* Roberto Inzerillo -- Saturday 28 October 2006 18:01:
> I guess I will learn nas when needed; fact is, there's no way to
> understand if it's even needed.
It's not. You just need to add a <key> definition to your *-set.xml
file that manipulates a property. There are many examples in
keyboard.xml or the various *-set.xml files. A simple one could
look like this:
<input>
<keyboard>
<key n="68">
<name>D</name>
<desc>Select previous door</desc>
<binding>
<command>property-toggle</command>
<property>/sim/model/starwars/pilot-enabled</property>
</binding>
</key>
</keyboard>
</input>
and an animation in your *.xml file that makes use of that
property:
<animation>
<type>select</type>
<object-name>alien-pilot</object-name>
<condition>
<property>/sim/model/starwars/pilot-enabled</property>
</condition>
</animation>
Now the D-key can toggle the object "alien-pilot" (switch it on/off).
All animations are driven by properties, and key bindings can do all
sorts of manipulation on properties. What more do you need?
There is enough documentation about all this, you just need to read:
$FG_ROOT/Docs/model-howto.xml (for animations),
$FG_ROOT/Docs/README.Joystick.xml (for js and keyboard bindings),
$FG_ROOT/Docs/README.conditions
m.
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