Users Guide to FlightGear panel configuration
-Version 0.6, March 1 2001
-Author: John Check <j4strngs@rockfish.net>
+Version 0.7.7, May 16 2001
+Author: John Check <j4strngs@rockfish.net>
-This document is an attempt to describe the configuration of
-FlightGear flight simulator's aircraft panel display via XML.
-The information was culled from the fgfs-devel@flightgear.org
-mailing list and my experiences making alternate panels. I'd
-like to say thanks to all the developers who make FGFS happen.
-Corrections and additions are encouraged.
+This document is an attempt to describe the configuration of
+FlightGear flight simulator's aircraft panel display via XML. The
+information was culled from the fgfs-devel@flightgear.org mailing list
+and my experiences making alternate panels. Corrections and additions
+are encouraged.
Some History:
+------------
+Older versions of FGFS had a hard coded display of instruments. This
+was a less than ideal state of affairs due to FGFS ability to use
+different aircraft models. Being primarily developed on UNIX type
+systems, a modular approach is taken towards the simulation. To date,
+most alternatives to the default Cessna 172 aircraft are the product
+of research institutions interested in the flight characteristics and
+not cosmetics. The result of this was that one could fly the X-15 or
+a Boeing 747 but be limited to C172 instrumentation.
-Older versions of FGFS had a hard coded display of instruments.
-This was a less than ideal state of affairs due to FGFS ability
-to use different aircraft models. Being primarily developed on
-UNIX type systems, a modular approach is taken towards the
-aircraft modeling. To date, most alternatives to the default
-Cessna 172 aircraft are the product of research institutions
-interested in the flight characteristics and not cosmetics.
-The result of this was that one could fly the X-15 or a Boeing 747
-but be limited to C172 instrumentation.
+A rewrite of the panel display code was done around v0.7.5 by
+developer David Megginson allowing for configuration of the panel via
+XML to address this limitation. Some major changes and additions were
+made during the course of version 0.7.7 necessitating a rewrite and
+expansion of this document.
-A rewrite of the panel display code was done around v0.7.5 by
-developer David Megginson allowing for configuration of the panel
-via XML to address this limitation.
+About The Property Manager:
+--------------------------
+While not absolutely necessary in order to create aircraft panels,
+some familiarity with the property manager is beneficial....
+FlightGear provides a hierarchical representation of all aspects of
+the state of the running simulation that is known as the property
+tree. Some properties, such as velocities are read only. Others such
+as the frequencies to which the navcom radios are tuned or the
+position of control surfaces can be set by various means. FlightGear
+can optionally provide an interface to these properties for external
+applications such as Atlas, the moving map program, or even lowly
+telnet, via a network socket. Data can even be placed on a serial port
+and connected to, say a GPS receiver. Aside from its usefulness in a
+flight training context, being able to manipulate the property tree on
+a running copy of FG allows for switching components on the fly, a
+positive boon for panel authors. To see the property tree start FG
+with the following command line:
-Using Custom Panels:
+fgfs --props=socket,bi,5,localhost,5500,tcp
-The default panel location is $FG_ROOT/Aircraft/c172/Panels/Default.
-$FG_ROOT is the place on your filesystem where you installed FG
-data files. Alternate panels can be specified on the command line
-or set as the default in the $HOME/.fgfsrc or $FG_ROOT/preferences.xml
-using a property specification. The command line format is as follows:
+Then use telnet to connect to localhost on port 5500. You can browse
+the tree as you would a filesystem.
---prop:/sim/panel/path=Aircraft/c172/Panels/Default
+XML and the Property Manager:
+----------------------------
+Panel instruments interface with the property tree to get/set values
+as appropriate. Properties for which FG doesn't yet provide a value
+can be created by simply making them up. Values can be adjusted using
+the telnet interface allowing for creation and testing of instruments
+while code to drive them is being developed.
-The path description shown is relative to $FG_ROOT. An absolute
-path may also be used for locations outside $FG_ROOT. I would
-recommend copying Panels/Default to Panels/Custom as a starting point
-for experimentation. When editing a panel configuration, pressing
-Shift +F3 will reload the panel. If your changes don't seem to be taking
-effect, check the console output. It will report the success or failure
-of the panel reload*. Editing textures requires restarting FGFS so the
-new textures can be loaded.
+If fact, the XML configuration system allows a user to combine
+components such as flight data model, aircraft exterior model, heads
+up display, and of course control panel. Furthermore, such a
+preconfigured aircraft.xml can be included into a scenario with
+specific flight conditions. These can be manually specified or a FG
+session can be saved and/or edited and reloaded later. Options
+specified in these files can be overridden on the command line. For
+example:
+--prop:/sim/panel/path=Aircraft/c172/Panels/c172-panel.xml
-Panel Architecture:
+passed as an option, would override a panel specified elsewhere.
+Property tree options all have the same format, specify the node and
+supply it a value.
+
+The order of precedence for options is thus:
+
+Source Location Format
+------ -------- ------
+command line
+.fgfsrc Users home directory. command line options
+system.fgfsrc $FG_ROOT "" ""
+preferences.xml $FG_ROOT XML property list
+
+
+Loading Panels on the fly:
+-------------------------
+When editing a panel configuration, pressing Shift +F3 will reload the
+panel. If your changes don't seem to be taking effect, check the
+console output. It will report the success or failure of the panel
+reload*. Editing textures requires restarting FGFS so the new textures
+can be loaded. Panels can be switched on the fly by setting the
+/sim/panel/path property value and reloading.
+
+Regarding Window Geometry:
+-------------------------
+For the sake of simplicity the FGFS window is always considered to be
+1024x768 so all x/y values for instrument placement should relative to
+these dimensions. Since FG uses OpenGL 0,0 represents the lower left
+hand corner of the screen. Panels may have a virtual size larger than
+1024x768. Vertical scrolling is accomplished with
+Shift+F5/F6. Horizontal scrolling is via Shift+F7/F8. An offset should
+be supplied to set the default visible area. It is possible to place
+items to overlap the 3D viewport.
-All of the panel configuration files are XML-encoded* property lists.
+Panel Architecture:
+-------------------
+All of the panel configuration files are XML-encoded* property lists.
The root element of each file is always named <PropertyList>. Tags are
-always found in pairs, with the closing tag having a slash prefixing
-the tag name, i.e </PropertyList>. The top level panel configuration
-file is composed of a <name>, a <background> texture and zero or more
-<instruments>. Instruments are used by including a <"unique_name">, a
-<path> to the instruments configuration file, <x> and <y> placement
-coordinates, and optional <w> and <h> size specifications.
-Comments are bracketed with <!-- -->.
+almost always found in pairs, with the closing tag having a slash
+prefixing the tag name, i.e </PropertyList>. The exception is the tag
+representing an aliased property. In this case a slash is prepended to
+the closing angle bracket. (see section Aliasing)
- Example Top Level Panel Config
+The top level panel configuration file is composed of a <name>, a
+<background> texture and zero or more <instruments>.Earlier versions
+required instruments to have a unique name and a path specification
+pointing to the instruments configuration file.
-<PropertyList>
- <name>Example Panel</name>
- <background>Aircraft/c172/Panels/Textures/panel-bg.rgb</background>
- <instruments>
- <clock> <!-- the "unique_name" -->
+[ Paths are relative to $FG_ROOT (the installed location of FGFS data files.) ]
+[ Absolute paths may be used.Comments are bracketed with <!-- -->. ]
+
+Old style instrument call in top level panel.xml:
+------------------------------------------------
+ <clock> <!-- required "unique_name" -->
<path>Aircraft/c172/Instruments/clock.xml</path>
- <x>110</x>
- <y>320</y>
+ <x>110</x> <!-- required horizontal placement -->
+ <y>320</y> <!-- required vertical placement -->
<w>72</w> <!-- optional width specification -->
<h>72</h> <!-- optional height specification -->
</clock>
+
+The difference between the old and new styles, while subtle, is rather
+drastic. The old and new methods are indeed incompatible. I cover the
+old style only to acknowledge the incompatibility. This section will
+be removed after the next official FGFS release.
+
+New Style Example Top Level Panel Config:
+----------------------------------------
+<PropertyList>
+ <name>Example Panel</name>
+ <background>Aircraft/c172/Panels/Textures/panel-bg.rgb</background>
+ <w>1024</w> <!-- virtual width -->
+ <h>768</h> <!-- virtual height -->
+ <y-offset>-305</y-offset> <!-- hides the bottom part -->
+ <view-height>172</view-height> <!-- amount of overlap between 2D panel and 3D viewport -->
+
+ <instruments> <!-- from here down is where old and new styles break compatibility -->
+
+ <instrument include="../Instruments/clock.xml">
+ <name>Chronometer</name> <!-- currently optional but strongly recommended -->
+ <x>150</x> <!-- required horizontal placement -->
+ <y>645</y> <!-- required vertical placement -->
+ <w>72</w> <!-- optional width specification -->
+ <h>72</h> <!-- optional height specification -->
+ </instrument>
+
</instruments>
+
</PropertyList>
-
-The default location for instrument files is $FG_ROOT/Aircraft/c172/Instruments/.
-Alternate locations may be specified in the panel configuration, paths
-must be absolute to use files outside $FG_ROOT.
-About Instrument Placement:
-For the sake of simplicity the FGFS window is always considered to be 1024x768
-so all x/y values for instrument placement should fall within these bounds.
-Being an OpenGL program, 0,0 represents the lower left hand corner of the
-screen. It is possible to place items to overlap the 3D viewport.
+Indexed Properties
+------------------
+This is a lot to do with the compatibility break so lets get it out of
+the way. The property manager now assigns incremental indices to
+repeated properties with the same parent node, so that
-Instrument Architecture:
+ <PropertyList>
+ <x>1</x>
+ <x>2</x>
+ <x>3</x>
+ </PropertyList>
+
+shows up as
+
+ /x[0] = 1
+ /x[1] = 2
+ /x[2] = 3
+
+This means that property files no longer need to make up a separate
+name for each item in a list of instruments, layers, actions,
+transformations, or text chunks. In fact, the new panel I/O code now
+insists that every instrument have the XML element name "instrument",
+every layer have the name "layer", every text chunk have the name
+"chunk", every action have the name "action", and every transformation
+have the name "transformation" -- this makes the XML more regular (so
+that it can be created in a DTD-driven tool) and also allows us to
+include other kinds of information (such as doc strings) in the lists
+without causing confusion.
+
+Inclusion:
+----------
+The property manager now supports file inclusion and aliasing.
+Inclusion means that a node can include another property file as if it
+were a part of the current file. To clarify how inclusion works,
+consider the following examples:
+
+If bar.xml contains
+
+ <PropertyList>
+ <a>1</a>
+ <b>
+ <c>2</c>
+ </b>
+ </PropertyList>
+
+then the declaration
+
+ <foo include="../bar.xml">
+ </foo>
+
+is exactly equivalent to
+
+ <foo>
+ <a>1</a>
+ <b>
+ <c>2</c>
+ </b>
+ </foo>
+
+However, it is also possible to selectively override properties in the
+included file. For example, if the declaration were
+
+ <foo include="../bar.xml">
+ <a>3</a>
+ </foo>
+
+then the property manager would see
+
+ <foo>
+ <a>3</a>
+ <b>
+ <c>2</c>
+ </b>
+ </foo>
+
+with the original 'a' property's value replaced with 3.
+
+This new inclusion feature allows property files to be broken up and
+reused arbitrarily -- for example, there might be separate cropping
+property lists for commonly-used textures or layers, to avoid
+repeating the information in each instrument file.
+
+
+Aliasing
+--------
+Properties can now alias other properties, similar to a symbolic link
+in Unix. When the target property changes value, the new value will
+show up in the aliased property as well. For example,
+
+ <PropertyList>
+ <foo>3</foo>
+ <bar alias="/foo"/>
+ </PropertyList>
+
+will look the same to the application as
+
+ <PropertyList>
+ <foo>3</foo>
+ <bar>3</bar>
+ </PropertyList>
+
+except that when foo changes value, bar will change too.
+
+The combination of inclusions and aliases is very powerful, because it
+allows for parameterized property files. For example, the XML file for
+the NAVCOM radio can include a parameter subtree at the start, like
+this:
+
+ <PropertyList>
+ <params>
+ <comm-freq-prop>/radios/comm1/frequencies/selected</comm-freq-prop>
+ <nav-freq-prop>/radios/nav1/frequencies/selected</comm-freq-prop>
+ </params>
+
+ ...
+
+ <chunk>
+ <type>number-value</type>
+ <property alias="/params/nav-freq-prop"/>
+ </chunk>
+
+ ...
+ </PropertyList>
+
+Now, the same instrument file can be used for navcomm1 and navcomm2,
+for example, simply by overriding the parameters at inclusion:
+
+ <instrument include="../Instruments/navcomm.xml">
+ <params>
+ <comm-freq-prop>/radios/comm1/frequencies/selected</comm-freq-prop>
+ <nav-freq-prop>/radios/nav1/frequencies/selected</comm-freq-prop>
+ </params>
+ </instrument>
+
+ <instrument include="../Instruments/navcomm.xml">
+ <params>
+ <comm-freq-prop>/radios/comm2/frequencies/selected</comm-freq-prop>
+ <nav-freq-prop>/radios/nav2/frequencies/selected</comm-freq-prop>
+ </params>
+ </instrument>
+
+Instrument Architecture:
+-----------------------
Instruments are defined in separate configuration files. An instrument
-consists of a preferred width and height, one or more stacked layers,
-and zero or more actions.
-
-A layer** can be a <texture>, or be of <type> text or switch. A text layer
-may be static, as in a label, or generated (if it needs to be dynamic, as
-in an LED display), or a combination of both.
-A switch layer is composed of two or more nested layers and will display
-one of the nested layers based on a boolean property. For a simple example
-of a switch see $FG_ROOT/Aircraft/Custom/Instruments/brake.xml.
-Textures used in a switch context *must* have width and height specified to be
-visible. Each layer may contain zero or more transformations.
-
-A transformation is a rotation, an x-shift, or a y-shift. Transformations
-can be static or they can be based on properties. Static rotations are
-useful for flipping textures horizontally or vertically. Transformations
-based on properties are useful for driving instrument needles. I.E. rotate the
-number of degrees equal to the airspeed. X and y shifts are relative to the
-center of the instrument. Each specified transformation type takes an <offset>
+consists of a base width and height, one or more stacked layers, and
+zero or more actions. Base dimensions are specified as follows:
+
+<PropertyList> <!-- remember, all xml files start like this -->
+ <name>Airspeed Indicator</name> <!-- names are good -->
+ <w-base>128</w-base> <!-- required width spec-->
+ <h-base>128</h-base> <!-- required height spec-->
+ <layers> <!-- begins layers section -->
+
+Height and width can be overriden in the top level panel.xml by
+specifying <w> and <h>. Transformations are caculated against the base
+size regardless of the display size. This ensures that instruments
+remain calibrated
+
+Textures:
+--------
+FG uses red/green/blue/alpha .rgba files for textures. Dimensions for
+texture files should be power of 2 with a maximum 8:1 aspect ratio.
+The lowest common denominator for maximum texture size is 256 pixels.
+This is due to the limitations of certain video accelerators, most
+notably those with 3Dfx chipset such as the Voodoo2.
+
+Instrument Layers**:
+-------------------
+The simplest layer is a <texture>. These can be combined in <switch> layers
+
+<texture>
+A texture layer looks like this:
+
+ <layer> <!-- creates a layer -->
+ <name>face</name>
+ <texture> <!-- defines it as a texture layer -->
+ <path>Aircraft/c172/Instruments/Textures/faces-2.rgb</path>
+ <x1>0</x1> <!-- lower boundary for texture cropping-->
+ <y1>0.51</y1> <!-- left boundary for texture cropping-->
+ <x2>0.49</x2> <!-- upper boundary for texture cropping-->
+ <y2>1.0</y2> <!-- right boundary for texture cropping-->
+ </texture> <!-- closing texure tag -->
+ </layer> <!-- closing layer tag -->
+
+The texture cropping specification is represented as a decimal. There
+is a table at the end of this document for converting from pixel
+coordinates to percentages.
+
+This particular layer, being a gauge face has no transformations
+applied to it. Layers with that aren't static *must* include <w> and
+<h> parameters to be visible.
+
+<type> May be either text or switch..
+
+<type>switch</type>
+A switch layer is composed of two or more nested layers and will
+display one of the nested layers based on a boolean property. For a
+simple example of a switch see
+$FG_ROOT/Aircraft/c172/Instruments/brake.xml.
+
+ <layer>
+ <name>Brake light</name>
+ <type>switch</type> <!-- define layer as a switch -->
+ <property>/controls/brakes</property> <!-- tie it to a property -->
+ <layer1> <!-- layer for true state -->
+ <name>on</name> <!-- label to make life easy -->
+ <texture> <!-- layer1 of switch is a texture layer -->
+ <path>Aircraft/c172/Instruments/Textures/brake.rgb</path>
+ <x1>0.25</x1>
+ <y1>0.0</y1>
+ <x2>0.5</x2>
+ <y2>0.095</y2>
+ </texture>
+ <w>64</w> <!-- required width - layer isn't static -->
+ <h>24</h> <!-- required height - layer isn't static -->
+ </layer1> <!-- close layer1 of switch -->
+ <layer2> <!-- layer for false state -->
+ <name>off</name>
+ <texture>
+ <path>Aircraft/c172/Instruments/Textures/brake.rgb</path>
+ <x1>0.0</x1>
+ <y1>0.0</y1>
+ <x2>0.25</x2>
+ <y2>0.095</y2>
+ </texture>
+ <w>64</w>
+ <h>24</h>
+ </layer2>
+ </layer>
+Switches can have more than 2 states. This requires nesting one switch
+inside another. One could make, for example, a 3 color LED by nesting
+switch layers.
+
+<type>text</type>
+A text layer may be static, as in a label, generated from a property
+or a combination of both. This example is a switch that contains both
+static and dynamic text:
+
+ <layer1> <!-- switch layer -->
+ <name>display</name>
+ <type>text</type> <!-- type == text -->
+ <point-size>12</point-size> <!-- font size -->
+ <color> <!-- specify rgb values to color text -->
+ <red>1.0</red>
+ <green>0.5</green>
+ <blue>0.0</blue>
+ </color> <!-- close color section -->
+ <chunks> <!-- sections of text are referred to as chunks -->
+ <chunk> <!-- first chunk of text -->
+ <type>number-value</type> <!-- value defines it as dynamic -->
+ <property>/radios/nav1/dme/distance</property> <!-- ties it to a property -->
+ <scale>0.00053995680</scale> <!-- convert between statute and nautical miles? -->
+ <format>%5.1f</format> <!-- define format -->
+ </chunk>
+ </chunks>
+ </layer1>
+ <layer2> <!-- switch layer -->
+ <name>display</name>
+ <type>text</type> <!-- type == text -->
+ <point-size>10</point-size> <!-- font size -->
+ <color> <!-- specify rgb values to color text -->
+ <red>1.0</red>
+ <green>0.5</green>
+ <blue>0.0</blue>
+ </color> <!-- close color section -->
+ <chunks> <!-- sections of text are referred to as chunks -->
+ <chunk> <!-- first chunk of text -->
+ <type>literal</type> <!-- static text -->
+ <text>---.--</text> <!-- fixed value -->
+ </chunk>
+ </chunks>
+ </layer2>
+
+
+Transformations:
+---------------
+A transformation is a rotation, an x-shift, or a
+y-shift. Transformations can be static or they can be based on
+properties. Static rotations are useful for flipping textures
+horizontally or vertically. Transformations based on properties are
+useful for driving instrument needles. I.E. rotate the number of
+degrees equal to the airspeed. X and y shifts are relative to the
+center of the instrument. Each specified transformation type takes an
+<offset>. Offsets are relative to the center of the instrument. A
+shift without an offset has no effect. For example, let's say we have
+a texure that is a circle. If we use this texture in two layers, one
+defined as having a size of 128x128 and the second layer is defined as
+64x64 and neither is supplied a shift and offset the net result
+appears as 2 concentric circles.
+
+
+About Transformations and Needle Placement:
+------------------------------------------
+
+When describing placement of instrument needles, a transformation
+offset must be applied to shift the needles fulcrum or else the needle
+will rotate around it's middle. The offset will be of <type> x-shift
+or y-shift depending on the orientation of the needle section in the
+cropped texture.
+
+This example comes from the altimeter.xml
+
+ <layer>
+ <name>long needle (hundreds)</name> <!-- the altimeter has more than one needle -->
+ <texture>
+ <path>Aircraft/c172/Instruments/Textures/misc-1.rgb</path>
+ <x1>0.8</x1>
+ <y1>0.78125</y1>
+ <x2>0.8375</x2>
+ <y2>1.0</y2>
+ </texture>
+ <w>8</w>
+ <h>56</h>
+ <transformations> <!-- begin defining transformations -->
+ <transformation> <!-- start definition of transformation that drives the needle -->
+ <type>rotation</type>
+ <property>/steam/altitude</property> <!-- bind it to a property -->
+ <max>100000.0</max> <!-- upper limit of instrument -->
+ <scale>0.36</scale> <!-- once around == 1000 ft -->
+ </transformation> <!-- close this transformation -->
+ <transformation> <!-- this one shifts the fulcrum of the needle -->
+ <type>y-shift</type> <!-- y-shift relative to needle -->
+ <offset>24.0</offset> <!-- amount of shift -->
+ </transformation>
+ </transformations>
+ </layer>
+
+This needles has its origin in the center of the instrument. If the
+needles fulcrum was towards the edge of the instrument, the
+transformations to place the pivot point must precede those which
+drive the needle,
+
+Interpolation
+-------------
+Non linear transformations are now possible via the use of
+interpolation tables.
+
+ <transformation>
+ ...
+ <interpolation>
+ <entry>
+ <ind>0.0</ind> <!-- raw value -->
+ <dep>0.0</dep> <!-- displayed value -->
+ </entry>
+ <entry>
+ <ind>10.0</ind>
+ <dep>100.0</dep>
+ </entry>
+ <entry>
+ <ind>20.0</ind>
+ <dep>-5.0</dep>
+ </entry>
+ <entry>
+ <ind>30.0</ind>
+ <dep>1000.0</dep>
+ </entry>
+ </interpolation>
+ </transformation>
+
+Of course, interpolation tables are useful for non-linear stuff, as in
+the above example, but I kind-of like the idea of using them for
+pretty much everything, including non-trivial linear movement -- many
+instrument markings aren't evenly spaced, and the interpolation tables
+are much nicer than the older min/max/scale/offset stuff and should
+allow for a more realistic panel without adding a full equation parser
+to the property manager.
+
+If you want to try this out, look at the airspeed.xml file in the base
+package, and uncomment the interpolation table in it for a very funky,
+non-linear and totally unreliable airspeed indicator.
+
+
+Actions:
+-------
An action is a hotspot on an instrument where something will happen
when the user clicks the left or center mouse button. Actions are
always tied to properties: they can toggle a boolean property, adjust
the value of a numeric property, or swap the values of two properties.
+The x/y placement for actions specifies the origin of the lower left
+corner. In the following example the first action sets up a hotspot
+32 pixels wide and 16 pixels high. It lower left corner is placed 96
+pixels (relative to the defined base size of the instrument) to the
+right of the center of the instrument. It is also 32 pixels below the
+centerline of the instrument. The actual knob texture over which the
+action is superimposed is 32x32. Omitted here is a second action,
+bound to the same property, with a positive increment value. This
+second action is placed to cover the other half of the knob. The
+result is that clicking on the left half of the knob texture decreases
+the value and clicking the right half increases the value. Also
+omitted here is a second pair of actions with the same coordinates but
+a larger increment value. This second pair is bound to a different
+mouse button. The net result is that we have both fine and coarse
+adjustments in the same hotspot, each bound to a different mouse
+button.
-About Transformations and Needle Placement:
-
-When describing placement of instrument needles, an transformation offset must
-be applied to shift the needle's fulcrum or else the needle will rotate around it's
-middle. The offset will be of <type> x-shift or y-shift depending on the orientation of
-the needle section in the cropped texture.
-Offsets applied to shift the needle from the center of the instrument face must be
-applied *before* the transformation that describes the needle movement.
+These examples come from the radio stack:
+<actions> <!-- open the actions section -->
+ <action> <!- first action -->
+ <name>small nav frequency decrease</name>
+ <type>adjust</type>
+ <button>0</button> <!-- bind it to a mouse button -->
+ <x>96</x> <!-- placement relative to instrument center -->
+ <y>-32</y>
+ <w>16</w> <!-- size of hotspot -->
+ <h>32</h>
+ <property>/radios/nav1/frequencies/standby</property> <!-- bind to a property -->
+ <increment>-0.05</increment> <!-- amount of adjustment per mouse click -->
+ <min>108.0</min> <!-- lower range -->
+ <max>117.95</max> <!-- upper range -->
+ <wrap>1</wrap> <!-- boolean value -- value wraps around when it hits bounds -->
+ </action>
+ <action>
+ <name>swap nav frequencies</name>
+ <type>swap</type> <!-- define type of action -->
+ <button>0</button>
+ <x>48</x>
+ <y>-32</y>
+ <w>32</w>
+ <h>32</h>
+ <property1>/radios/nav1/frequencies/selected</property1> <!-- properties to toggle between -->
+ <property2>/radios/nav1/frequencies/standby</property2>
+ </action>
+ <action>
+ <name>ident volume on/off</name>
+ <type>adjust</type>
+ <button>1</button>
+ <x>40</x>
+ <y>-24</y>
+ <w>16</w>
+ <h>16</h>
+ <property>/radios/nav1/ident</property> <!-- this property is for Morse code identification of nav beacons -->
+ <increment>1.0</increment> <!-- the increment equals the max value so this toggles on/off -->
+ <min>0</min>
+ <max>1</max>
+ <wrap>1</wrap> <!-- a shortcut to avoid having separate actions for on/off -->
+ </action>
+</actions>
-About Textures:
+More About Textures:
+-------------------
+As previously stated, the usual size instrument texture files in FGFS
+are 256x256 pixels, red/green/blue/alpha format. However the mechanism
+for specifying texture cropping coordinates is decimal in nature. When
+calling a section of a texture file the 0,0 lower left convention is
+used. There is a pair of x/y coordinates defining which section of
+the texture to use.
-The texture files used to create the panel instruments are maximum 256x256
-pixels, red/green/blue/alpha format. However the mechanism for specifying
-texture cropping coordinates is decimal in nature. When calling a section
-of a texture file the 0,0 lower left convention is used.
-There is a pair of x/y coordinates defining which section of the texture
-to use.
-
-The following table can be used to calculate texture cropping specifications.
+The following table can be used to calculate texture cropping
+specifications.
# of divisions | width in pixels | decimal specification
per axis
64 = 4 pixels, 0.015625
128 = 2 pixels, 0.0078125
-The recommended procedure for generating gauge faces is to use a
-vector graphics package such as xfig, exporting the result as a
-poscript file. 3D modeling tools may also be used and are prefered
-for pretty items that don't require text such as levers, switches,
-bezels and so forth. Ideally, the size of the item in the final render
-should be of proportions that fit into the recommended pixel widths.
-The resulting files should be imported into a graphics manipulation
-package such as GIMP, et al for final processing.
+A common procedure for generating gauge faces is to use a vector
+graphics package such as xfig, exporting the result as a postscript
+file. 3D modeling tools may also be used and I prefer them for pretty
+items such as levers, switches, bezels and so forth. Ideally, the
+size of the item in the final render should be of proportions that fit
+into the recommended pixel widths. The resulting files can be
+imported into a graphics manipulation package such as GIMP, et al for
+final processing.
+How do I get my panels/instruments into the base package?
+-------------------------------------------------------
+Cash bribes always help ;) Seriously though, there are two main
+considerations. Firstly, original artwork is a major plus since you
+as the creator can dictate the terms of distribution.All Artwork must
+have a license compatible with the GPL. Artwork of unverifiable
+origin is not acceptable. Secondly, texture sizes must meet the
+lowest common denominator of 256e2 pixels. Artwork from third parties
+may be acceptable if it meets these criteria.
-* If there are *any* XML parsing errors, the panel will fail to load,
+* If there are *any* XML parsing errors, the panel will fail to load,
so it's worth downloading a parser like Expat (http://www.jclark.com/xml/)
for checking your XML. FlightGear will print the location of errors, but
- the messages are a little cryptic right now.
+ the messages are a little cryptic right now.
** NOTE: There is one built-in layer -- for the mag compass ribbon --
and all other layers are defined in the XML files. In the future,
there may also be built-in layers for special things like a
weather-radar display or a GPS (though the GPS could be handled with
text properties).
+