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docs-mini/README.xmlhud
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docs-mini/README.xmlhud
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Users' Guide to FlightGear Hud configuration
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December 22 2000
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Neetha Girish <neetha@ada.ernet.in>
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This document describes the reconfigurable HUD of
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FlightGear implemented through XML config files.
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The present reconfigurable HUD code uses most of the code
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of version 0.6.1 vintage and I have adapted the same to provide
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a reconfigurable HUD for fgfs.
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Corrections and additions are welcome.
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Some History:
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Older versions of FGFS had a hard coded display of HUD.
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This was a less than ideal state of affairs when it came to
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using different aircraft Huds. I remember, somewhere in the 0.6.1 HUD code
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it was written that the HUD code is 'presently' hard coded but ideally should
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be moved into the aircraft configuration dataset, so that when you choose
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an aircraft, its HUD loads.
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This implementation make that possible, all you have to do is to
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create appropriate 'my_aircraft.xml' files in the HUD directory and
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without re-compiling the code you could have 'your_aircraft' HUD, by choosing that
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in the .fgfsrc file or as a command line option as described later. Of course,
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as of now, I have only implemented those HUD instruments in .xml readable form
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as was available in version 0.7.6 + few more used by ADA, Bangalore for our
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aircraft carrier take-off/landing simulation studies <www.flightgear.org/projects/ADA>.
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To use the ADA specific reticles/HUD objects, please contact me/ you can figure it out
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yourself by studying the code. All of them are relevant 'only' if you use the conformal
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climb/dive ladder, since they are all referenced to it.
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The rewrite of Hud display code was done using pre and post release v0.7.6 code
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allowing for configuration of the hud via XML.
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The present Configurable Hud implements the entire functionality of
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fgfs HUD (called default HUD) till this date.
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Using Default/Custom Hud:
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The default HUD location is $FG_ROOT/Huds/Default.
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$FG_ROOT is the place on your filesystem where you installed FG
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data files. Alternate huds can be specified on the command line
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or set as the default in the $HOME/.fgfsrc or $FG_ROOT/preferences.xml
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using a property specification. The command line format is as follows:
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--prop:/sim/hud/path=Huds/Default/default.xml
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The path description shown is relative to $FG_ROOT. An absolute
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path may also be used for locations outside $FG_ROOT.
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For the custom Hud the path will be Huds/Custom/default.xml
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Hud - Implementation:
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All of the hud configuration files are XML-encoded property lists.
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The root element of each file is always named <PropertyList>. Tags are
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always found in pairs, with the closing tag having a slash prefixing
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the tag name, i.e </PropertyList>. The top level panel configuration
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file is composed of a <name> and zero or more <instruments>.
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Instruments are used by including a <"unique_name"> and a <path> to the
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instruments configuration file.
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Comments are bracketed with <!-- -->.
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Example Top Level Hud Config
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<PropertyList>
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<name>Default Aircraft Hud</name>
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<instruments>
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<hudladder> <!--unique name -->
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<path>Huds/Instruments/Default/hudladder.xml</path>
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</hudladder>
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<hudcard>
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<path>Huds/Instruments/Default/hudcard.xml</path>
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</hudcard>
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<instrlabel>
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<path>Huds/Instruments/Default/instrlabel.xml</path>
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</instrlabel>
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<fgTBI>
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<path>Huds/Instruments/Default/fgtbi.xml</path>
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</fgTBI>
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</instruments>
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</PropertyList>
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The default location for instrument files is $FG_ROOT/Huds/Instruments/Default.
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The location for custom instrument files is $FG_ROOT/Huds/Instruments/Custom.
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The location for minimal instrument files is $FG_ROOT/Huds/Instruments/Minimal.
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Alternate locations may be specified in the hud configuration, paths
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must be absolute to use files outside $FG_ROOT.
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About Instrument Placement:
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For the sake of simplicity the FGFS HUD overlay is always 640 x 480 res.
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so all x/y values for instrument placement should fall within these bounds.
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Being an OpenGL program, 0,0 represents the lower left hand corner of the
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screen.
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Instrument Implementation:
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Instruments are defined in separate configuration files.
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The Instruments are basically classified into 4 types( Each of them an xml file) :
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The Hud Ladder,
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The Hud Card,
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The Hud Label and
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The Turn Bank Indicator
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.... (Note that that the earlier HUD classes/objects have been retained)
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Newer objects may be instantiated using the above classes, Unless a totally
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new object is required).
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The Default as well as the Custom directory have the same (in terms of properties)
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set of configuration files (but with different values to suit the aircraft).
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We have a Base class - Hud Instrument Item.
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We derive two more base classes - Instrument Scale and Dual Instrument Item from this.
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(This implementation owes its existence to all those who wrote the HUD code for 0.6.1)
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The Hud Instrument Label is an instantiable class derived from Hud Instrument Item - for
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displaying alphanumeric labels (altitude, velocity, Mach no and/or anything else as long you
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have a call back function to pass the value using the property 'data_source').
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The Hud Card is an instantiable class derived from Instrument scale - for displaying
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tapes and guages (single variable display, for displaying aoa, g's, vsi, elevator_posn, etc.).
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The Hud Ladder is an instantiable class derived from Dual Instrument Item - for displaying
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pitch reference ladder or climb/dive ladder (two variable display, for dislaying two types of
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ladders, the pitch reference ladder or the climb/dive ladder as defined by MIL-1787b).
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The fgTBI Instrument is an instantiable class derived from Dual Instrument scale again
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- for display of Bank angle and Sideslip (two variable display, for display of TSI info, kept
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different from the two variable ladder object basically because of its totally different
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draw member function).
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Most Hud instruments may be instantiated using above. It is proposed to provide all
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Hud objects as defined in MIL-STD-1797A, soon.
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Here is how you position 'any' object:
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x ____________ x+width
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| |
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| |
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y ------------ y+height
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this defines the objects position centered about the centroid of above rectangle
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in HUD overlay plane (640x480) coordinates with 0,0 at bottom-left corner.
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One more, pixels per degree in the ladder class represents the compression factor of the
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pitch ladder. In case of conformal HUD (climd/dive ladder) it is <640/horizontal_fov>
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or <480/vertical_fov>. In case of pitch reference ladder it is
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<your_no_of vertical_pixels/your_no_of_ladder_degrees>.
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Example of Hud Ladder xml file.
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<PropertyList>
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<ladders>
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<l1>
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<name>Pitch Ladder</name> <!-- Name can be Pitch Ladder or Climb/Dive Ladder -->
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<x>260</x> <!-- x start -->
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<y>150</y> <!-- y start -->
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<width>120</width> <!-- x start + width = x end -->
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<height>180</height> <!-- y start + height = y end -->
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<compression_factor>2.68</compression_factor> <!-- Pixels per degree -->
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<loadfn>roll</loadfn> <!-- Name of the function to be called, here get_roll() is called provision made in Hud.cxx -->
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<loadfn1>pitch</loadfn1> <!-- Name of the function to be called, here get_pitch() is called -->
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<span_units>45.0</span_units> <!-- Range of the Ladder seen at any instant -->
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<division_units>10.0</division_units> <!-- Divisions -->
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<screen_hole>70</screen_hole> <!-- Hole b/w the Ladder Bars-->
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<lbl_pos>0</lbl_pos> <!-- Label Position to indicate pitch angle on bar -->
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<enable_frl>false</enable_frl> <!-- To Enable Pitch Reference Symbol (used by us) -->
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<enable_target_spot>true</enable_target_spot> <!-- To Enable Target Spot Symbol (fgfs uses this)-->
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<enable_velocity_vector>false</enable_velocity_vector> <!-- To Enable Velocity Vector Symbol (use only with climb/dive ladder)-->
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<enable_drift_marker>false</enable_drift_marker> <!-- To Enable Drift Marker Symbol (used by us)-->
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<enable_alpha_bracket>false</enable_alpha_bracket> <!-- To Enable Alpha Bracket Symbol (used by us, presently hard coded bracket values, alpha values will be moved to xml file)-->
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<enable_energy_marker>false</enable_energy_marker> <!-- To Enable Energy Marker Symbol (used by us)-->
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<enable_climb_dive_marker>false</enable_climb_dive_marker> <!-- To Enable Climb/Dive Marker (used by us)-->
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<enable_glide_slope_marker>false</enable_glide_slope_marker> <!--To Enable Glide/Slope Marker (tied to climb/dive ladder only)-->
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<glide_slope>0.0</glide_slope> <!-- Glide slope angle (specify the angle for drawing the reference bar)
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<enable_energy_worm>false</enable_energy_worm> <!-- To Enable Energy worm (used by us)>
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<enable_waypoint_marker>false</enable_waypoint_marker> <!-- To Enable Way point Marker (bearing marker)-->
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<working>true</working> <!use this to enable or disbale whole object>
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</l1>
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</ladders>
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</PropertyList>
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Before you read this, _____ this is tick_top | |
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| | |
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| |__________________|
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| this is cap_right,tick_left cap_bottom tick_right
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_____| this is tick_bottom
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Example of Hud Card xml file.
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<PropertyList>
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<cards>
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<c1>
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<name>Gyrocompass</name>
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<x>220</x>
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<y>430</y>
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<width>200</width>
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<height>28</height>
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<loadfn>heading</loadfn> <!-- Name of the function to be called, here get_Heading() is called -->
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<options>4</options> <!-- Read Tape Options Below or Hud.hxx file for details -->
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<maxValue>360.0</maxValue> <!-- Maximum scale value -->
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<minValue>0.0</minValue> <!-- Minimum Scale Value -->
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<disp_scaling>1.0</disp_scaling> <!-- Multiply by this to get numbers shown on scale -->
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<major_divs>5</major_divs> <!-- major division marker units -->
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<minor_divs>1</minor_divs> <!-- minor division marker units -->
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<modulator>360</modulator> <!-- Its a rose, Roll Over Point -->
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<value_span>25.0</value_span> <!-- Range Shown -->
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<type>tape</type> <!-- Card type can be "tape" or "guage" -->
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<tick_bottom>false</tick_bottom> <!-- Read Ticks and Caps below -->
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<tick_top>false</tick_top>
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<tick_right>true</tick_right>
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<tick_left>true</tick_left>
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<cap_bottom>true</cap_bottom>
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<cap_top>false</cap_top>
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<cap_right>false</cap_right>
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<cap_left>false</cap_left>
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<marker_offset>0.0</marker_offset> <!-- Read Marker offset below -->
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<enable_pointer>true</enable_pointer> <!-- To draw a pointer -->
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<pointer_type>fixed</pointer_type> <!-- Type of pointer, Fixed or Moving (yet to be implemented)-->
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<working>true</working>
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</c1>
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</cards>
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</PropertyList>
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Tape Options:
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HUDS_AUTOTICKS = 0x0001
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HUDS_VERT = 0x0002
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HUDS_HORZ = 0x0000
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HUDS_TOP = 0x0004
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HUDS_BOTTOM = 0x0008
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HUDS_LEFT = HUDS_TOP
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HUDS_RIGHT = HUDS_BOTTOM
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HUDS_BOTH = (HUDS_LEFT | HUDS_RIGHT)
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HUDS_NOTICKS = 0x0010
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HUDS_ARITHTIC = 0x0020
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HUDS_DECITICS = 0x0040
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HUDS_NOTEXT = 0x0080
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HUDS_LEFT | HUDS_VERT = 0x0006
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HUDS_RIGHT | HUDS_VERT = 0x0010
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HUDS_TOP | HUDS_NOTEXT = 0x0084
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HUDS_BOTTOM | HUDS_NOTEXT = 0x0088
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HUDS_VERT | HUDS_LEFT | HUDS_NOTEXT = 0x0086
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HUDS_RIGHT | HUDS_VERT | HUDS_NOTEXT = 0x0090
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For clarity, I repeat, Ticks and Caps :
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1. Left Tick ->|_____|<- Right Tick
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v
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Bottom Cap
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2. Top Cap
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v
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_____
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3. Top Tick
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v
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---
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|<- Right Cap
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---
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v
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Bottom Tick
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4. ---
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Left Cap -> |
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---
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Marker Offset :
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To Draw pointer on the scale markings. In the case of a our hud with offset 10.0
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The pointer is away from the scale and points at the markings.
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-| -
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-| -
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<| -<
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-| -
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-| -
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Marker offset = 0.0 Marker offset = 10.0
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This should be useful when I implement the fixed tape/moving pointer.
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Example of a Label xml file.
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<PropertyList>
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<labels>
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<i1>
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<name>machno</name>
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<x>25</x>
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<y>130</y>
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<width>40</width>
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<height>30</height>
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<data_source>mach</data_source> <!-- Name of the function to be called, here get_Heading() is called -->
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<label_format>%4.2f</label_format> <!-- The Label Format -->
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<pre_label_string>blank</pre_label_string> <!-- String to be written Pre Label -->
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<post_label_string>NULL</post_label_string> <!-- String to be written Post Label -->
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<scale_data>1.0</scale_data>
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<options>4</options> <!-- Read Tape options or Hud.hxx -->
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<justification>2</justification> <!-- Justify the label, 0=LEFT_JUSTIFY, 1=CENTER_JUSTIFY, 2=RIGHT_JUSTIFY -->
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<blinking>0</blinking> <!-- Yet to be implemented -->
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<working>true</working>
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<latitude>false</latitude> <!-- True if the label is to display Lattitude (special label, displays deg.min.sec)-->
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<longitude>false</longitude> <!-- True if the label is to display Longitude (special label, displays deg.min.sec)-->
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</i1>
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</labels>
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</PropertyList>
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Example of a Turn Bank Indicator xml file.
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<PropertyList>
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<tbis>
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<f1>
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<name>fgTBI_Instrument</name>
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<x>290</x>
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<y>45</y>
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<width>60</width>
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<height>10</height>
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<loadfn>roll</loadfn> <!-- Name of the function to be called, get_roll() is called here. -->
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<loadfn1>sideslip</loadfn1> <!-- Name of the function to be called, get_sideslip() is called here. -->
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<maxBankAngle>45.0</maxBankAngle> <!-- Maximum Angle of Bank -->
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<maxSlipAngle>5.0</maxSlipAngle> <!-- Maximum Angle of Slip -->
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<gap_width>5</gap_width> <!-- Screen Hole -->
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<working>true</working>
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</f1>
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</tbis>
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</PropertyList>
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I have still got to implement dials (as in MIL-STD-1787b).
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REMEMBER IF YOU NEED TO INDICATE ANY OTHER PARAMETER ON THE HUD OTHER THAN WHAT IS PROVIDED AS
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CALLBACK FUNCTIONS (PROPERTY NAMES LISTED BELOW) YOU HAVE TO FIDDLE WITH THE CODE, AS YET. LET ME
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KNOW AND I SHALL INCLUDE THAT.
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<loadfn>anzg</loadfn> <!-- Here get_anzg() is called -->
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<loadfn>heading</loadfn> <!-- Here get_heading() is called -->
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<loadfn>aoa</loadfn> <!-- Here get_aoa() is called -->
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<loadfn>climb</loadfn> <!-- Here get_climb() is called -->
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<loadfn>altitude</loadfn> <!-- Here get_altitude() is called -->
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<loadfn>agl</loadfn> <!-- Here get_agl() is called -->
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<loadfn>speed</loadfn> <!-- Here get_speed() is called -->
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<loadfn>view_direction</loadfn> <!-- Here get_view_direction() is called -->
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<loadfn>aileronval</loadfn> <!-- Here get_aileronval() is called -->
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<loadfn>elevatorval</loadfn> <!-- Here get_elevatorval() is called -->
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<loadfn>rudderval</loadfn> <!-- Here get_rudderval() is called -->
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<loadfn>throttleval</loadfn> <!-- Here get_throttleval() is called -->
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<loadfn>aux16</loadfn> <!-- Here get_aux16() is called -->
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<loadfn>aux17</loadfn> <!-- Here get_aux17() is called -->
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<loadfn>aux9</loadfn> <!-- Here get_aux9() is called -->
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<loadfn>aux11</loadfn> <!-- Here get_aux11() is called -->
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<loadfn>aux12</loadfn> <!-- Here get_aux12() is called -->
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<loadfn>aux10</loadfn> <!-- Here get_aux10() is called -->
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<loadfn>aux13</loadfn> <!-- Here get_aux13() is called -->
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<loadfn>aux14</loadfn> <!-- Here get_aux14() is called -->
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<loadfn>aux15</loadfn> <!-- Here get_aux15() is called -->
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<loadfn>aux8</loadfn> <!-- Here get_aux8() is called -->
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<loadfn>ax</loadfn> <!-- Here get_Ax() is called -->
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<loadfn>mach</loadfn> <!-- Here get_mach() is called -->
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<loadfn>framerate</loadfn> <!-- Here get_frame_rate() is called -->
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<loadfn>fov</loadfn> <!-- Here get_fov() is called -->
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<loadfn>vfc_tris_culled</loadfn> <!-- Here get_vfc_tris_culled() is called -->
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<loadfn>vfc_tris_drawn</loadfn> <!-- Here get_vfc_tris_drawn() is called -->
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<loadfn>latitude</loadfn> <!-- Here get_latitude() is called -->
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<loadfn>longitude</loadfn> <!-- Here get_longitude() is called -->
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