FlightGear Commands Mini-HOWTO David Megginson Started: 2002-10-25 Last revised: 2007-12-01 In FlightGear, a *command* represents an action, while a *property* represents a state. The trigger for a command can be any kind of user input, including the keyboard, mouse, joystick, GUI, instrument panel, or a remote network client. XML Command Binding Markup -------------------------- Most of the command-binding in FlightGear is handled through static XML configuration files such as $FG_ROOT/keyboard.xml for the keyboard, $FG_ROOT/mice.xml for the mouse, and $FG_ROOT/gui/menubar.xml for the menubar. In all of these files, you reference a command through a binding. This binding advances the first throttle by 1%, up to a maximum value of 1.0: property-adjust /controls/throttle[0] 0.01 1.0 A command binding always consists of the XML 'binding' element, with one subelement named 'command' containing the command name (such as 'property-adjust'). All other subelements are named parameters to the command: in this case, the parameters are 'property', 'step', and 'max'. Here is a simpler binding, with no parameters: exit Bindings always appear inside some other kind of markup, depending on the input type. For example, here is the binding from keyboard.xml that links the ESC key to the 'exit' command: ESC Prompt and quit FlightGear. exit Usually, more than one binding is allowed for a single input trigger, and bindings are executed in order from first to last. Bindings support conditions (see README.conditions): q Test /devices/status/mice/mouse/button[0] nasal Keyboard definitions can embed bindings in tags (key released), , , , , , and . Nesting is supported. Meta, Super, and Hyper modifier tags are for local use only, and must be supported by the operating system to work. q Test nasal nasal nasal nasal Built-in Commands ----------------- As of the last revision date, the following commands were available from inside FlightGear; the most commonly-used ones are the commands that operate on property values (FlightGear's internal state): null - do nothing script - execute a PSL script script: the PSL script to execute exit - prompt and quit FlightGear load - load properties from an XML file file: the name of the file to load, relative to the current directory (defaults to "fgfs.sav") save - save properties to an XML file file: the name of the file to save, relative to the current directory (defaults to "fgfs.sav"). loadxml - load XML file into property tree filename: the path & filename of the file to load targetnode: the target node within the property tree where to store the XML file's structure. If targetnode isn't defined, then the data will be stored in a node "data" under the argument branch. savexml - save property tree node to XML file filename: the path & filename for the file to be saved sourcenode: the source node within the property tree where the XML file's structure is assembled from. If sourcenode isn't defined, then savexml will try to save data stored in a node "data" in the argument branch. panel-load - (re)load the 2D instrument panel path: the path of the XML panel file, relative to $FG_ROOT (defaults to the value of /sim/panel/path if specified, or "Panels/Default/default.xml" as a last resort. panel-mouse-click - pass a mouse click to the instrument panel button: the number of the mouse button (0-based) is-down: true if the button is down, false if it is up x-pos: the x position of the mouse click y-pos: the y position of the mouse click preferences-load - (re)load preferences path: the file name to load preferences from, relative to $FG_ROOT. Defaults to "preferences.xml". view-cycle - cycle to the next viewpoint screen-capture - capture the screen to a file tile-cache-reload - reload the scenery tile cache lighting-update - update FlightGear's lighting property-toggle - swap a property value between true and false property: the name of the property to toggle property-assign - assign a value to a property property[0]: the name of the property that will get the new value. value: the new value for the property; or property[1]: the name of the property holding the new value. property-adjust - adjust the value of a property property: the name of the property to increment or decrement step: the amount of the increment or decrement (defaults to 0) offset: input offset distance (used for the mouse; multiplied by factor) factor: factor for multiplying offset distance (used for the mouse; defaults to 1) min: the minimum allowed value (default: no minimum) max: the maximum allowed value (default: no maximum) mask: 'integer' to apply only to the left of the decimal point; 'decimal' to apply only to the right of the decimal point; 'all' to apply to the full value (defaults to 'all') wrap: true if the value should be wrapped when it passes min or max; both min and max must be specified (defaults to false) property-multiply - multiply the value of a property property: the name of the property to multiply factor: the amount by which to multiply (defaults to 1.0) min: the minimum allowed value (default: no minimum) max: the maximum allowed value (default: no maximum) mask: 'integer' to apply only to the left of the decimal point; 'decimal' to apply only to the right of the decimal point; 'all' to apply to the full value (defaults to 'all') wrap: true if the value should be wrapped when it passes min or max; both min and max must be specified (defaults to false) property-swap - swap the values of two properties property[0]: the name of the first property property[1]: the name of the second property property-scale - set the value of a property based on an axis property: the name of the property to set setting: the current input setting (usually a joystick axis from -1 or 0 to 1) offset: the offset to shift by, before applying the factor (defaults to 0) factor: the factor to multiply by (use negative to reverse; defaults to 1.0) squared: if true will square the resulting value (same as power=2) power: the resulting value will be taken to the power of this integer value (overrides squared; default=1) property-cycle - cycle a property through a set of values property: the name of the property to cycle value[*]: all of the allowed values dialog-new - create new dialog from the argument branch dialog-show - show an XML-configured dialog box dialog-name - the name of the dialog to show dialog-close - close the active dialog box dialog-update - copy values from FlightGear to the active dialog box object-name: the name of the GUI object to update (defaults to all objects) dialog-apply - copy values from the active dialog box to FlightGear object-name: the name of the GUI object to apply (defaults to all objects) presets-commit - commit preset values from /sim/presets The following commands are temporary, and will soon disappear or be renamed; do NOT rely on them: old-save-dialog - offer to save a flight old-load-dialog - offer to load a flight old-reinit-dialog - offer to reinit FlightGear old-hires-snapshot-dialog - save a hires screen shot old-snapshot-dialog - save a screenshot old-print-dialog - print the screen (Windows only) old-pilot-offset-dialog - set pilot offsets graphically old-hud-alpha-dialog - set the alpha value for the HUD old-properties-dialog - display the property browser old-preset-airport-dialog - set the default airport old-preset-runway-dialog - set the default runway old-preset-offset-distance-dialog - set the default offset distance old-preset-altitude-dialog - set the default altitude old-preset-glidescope-dialog - set the default glidescope old-preset-airspeed-dialog - set the default airspeed old-preset-commit-dialog - commit preset values old-ap-add-waypoint-dialog - add a waypoint to the current route old-ap-pop-waypoint-dialog - remove a waypoint from the current route old-ap-clear-dialog - clear the current route old-ap-adjust-dialog - adjust the autopilot settings old-lat-lon-format-dialog - toggle the lat/lon format in the HUD old-help-dialog - offer online help Adding New Commands in C++ -------------------------- To add a new command to FlightGear, you first need to create a function that takes a single SGPropertyNode const pointer as an argument: void do_something (SGPropertyNode * arg) { something(); } Next, you need to register it with the command manager: globals->get_commands()->addCommand("something", do_something); Now, the command "something" is available to any mouse, joystick, panel, or keyboard bindings. If the bindings pass any arguments, they will be children of the SGPropertyNode passed in: void do_something (const SGPropertyNode * arg) { something(arg->getStringValue("foo"), arg->getDoubleValue("bar")); } That's pretty-much it. Apologies in advance for not making things any more complicated.