be smart about supplying control and shift
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modifiers automatically where they make sense -- note that it wasn't
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necessary to use a nested 'mod-ctrl' element for the ctrl-A binding
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earlier, since a keycode less that 32 implies a control character
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anyway.
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With the new input module, the key-up events can also be detected for
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the keyboard, so it's possible to have touch-sensitive brakes (etc.)
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just as with the joystick:
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<key n="44">
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<name>,</name>
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<desc>Left brake</desc>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[0]</property>
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<value type="double">1.0</value>
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</binding>
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<mod-up>
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<binding>
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<command>property-assign</command>
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<property>/controls/brakes[0]</property>
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<value type="double">0.0</value>
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</binding>
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</mod-up>
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</key>
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Now here is a different way to bind a brake. In this example, there is
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no <mod-up> tag, so it *does* work like a parking brake.
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<key n="66">
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<name>B</name>
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<desc>Toggle parking brake on or off</desc>
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<binding>
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<command>property-toggle</command>
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<property>/controls/brakes[0]</property>
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</binding>
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<binding>
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<command>property-toggle</command>
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<property>/controls/brakes[1]</property>
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</binding>
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<binding>
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<command>property-toggle</command>
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<property>/controls/brakes[2]</property>
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</binding>
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</key>
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2000-10-06 21:45:47 +00:00
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