Implemented controlsurfaces.lua
This commit is contained in:
parent
37f3683ceb
commit
f716ba17ae
@ -1,6 +1,249 @@
|
||||
local strings = require './lib/strings'
|
||||
|
||||
|
||||
-- Flaps
|
||||
RegisterFunction(
|
||||
{
|
||||
uid = 'flaps',
|
||||
category = strings.Category.FSX.ControlSurfaces,
|
||||
displayName = 'Flaps',
|
||||
states = {
|
||||
notAvailable = { displayName = 'No flaps', default = LEDColor.Off, order = 1 },
|
||||
retracted = { displayName = 'Retracted', default = LEDColor.Green, order = 2 },
|
||||
between = { displayName = 'Extending / retracting', default = LEDColor.Amber, order = 3 },
|
||||
extended = { displayName = 'Extended', default = LEDColor.Red, order = 4 },
|
||||
speedExceeded = { displayName = 'Speed exceeded', default = LEDColor.FlashingAmberNormal, order = 5 },
|
||||
damageBySpeed = { displayName = 'Damage by speed', default = LEDColor.FlashingRedFast, order = 6 }
|
||||
}
|
||||
},
|
||||
function(context)
|
||||
SetState(context, 'notAvailable')
|
||||
|
||||
OnSimConnect(context,
|
||||
{
|
||||
flapsAvailable = { variable = 'FLAPS AVAILABLE', type = SimConnectDataType.Bool },
|
||||
percentageExtended = { variable = 'FLAPS HANDLE PERCENT', type = SimConnectDataType.Float64, units = 'percent' },
|
||||
damageBySpeed = { variable = 'FLAP DAMAGE BY SPEED', type = SimConnectDataType.Bool },
|
||||
speedExceeded = { variable = 'FLAP SPEED EXCEEDED', type = SimConnectDataType.Bool },
|
||||
},
|
||||
function(context, data)
|
||||
if data.damageBySpeed then
|
||||
SetState(context, 'damageBySpeed')
|
||||
elseif data.speedExceeded then
|
||||
SetState(context, 'speedExceeded')
|
||||
elseif data.flapsAvailable then
|
||||
local extended = math.floor(data.percentageExtended)
|
||||
|
||||
if extended >= 0 and extended <= 5 then
|
||||
SetState(context, 'retracted')
|
||||
elseif extended >= 95 and extended <= 100 then
|
||||
SetState(context, 'extended')
|
||||
else
|
||||
SetState(context, 'between')
|
||||
end
|
||||
else
|
||||
SetState(context, 'notAvailable')
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
-- Flaps (handle position)
|
||||
RegisterFunction(
|
||||
{
|
||||
uid = 'flapsHandleIndex',
|
||||
category = strings.Category.FSX.ControlSurfaces,
|
||||
displayName = 'Flaps (handle position)',
|
||||
states = {
|
||||
['notAvailable'] = { displayName = 'Not available', default = LEDColor.Off, order = 1 },
|
||||
['0'] = { displayName = 'Position 0 (Up)', default = LEDColor.Green, order = 2 },
|
||||
['1'] = { displayName = 'Position 1', default = LEDColor.Amber, order = 3 },
|
||||
['2'] = { displayName = 'Position 2', default = LEDColor.Amber, order = 4 },
|
||||
['3'] = { displayName = 'Position 3', default = LEDColor.Amber, order = 5 },
|
||||
['4'] = { displayName = 'Position 4', default = LEDColor.Amber, order = 6 },
|
||||
['5'] = { displayName = 'Position 5', default = LEDColor.Amber, order = 7 },
|
||||
['6'] = { displayName = 'Position 6', default = LEDColor.Amber, order = 8 },
|
||||
['7'] = { displayName = 'Position 7', default = LEDColor.Amber, order = 9 },
|
||||
}
|
||||
},
|
||||
function(context)
|
||||
SetState(context, 'notAvailable')
|
||||
|
||||
OnSimConnect(context,
|
||||
{
|
||||
flapsAvailable = { variable = 'FLAPS AVAILABLE', type = SimConnectDataType.Bool },
|
||||
index = { variable = 'FLAPS HANDLE INDEX', type = SimConnectDataType.Int32, units = 'number' }
|
||||
},
|
||||
function(context, data)
|
||||
if data.flapsAvailable then
|
||||
local index = data.index
|
||||
if index < 0 then
|
||||
index = 0
|
||||
end
|
||||
|
||||
if index > 7 then
|
||||
index = 7
|
||||
end
|
||||
|
||||
SetState(context, tostring(index))
|
||||
else
|
||||
SetState(context, 'notAvailable')
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
-- Flaps (handle position - percentage)
|
||||
RegisterFunction(
|
||||
{
|
||||
uid = 'flapsHandlePercentage',
|
||||
category = strings.Category.FSX.ControlSurfaces,
|
||||
displayName = 'Flaps (handle position - percentage)',
|
||||
states = {
|
||||
['notAvailable'] = { displayName = 'Not available', default = LEDColor.Off, order = 1 },
|
||||
['0To10'] = { displayName = 'Position 0 (Up)', default = LEDColor.Green, order = 2 },
|
||||
['1'] = { displayName = 'Position 1', default = LEDColor.Amber, order = 3 },
|
||||
['2'] = { displayName = 'Position 2', default = LEDColor.Amber, order = 4 },
|
||||
['3'] = { displayName = 'Position 3', default = LEDColor.Amber, order = 5 },
|
||||
['4'] = { displayName = 'Position 4', default = LEDColor.Amber, order = 6 },
|
||||
['5'] = { displayName = 'Position 5', default = LEDColor.Amber, order = 7 },
|
||||
['6'] = { displayName = 'Position 6', default = LEDColor.Amber, order = 8 },
|
||||
['7'] = { displayName = 'Position 7', default = LEDColor.Amber, order = 9 },
|
||||
}
|
||||
},
|
||||
function(context)
|
||||
SetState(context, 'notAvailable')
|
||||
|
||||
OnSimConnect(context,
|
||||
{
|
||||
flapsAvailable = { variable = 'FLAPS AVAILABLE', type = SimConnectDataType.Bool },
|
||||
index = { variable = 'FLAPS HANDLE INDEX', type = SimConnectDataType.Int32, units = 'number' }
|
||||
},
|
||||
function(context, data)
|
||||
if data.flapsAvailable then
|
||||
local index = data.index
|
||||
if index < 0 then
|
||||
index = 0
|
||||
end
|
||||
|
||||
if index > 7 then
|
||||
index = 7
|
||||
end
|
||||
|
||||
SetState(context, tostring(index))
|
||||
else
|
||||
SetState(context, 'notAvailable')
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
-- Spoilers
|
||||
RegisterFunction(
|
||||
{
|
||||
uid = 'spoilers',
|
||||
category = strings.Category.FSX.ControlSurfaces,
|
||||
displayName = 'Spoilers',
|
||||
states = {
|
||||
notAvailable = { displayName = 'No spoilers', default = LEDColor.Off, order = 1 },
|
||||
retracted = { displayName = 'Retracted', default = LEDColor.Green, order = 2 },
|
||||
between = { displayName = 'Extending / retracting', default = LEDColor.Amber, order = 3 },
|
||||
extended = { displayName = 'Extended', default = LEDColor.Red, order = 4 }
|
||||
}
|
||||
},
|
||||
function(context)
|
||||
SetState(context, 'notAvailable')
|
||||
|
||||
OnSimConnect(context,
|
||||
{
|
||||
available = { variable = 'SPOILER AVAILABLE', type = SimConnectDataType.Bool },
|
||||
percentageExtended = { variable = 'SPOILERS HANDLE POSITION', type = SimConnectDataType.Float64, units = 'percent' }
|
||||
},
|
||||
function(context, data)
|
||||
if data.available then
|
||||
local extended = math.floor(data.percentageExtended)
|
||||
|
||||
if extended >= 0 and extended <= 5 then
|
||||
SetState(context, 'retracted')
|
||||
elseif extended >= 95 and extended <= 100 then
|
||||
SetState(context, 'extended')
|
||||
else
|
||||
SetState(context, 'between')
|
||||
end
|
||||
else
|
||||
SetState(context, 'notAvailable')
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
-- Auto-spoilers armed
|
||||
-- Water rudder
|
||||
RegisterFunction(
|
||||
{
|
||||
uid = 'spoilersArmed',
|
||||
category = strings.Category.FSX.ControlSurfaces,
|
||||
displayName = 'Auto-spoilers armed',
|
||||
states = {
|
||||
notAvailable = { displayName = 'No spoilers', default = LEDColor.Off, order = 1 },
|
||||
on = { displayName = 'On', default = LEDColor.Red, order = 2 },
|
||||
off = { displayName = 'Off', default = LEDColor.Green, order = 3 }
|
||||
}
|
||||
},
|
||||
function(context)
|
||||
SetState(context, 'notAvailable')
|
||||
|
||||
OnSimConnect(context,
|
||||
{
|
||||
available = { variable = 'SPOILER AVAILABLE', type = SimConnectDataType.Bool },
|
||||
armed = { variable = 'SPOILERS ARMED', type = SimConnectDataType.Bool }
|
||||
},
|
||||
function(context, data)
|
||||
if data.available then
|
||||
if data.armed then
|
||||
SetState(context, 'on')
|
||||
else
|
||||
SetState(context, 'off')
|
||||
end
|
||||
else
|
||||
SetState(context, 'notAvailable')
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
-- Water rudder
|
||||
RegisterFunction(
|
||||
{
|
||||
uid = 'waterRudder',
|
||||
category = strings.Category.FSX.ControlSurfaces,
|
||||
displayName = 'Water rudder',
|
||||
states = {
|
||||
retracted = { displayName = 'Retracted', default = LEDColor.Green, order = 1 },
|
||||
between = { displayName = 'Extending / retracting', default = LEDColor.Amber, order = 2 },
|
||||
extended = { displayName = 'Extended', default = LEDColor.Red, order = 3 }
|
||||
}
|
||||
},
|
||||
function(context)
|
||||
SetState(context, 'retracted')
|
||||
|
||||
OnSimConnect(context,
|
||||
{
|
||||
position = { variable = 'WATER RUDDER HANDLE POSITION', type = SimConnectDataType.Float64, units = 'percent' }
|
||||
},
|
||||
function(context, data)
|
||||
local position = math.floor(data.position)
|
||||
|
||||
if position >= 0 and position <= 5 then
|
||||
SetState(context, 'retracted')
|
||||
elseif position >= 95 and position <= 100 then
|
||||
SetState(context, 'extended')
|
||||
else
|
||||
SetState(context, 'between')
|
||||
end
|
||||
end)
|
||||
end
|
||||
)
|
Loading…
Reference in New Issue
Block a user