1 Users Guide to FlightGear panel configuration
2 Version 0.4, October 11 2000
3 Author: John Check <j4strngs@rockfish.net>
5 This document is an attempt to describe the configuration of
6 FlightGear flight simulator's aircraft panel display via XML.
7 The information was culled from the fgfs-devel@flightgear.org
8 mailing list and my experiences making alternate panels. I'd
9 like to say thanks to all the developers who make FGFS happen.
10 Corrections and additions are encouraged.
14 Older versions of FGFS had a hard coded display of instruments.
15 This was a less than ideal state of affairs due to FGFS ability
16 to use different aircraft models. Being primarily developed on
17 UNIX type systems, a modular approach is taken towards the
18 aircraft modeling. To date, most alternatives to the default
19 Cessna 172 aircraft are the product of research institutions
20 interested in the flight characteristics and not cosmetics.
21 The result of this was that one could fly the X-15 or a Boeing 747
22 but be limited to C172 instrumentation.
24 A rewrite of the panel display code was done around v0.7.5 by
25 developer David Megginson allowing for configuration of the panel
26 via XML to address this limitation.
31 The default panel location is $FG_ROOT/Panels/Default/default.xml.
32 $FG_ROOT is the place on your filesystem where you installed FG
33 data files. Alternate panels can be specified on the command line
34 or set as the default in the $HOME/.fgfsrc or $FG_ROOT/system.fgfsrc
35 using a property specification. The format is as follows:
37 --prop:/sim/panel/path=Panels/Default/default.xml
39 The path description shown is relative to $FG_ROOT. An absolute
40 path may also be used for locations outside $FG_ROOT. I would
41 recommend copying Panels/Default to Panels/Custom as a starting point
42 for experimentation. When editing a panel configuration, pressing
43 Shift +F3 will reload the panel. If your changes don't seem to be taking
44 effect, check the console output. It will report the success or failure
45 of the panel reload*. Editing textures requires restarting FGFS so the
46 new textures can be loaded.
51 All of the panel configuration files are XML-encoded* property lists.
52 The root element of each file is always named <PropertyList>. Tags are
53 always found in pairs, with the closing tag having a slash prefixing
54 the tag name, i.e </PropertyList>. The top level panel configuration
55 file is composed of a <name>, a <background> texture and zero or more
56 <instruments>. Instruments are used by including a <"unique_name">, a
57 <path> to the instruments configuration file, <x> and <y> placement
58 coordinates, and optional <w> and <h> size specifications.
59 Comments are bracketed with <!-- -->.
61 Example Top Level Panel Config
64 <name>Example Panel</name>
65 <background>Panels/Default/Textures/panel-bg.rgb</background>
67 <clock> <!-- the "unique_name" -->
68 <path>Instruments/Default/clock.xml</path>
71 <w>72</w> <!-- optional width specification -->
72 <h>72</h> <!-- optional height specification -->
77 The default location for instrument files is $FG_ROOT/Instruments/Default/.
78 Alternate locations may be specified in the panel configuration, paths
79 must be absolute to use files outside $FG_ROOT.
81 About Instrument Placement:
83 For the sake of simplicity the FGFS window is always considered to be 1024x768
84 so all x/y values for instrument placement should fall within these bounds.
85 Being an OpenGL program, 0,0 represents the lower left hand corner of the
86 screen. It is possible to place items to overlap the 3D viewport.
88 Instrument Architecture:
90 Instruments are defined in separate configuration files. An instrument
91 consists of a preferred width and height, one or more stacked layers,
92 and zero or more actions.
94 A layer** can be a <texture>, or be of <type> text or switch. A text layer
95 may be static, as in a label, or generated (if it needs to be dynamic, as
96 in an LED display), or a combination of both.
97 A switch layer is composed of two or more nested layers and will display
98 one of the nested layers based on a boolean property. For a simple example
99 of a switch see $FG_ROOT/Instruments/Default/brake.xml. Textures used in a
100 switch context *must* have width and height specified to be visible.
101 Each layer may contain zero or more transformations.
103 A transformation is a rotation, an x-shift, or a y-shift. Transformations
104 can be static or they can be based on properties. Static rotations are
105 useful for flipping textures horizontally or vertically. Transformations
106 based on properties are useful for driving instrument needles. I.E. rotate the
107 number of degrees equal to the airspeed. X and y shifts are relative to the
108 center of the instrument. Each specified transformation type takes an <offset>
110 An action is a hotspot on an instrument where something will happen
111 when the user clicks the left or center mouse button. Actions are
112 always tied to properties: they can toggle a boolean property, adjust
113 the value of a numeric property, or swap the values of two properties.
115 About Transformations and Needle Placement:
117 When describing placement of instrument needles, an transformation offset must
118 be applied to shift the needle's fulcrum or else the needle will rotate around it's
119 middle. The offset will be of <type> x-shift or y-shift depending on the orientation of
120 the needle section in the cropped texture.
121 Offsets applied to shift the needle from the center of the instrument face must be
122 applied *before* the transformation that describes the needle movement.
126 The texture files used to create the panel instruments are maximum 256x256
127 pixels, red/green/blue/alpha format. When calling a section of a texture file
128 the 0,0 lower left convention is used. There is a pair of x /y coordinates
129 defining which section of the texture to use.
133 * If there are *any* XML parsing errors, the panel will fail to load,
134 so it's worth downloading a parser like Expat (http://www.jclark.com/xml/)
135 for checking your XML. FlightGear will print the location of errors, but
136 the messages are a little cryptic right now.
138 ** NOTE: There is one built-in layer -- for the mag compass ribbon --
139 and all other layers are defined in the XML files. In the future,
140 there may also be built-in layers for special things like a
141 weather-radar display or a GPS (though the GPS could be handled with