Matty Smith/Sandbox – User

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'''M'''ulti-'''F'''unction '''D'''isplay (MFD) is implementation of '''HUD''' (Head-Up Displays) in Arma 3.
The display can be fixed on a helmet (move with player head) or cockpit (static position).


{{ConfigPage|start}}
As of {{GVI|arma3|2.06}}, mods are able to define keys that can be bound by the user in the keybindings.
= Technical Basics =


HUDs are defined in the '''MFD''' class of the source vehicle.
<syntaxhighlight lang="cpp">
The properties of each HUD are separated by a root class (conventionally named '''AirplaneHUD''' in base content), although each new instance will render a new HUD and overlap with the previous.
class CfgUserActions
This makes it easier to configure HUDs by modular config (for example, navigation, targeting, etc...).
{
All HUDs are defined through 3 base elements:
class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
* '''Bones''': invisible elements used to transform/rotate other, similar to anchors/origins. Defined in the Bones class of any HUD.
{
* '''Drawn elements''': used to draw graphic elements. Defined in the Draw class of any HUD.
displayName = "";
* '''Sources''': if an element displays complex variables or any bone needs to be in specific positions, it uses source data. Defined in each instance of bone and draw classes when needed.
tooltip = "";
onActivate = "['TAG_MyActionName', true] call TAG_fnc_MyHandler"; // _this is always true.
onDeactivate = "['TAG_MyActionName', false] call TAG_fnc_MyHandler"; // _this is always false.
onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
};
};
</syntaxhighlight>


Example:
== Adding a new key ==
=== Defining a new action in CfgUserActions ===
<syntaxhighlight lang="cpp">
class CfgUserActions
{
class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
{
displayName = "My Test Action";
tooltip = "This action is for testing.";
onActivate = "_this call TAG_fnc_MyHandler"; // _this is always true.
onDeactivate = "_this call TAG_fnc_MyHandler"; // _this is always false.
onAnalog = "_this call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).
};
};
</syntaxhighlight>


<spoiler text='Show "class MFD"'>
=== Defining a default keybind in CfgDefaultKeysPresets ===
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class MFD
class CfgDefaultKeysPresets
{
{
class AirplaneHUD
class Arma2 // Arma2 is inherited by all other presets.
{
{
globalProperty = ...; // global HUD properties
class Mappings
// bones definitions
class Bones
{
class BoneInstance
{
type = ...; // type of bone
source = ...; // source for bone transformation
properties = ...; // other bone properties
};
};
// HUD-Elements definitions
class Draw
{
{
class HUDElemetInstance
TAG_MyActionName[] = {
{
0x25, // DIK_K
type = ...; // type of HUD-Element
"256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K.
source = ...; // source for display value
"0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button".
properties = ...; // other HUD-Elements properties
};
};
};
};
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};
};
</syntaxhighlight>
</syntaxhighlight>
</spoiler>
{{Feature|Warning|If the key code is large enough, for example {{ic|0x1D130023}} ({{KeyboardShortcut|Ctrl|H}}), then adding values may lead to a wrong result due to rounding errors (see {{HashLink|Number#Floating-point Precision}}). As such, it is recommended to do the calculation manually and use that value instead.}}
 
Since ARMA 3 version 1.69 it is also possible to define a MFD class in CfgMagazine. This allows for the creation of dynamic MFD screens with info on the screen corresponding to current loadout applied through dynamic loadout system. See [[#PylonIcon|PylonIcon]] for more details.


= Global HUD Properties =
=== Adding a keybind to the keybind options dialog ===
 
These are defined in each AirplaneHUD instance and affect every sub-sequent element. Some properties can be overwritten in each child element if needed (e.g color) properties:
 
{{ConfigPage|abc}}
=== B ===
==== borderBottom ====
Adjust position inside of memory points LOD. Not used if {{ic|helmetMountedDisplay {{=}} true}}.
 
[[TokenNameValueTypes|Float]]
 
==== borderBottom ====
Adjust position inside of memory points LOD. Not used if {{ic|helmetMountedDisplay {{=}} true}}.
 
[[TokenNameValueTypes|Float]]
 
==== borderRight ====
Adjust position inside of memory points LOD. Not used if {{ic|helmetMountedDisplay {{=}} true}}.
 
[[TokenNameValueTypes|Float]]
 
==== borderTop ====
Adjust position inside of memory points LOD. Not used if {{ic|helmetMountedDisplay {{=}} true}}.
 
[[TokenNameValueTypes|Float]]
 
==== bottomLeft ====
Memory point defining the bottom left position of the HUD and uses it as the bottom limit (0,1,0). Not used if {{ic|helmetMountedDisplay {{=}} true}}.
 
[[TokenNameValueTypes|String]]
 
=== C ===
==== color ====
Color of all elements. [r,g,b,a]
 
[[TokenNameValueTypes|Array]]
 
=== F ===
==== font ====
font type used for drawing HUD elements
 
[[TokenNameValueTypes|String]]
 
==== fontHelicopterHUD ====
font used for this HUD instance.
 
[[TokenNameValueTypes|String]]
 
=== H ===
==== helmetMountedDisplay ====
Defines if the HUD is attached to a fixed point of the aircraft or moves with the head of the pilot.
 
[[TokenNameValueTypes|Boolean]]
 
==== helmetDown  ====
([x, y, z]): down vector of HUD - for helmet mounted only
 
[[TokenNameValueTypes|Array]]
 
==== helmetPosition  ====
([x, y, z]): position of HUD - for helmet mounted only
 
[[TokenNameValueTypes|Array]]
 
==== helmetRight  ====
([x, y, z]): right vector of HUD - for helmet mounted only
 
[[TokenNameValueTypes|Array]]
 
=== M ===
==== material ====
allows adjustments to ambient, diffuse & emmisive values just like RVMAT
 
Example:
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class material
class UserActionGroups
{
{
ambient[] = { 10, 10, 10, 1 };
class ModSection // Unique classname of your category.
diffuse[] = { 10, 10, 10, 1 };
{
emissive[] = { 40, 20, 20, 1 };
name = "Mod Section"; // Display name of your category.
isAddon = 1;
group[] = {"TAG_MyActionName"};
};
};
};
</syntaxhighlight>
</syntaxhighlight>


=== T ===
=== Setting up a collision group (optional) ===
==== topLeft ====
Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings:
memory point defining the top left position of the HUD and uses it as the absolute origin (0,0,0). Not used if {{ic|helmetMountedDisplay {{=}} true}}.
<syntaxhighlight lang="cpp">
class UserActionsConflictGroups
{
class ActionGroups
{
TAG_MyActionGroup[] = {"TAG_MyActionName"};
};


[[TokenNameValueTypes|String]]
class CollisionGroups
{
// Add your group to an existing collision group:
carMove[] += {"TAG_MyActionGroup"};


==== topRight ====
// Or alternatively add your own collision group (which is usually preferrable):
memory point defining the top right position of the HUD and uses it as the far right limit (1,0,0). Not used if {{ic|helmetMountedDisplay {{=}} true}}.
TAG_MyActionGroupCollisions[] = {"basic", "vehBasic", "HeadMove", "TAG_MyActionGroup"};
};
};
</syntaxhighlight>


[[TokenNameValueTypes|String]]


==== turret ====
== Scripted Event Handlers ==
define from which turret should animation sources like i.e. impactPoint should get data from. {-2} - default, legacy behaviour, {-1} - remote controlled weapons (means, that it shows driver impact point by default, but changes to remote controlled turret once used) , {} - same as -2, {0} - turret path
<code>[[addUserActionEventHandler]] ["ReloadMagazine", "Activate", {
[[systemChat]] "Reloading!";
[[removeUserActionEventHandler]] ["ReloadMagazine", "Activate", [[Magic Variables#thisEventHandler|_thisEventHandler]]];
}];</code>
The persistence of these EHs is the same as that of [[Arma 3: Mission Event Handlers|Mission Event Handlers]] - they are scoped per mission and get removed when the mission ends.


= Bones =
'''See Also:'''
* [[addUserActionEventHandler]]
* [[removeUserActionEventHandler]]
* [[removeAllUserActionEventHandlers]]


A bone defines the position of a graphic element's points. The modification applied by a bone can be changed by a source.
Bones have no hierarchy, hierarchical geometry is available by using a [[#Transformation Chain|Transformation Chain]].
A bone's type is defined by the type property in bone class (e.g.: {{ic|type {{=}} fixed;}}).


== Fixed ==
== Defining key codes ==


Fixed represents a fixed position on HUD plane. It can be use for static HUD-Elements (e.g.: aiming cross). Properties:
A key code is defined by 4 bytes (2 hexadecimal digits), each containing a different part of the keycode:
* '''pos''' ([x, y]): position of center (left top corner is [0,0], right bottom corner is [1, 1])


== Linear ==
{| class="wikitable"
!{{ic|0x}}
!{{ic|aa}}
!{{ic|bb}}
!{{ic|cc}}
!{{ic|dd}}
|-
|Description
|Combo key
|Device types
|Main key additional info
|Main key
|-
!colspan="5"| Examples
!Result


Linear represents a linear transformation depend on [[#Float|float source]] value. It can be used for some linear indicator (e.g.: fuel bar). Properties:
|-
* '''source''' (string): name of [[#Float|float source]] value.
|1. {{KeyboardShortcut|A|2×B}}
* '''min''' (float): minimal valid source value. Lower source value will be forced to minimal
|DIK_A ({{ic|0x1E}})
* '''max''' (float): maximal valid source value. Higher source value will be forced to maximal
|INPUT_DEVICE_COMBO_KB + INPUT_DEVICE_MAIN_KB ({{ic|0x13}})
* '''sourceScale''' (float): multiplier of source value. It is optional, default is 1
|DOUBLE TAP ({{ic|0x10}})
* '''minPos''' ([x, y]): position for maximal source value (minPos matches max source value - for historical reasons)
|DIK_B ({{ic|0x30}})
* '''maxPos''' ([x, y]): position for minimal source value (maxPos matches min source value - for historical reasons)
|{{ic|0x1E130130}}


== Rotational ==
|-
|2. {{KeyboardShortcut|A|MMB}}
|DIK_A ({{ic|0x1E}})
|INPUT_DEVICE_COMBO_KB + INPUT_DEVICE_MAIN_MB ({{ic|0x11}})
|None ({{ic|0x00}})
|MOUSE_BUTTONS_MIDDLE ({{ic|0x02}})
|{{ic|0x1E110002}}


Rotational represents a rotational transformation depend on [[#Float|float source]] value. It can be used for some rotational indicator (e.g.: analog speedometer). Properties:
|-
* '''source''' (string): name of [[#Float|float source]] value.
|3. {{KeyboardShortcut|A}} + Mouse Left (Move)
* '''min''' (float): minimal valid source value. Lower source value will be forced to minimal
|DIK_A ({{ic|0x1E}})
* '''max''' (float): maximal valid source value. Higher source value will be forced to maximal
|INPUT_DEVICE_COMBO_KB + INPUT_DEVICE_MAIN_MB ({{ic|0x11}})
* '''sourceScale''' (float): multiplier of source value. It is optional, default is 1
|None ({{ic|0x00}})
* '''center''' ([x, y]): position of center of rotation
|MOUSE_AXIS_LEFT ({{ic|0x00}})
* '''minAngle''' (float): angle (in degrees) for minimal source value
|{{ic|0x1E110000}}
* '''maxAngle''' (float): angle (in degrees) for maximal source value
* '''aspectRatio''' (float): rotation aspect ratio. It is optional, default is 1


== Horizon ==
|-
Horizon represents a transformation for a horizon indicator. Properties:
|4. {{KeyboardShortcut|LMB|MMB}}
* '''angle''' (float): elevation angle of horizon line (degrees)
|MOUSE_BUTTONS_MIDDLE({{ic|0x02}})
* '''pos0''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
|INPUT_DEVICE_COMBO_MB + INPUT_DEVICE_MAIN_MB ({{ic|0x31}})
* '''pos10''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
|None ({{ic|0x00}})
|MOUSE_BUTTONS_LEFT ({{ic|0x00}})
|{{ic|0x02310000}}


== HorizonToView ==
|}
HorizonToView (for HMD only) represents a transformation for a horizon indicator. Properties:
* '''angle''' (float): elevation angle of horizon line (degrees)
* '''pos0''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
* '''pos10''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].


== Vector ==
=== aa - Combo key ===
Vector represents a transformation from scene position (depend on source type) to HUD plane. Properties:
* '''source''' (string): name of [[#3D Vector|3D Vector source]] source value.
* '''pos0''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
* '''pos10''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].


== ILS ==
This is the exact same as [[#dd - Main key]], but for the combo key.
ILS represents transformation for ILS (Instrument landing system). Properties:
* '''pos0''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
* '''pos3''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].


== Limit ==
If there is not a combo key, use {{ic|0x00}}.
Limit saturates preview vector transformation by box. Properties:
* '''limits''' ([x0, y0, x1, y1]): bounding box in HUD coordinates 0 -1.


= HUD Elements =
=== bb - Device types ===


A HUD Element represents one graphic entity. It defines what and how will be drawn.
This specifies the type of the main key, and optionally the combo key.
A HUD Element's type is defined by type property in HUD Element class (e.g.: type = line;).


== Line ==
For a single keybind, use {{ic|INPUT_DEVICE_SOLO_xx}}, but for a combo keybind add together the results of {{ic|INPUT_DEVICE_COMBO_xx}} and {{ic|INPUT_DEVICE_MAIN_xx}}.
Lines (or multi-lines - line with more segments) are defined by an array of points.


* '''points''' (array): An array of points. For more details on how to define a point, see [[#Point Definition|here]].
<syntaxhighlight lang="cpp">
* '''width''' (float): width of line segments.
// Secondary combo types:
* '''lineType ''' (float): Set type of line - supported values:
#define INPUT_DEVICE_COMBO_KB 0x00100000 // Keyboard button (key)
** 0 - full line
#define INPUT_DEVICE_COMBO_MB 0x00300000 // Mouse button
** 1 - dotted line
#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button
** 2 - dashed line
#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV
** 3 - dot-dashed line.
#define INPUT_DEVICE_COMBO_XI 0x00900000 // XBox controller (XInput)


One points array can define one or more lines. Lines must be split by a separator. A separator is an empty array {}. See example below.
// Main combo types:
#define INPUT_DEVICE_MAIN_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_MAIN_MA 0x00020000 // Mouse axis
#define INPUT_DEVICE_MAIN_KB 0x00030000 // Keyboard button (key)
#define INPUT_DEVICE_MAIN_JB 0x00040000 // Joystick button
#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis
#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV
#define INPUT_DEVICE_MAIN_XI 0x00070000 // XBox controller (XInput)
#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device


<syntaxhighlight lang="cpp">
// Device types:
points[] = {
#define INPUT_DEVICE_SOLO_KB 0x00000000 // Keyboard button (key)
// one-segment line
#define INPUT_DEVICE_SOLO_MB 0x00010000 // Mouse button
{ bone, { 0, 0 }, 1 },
#define INPUT_DEVICE_SOLO_JB 0x00020000 // Joystick button
{ bone, { 1, 1 }, 1 },
#define INPUT_DEVICE_SOLO_JA 0x00030000 // Joystick axis
{}, // line separator
#define INPUT_DEVICE_SOLO_JP 0x00040000 // Joystick POV
// rectangle: 4-segments multi-line
#define INPUT_DEVICE_SOLO_XI 0x00050000 // XInput device
{ bone, { 0, 0 }, 1 },
#define INPUT_DEVICE_SOLO_TR 0x00080000 // EyeXTracker, TrackIR, FreeTrack, ... exclusive, in this preference
{ bone, { 1, 0 }, 1 },
#define INPUT_DEVICE_SOLO_MA 0x00100000 // Mouse axis
{ bone, { 1, 1 }, 1 },
{ bone, { 0, 1 }, 1 },
{ bone, { 0, 0 }, 1 }
};
</syntaxhighlight>
</syntaxhighlight>


== Text ==
=== cc - Main key additional info ===
Draws the value defined as the source in text. Properties:
* '''align''' (string): text alignment. Valid options: left, right, center.
* '''scale''' (float): font size
* '''source''' (string): name of string source value. See [[#String|String sources]] for more details
* '''sourceScale''' (float): multiplier of source value. For non static source only
* '''sourceLength''': format source value: number of characters to draw , rest is filled with "0"
* '''sourceIndex''': used with weapon & ammo sources. i.e. {{ic|sourceindex {{=}} 0;}} with {{ic|source {{=}} "weapon";}} to get name of first weapon from vehicles {{ic|weapons[]}} array in config. It also works with ammo.
* '''sourcePrecision''': format source value: number of characters afters decimal dot.
* '''refreshRate''': refresh rate of source ranging from 0 to 1 seconds. Can be used to simulate old MFDs with low FPS
* '''text''' (string): static text to draw. For {{ic|static}} source, or the format specification for the {{ic|time}} source.
* '''pos''' ([[#Point Definition|point]]): position of text. It is the same as one point in line definition.
* '''right''' ([[#Point Definition|point]]): right direction of text. It is the same as one point in line definition.
* '''down''' ([[#Point Definition|point]]): down direction of text. It is the same as one point in line definition.


== Polygon ==
Depending on what the main key is, this can provide additional parameters to the main key
Draws a polygon. Accepts 3 or 4 points only. Properties:
 
* '''texture''' (string): if present, it will draw selected texture on created polygon.
The most common is double tap.
* '''points''' (array) one or more groups of 3 to 4 [[#Point Definition|points]] for drawing.


{{Feature|warning|The drawing of pictures is quite heavy for the game engine. It is recommended to keep the number of textures to around 10-15. <!--
-->Above that value expect a performance impact.}}
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class PolygonTest
#define MAIN_INFO_NONE 0x00000000
{
#define MAIN_INFO_DOUBLE_TAP 0x00000100
color[] = { 0.082, 0.408, 0.039 }; // use to define color
class Polygon
{
type = "polygon";
texture = "a3\Data_f\Images\Mod_Base_logo_ca.paa"; // only alpha channel will be used for drawing
points[] =
{
// space where texture should be drawn
{
{ { 0, 0.1 }, 1 },
{ { 1, 0.1 }, 1 },
{ { 1, 1 }, 1 },
{ { 0, 1 }, 1 }
}
};
};
};
</syntaxhighlight>
</syntaxhighlight>


== PylonIcon ==
=== dd - Main key ===
Draws the MFD definition of a pylon , defined in that pylon's contents' mfdElements definition. Properties:
* '''pos''' (array): position of pylon icon. It is the same as one point in line definition. For more details, see [[#Point Definition|here]].
* '''pylon''' (float): index of pylon (start from 1)
* '''name ''' (string): class name in cfgMagazines/mfdElements


<spoiler text='Show "class CfgMagazines"'>
==== Keyboard Input ====
<syntaxhighlight lang="cpp">
class CfgMagazines
{
//... some config ...//


// magazines definition
For keyboard input, the main key is the [[DIK KeyCodes|DIK keycode]] of the corresponding key.
class magazine_Missile_AGM_KH25_x1 : VehicleMagazine
{
//... some config ...//


// mfdElements - class where
==== Mouse Button ====
class mfdElements
{
class Plane_Fighter_02 // unique name that you can later reference in plane MFD
{
class Bones {}; // bones are supported
class Draw
{
class BackgroundGroup
{
color[] = { 0.0, 0.0, 0.0 };
// black background
class Background
{
type = polygon;
points[] =
{
{
{ { __EVAL(-0.015 + 0.15), __EVAL(-0.10 + 0.075) }, 1 },
{ { __EVAL(+0.015 + 0.15), __EVAL(-0.10 + 0.075) }, 1 },
{ { __EVAL(+0.015 + 0.15), __EVAL(+0.10 + 0.075) }, 1 },
{ { __EVAL(-0.015 + 0.15), __EVAL(+0.10 + 0.075) }, 1 }
};
};
};
};
class Default
{
condition = "PylonAmmoRelative>0+PylonSelected";
color[] = {0.94,0.83,0};
alpha = 0.22;
class Shape
{
type = line;
width = 4.0;
points[] =
{
// some shape
};
};
HUD_TEXT_STATIC(0.00 + 0.15, 0.00 + 0.01, 0.020, 0.025, center, "I", PylonText1)
HUD_TEXT_STATIC(0.00 + 0.15, 0.02 + 0.01, 0.020, 0.025, center, "R", PylonText2)
};
class Selected: Default
{
condition = "(PylonSelected + PylonAmmoRelative) / 2";
alpha = 1;
color[] = { 0, 0.12, 0 };


class Shape: Shape {};
For mouse button input, you use the following value, added to an offset depending on if you would like a click or a hold.
class PylonText1: PylonText1 {};
class PylonText2: PylonText2 {};
};
class Empty: Selected
{
condition = "PylonAmmoRelative <= 0";
color[] = { 1.0, 0.0, 0.0, 1.0 };
class Shape: Shape {};
class PylonText1: PylonText1 {};
class PylonText2: PylonText2 {};
};
};
};
class Plane_Fighter_03 // unique name that you can later reference in plane MFD
{
//... some config ...//
};
// etc.
};
};
};
</syntaxhighlight>
</spoiler>


<spoiler text='Show "class CfgVehicles"'>
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class CfgVehicles
enum MouseButtons
{
{
class Plane_Fighter_02_base_F
MOUSE_BUTTONS_LEFT = 0,
{
MOUSE_BUTTONS_RIGHT = 1,
// ...
MOUSE_BUTTONS_MIDDLE = 2,
class MFD
MOUSE_BUTTONS_CUSTOM_1 = 3,
{
MOUSE_BUTTONS_CUSTOM_2 = 4,
class AirplaneMFD
MOUSE_BUTTONS_CUSTOM_3 = 5,
{
MOUSE_BUTTONS_CUSTOM_4 = 6,
globalProperty = ...; // global HUD properties
MOUSE_BUTTONS_CUSTOM_5 = 7
 
};
// bones definitions
class Bones
{
class Center
{
type = fixed;
pos[] = {0.52, 0.29};
};
};
class Draw
{
//...
//...


condition = on;
#define MOUSE_CLICK_OFFSET          0x00    // Offset for mouse button click (compared to hold)
class Pylon1
#define MOUSE_CLICK_OFFSET          0x80    // Offset for mouse button click (compared to hold)
{
type = "pylonicon";
pos[] = { Center, { __EVAL(+0.4), 0.00 }, 1 };
pylon = 1;
name = "Plane_Fighter_02"; // if mfdElements exist with "Plane_Fighter_02" class,
// in config of magazine that is mounted on 1st pylonmagazine mounted on 1st pylon,
// then draw MFD which is defined here
};
class Pylon2: Pylon1
{
pos[] = { Center, { __EVAL(-0.4), 0.00 }, 1 };
pylon = 2;
};
class Pylon3: Pylon1
{
pos[] = { Center, { __EVAL(+0.35), 0.47 }, 1 };
pylon = 3;
};
class Pylon4: Pylon1
{
pos[] = { Center, { __EVAL(-0.35), 0.47}, 1 };
pylon = 4;
};
class Pylon5: Pylon1
{
pos[] = { Center, { __EVAL(+0.18), 0.47 }, 1 };
pylon = 5;
};
class Pylon6: Pylon1
{
pos[] = { Center, { __EVAL(-0.18), 0.47 }, 1 };
pylon = 6;
};
};
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>
</spoiler>


== Scale ==
==== Mouse Axis ====
Draws a horizontal or vertical bar indicator. A scale HUD-Element can't use bones for transformation. Properties:
* '''align''' (string): text alignment. Valid options: left, right, center.
* '''scale''' (float): font size
* '''source''' (string): name of float source value. See sources for more details
* '''NeverEatSeaWeed''' (integer): 1 - will show "N,E,S,W", 2 - will show "N,NE,E,SE,S,SW,W,NW" in the heading scale
* '''sourceScale''' (float): multiplier of source value
* '''horizontal''' (bool): true for horizontal bar, false for vertical bar
* '''pos''' ([x, y]): position of text item related to top position. It is for text range definition, final position of text will be move to related line.
* '''right''' ([x, y]): right direction of text item related to top position.
* '''down''' ([x, y]): down direction of text item related to top position.
* '''step''' (float): amount of source between two lines.
* '''stepSize''' (float): length between two lines.
* '''lineXleft''' (float): left/top position of one normal line in vertical/horizontal bar
* '''lineYright''' (float): right/bottom position of one normal line in vertical/horizontal bar
* '''lineXleftMajor''' (float): left/top position of one major line in vertical/horizontal bar
* '''lineYrightMajor''' (float): right/bottom position of one major line in vertical/horizontal bar
* '''top''' (float): top position of bar indicator (left for horizontal indicator)
* '''bottom''' (float): bottom position of bar indicator (right for horizontal indicator)
* '''center''' (float): center position of bar indicator
* '''majorLineEach''' (int): granularity of major lines
* '''numberEach''' (int): granularity of lines with text value
* '''min''' (float): min valid value, lower values will be ignored. min value is already affected by sourceScale
* '''max''' (float): max valid value, higher values will be ignored. max value is already affected by sourceScale


== Radar ==
Draws geometry around entities. Properties:
* '''pos0''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
* '''pos10''' ([x, y]): scene to HUD plane transformation. For more details, see [[#Scene To HUD Transformation|here]].
* '''points''' (array): defines graphics which will be rendered around each entity. For more details, see [[#Point definition|here]].
== RadarToView ==
Uses the same parameters as '''Radar''', but for a HMD.
== Turret ==
It is uused on a Blackfoot's gunner aim box. Properties:
* '''pos0''' ([x, y]): scene to HUD plane transformation, in spherical this is offset
* '''pos10''' ([x, y]): scene to HUD plane transformation, in spherical pos10 is a scale
* '''projection''' (float): defines projection type. Default value is 1. Use 0 for spherical projection.
== TurretToView ==
Uses the same parameters as '''Turret''', but for a HMD. Properties:
== Group ==
Allows for the creation of a HUD-Elements hierarchy. It can change attributes for its child elements. Group elements don't have graphics. Properties:
* '''color''' ([r, g, b, a]): color of HUD-Elements graphics. Since A3 1.73+ it is possible to use simple expression with day time, "nvg" or "userXX" values
* '''alpha''' (int: 0-255): alpha of HUD-Elements graphics. Since A3 1.73+ it is possible to use simple expression with day time, "nvg" or "userXX" values
* '''clipTL''' ([x, y]): top left corner of clipping area (range is [0, 0] - [1, 1])
* '''clipBR''' ([x, y]): bottom right corner of clipping area (range is [0, 0] - [1, 1])
* '''clipTLParallax''' ([x, y]): top left corner of clipping area (range is [0, 0] - [1, 1]) - parallaxed
* '''clipBRParallax''' ([x, y]): bottom right corner of clipping area (range is [0, 0] - [1, 1]) - parallaxed
* '''blinkingPattern''' ([intervals]): define blinking pattern for group HUD elements. combination with condition is possible.
** '''blinkingStartsOn''' (bool): define blinking state at the start.
* '''condition''' (string): condition for enable/disable child elements. Since 1.69 it is also possible to use float sources (like "speed", "rpm", etc.) as a condition, mathematical operators and even [[Simple Expression|simple expressions]]. Available conditions:
** '''on''': engine is on
** '''ils''': ILS system is activated
** '''mgun''': machine gun is selected
** '''missile''': missile is activated
** '''aamissile''': air lock air missile
** '''atmissile''': air lock ground missile
** '''rocket''': rocket is selected
** '''bomb''': bomb is selected
** '''flaps''': flaps out (for airplanes only)
** '''lights''': landing lights are on
** '''collisionlights''': anti-collision lights are on
** '''stall''': plane stalling (for airplanes only)
** '''simulArma''': standard helicopter simulation (for helicopters only)
** '''simulRTD''': advanced helicopter simulation - RTD (for helicopters only)
** '''incomingmissile''': you are locked by incoming missile
** '''missilelocking''': locking of your missile is in progress
** '''missilelocked''': missile is locked
** '''wpvalid''': unfinished waypoint[s]
** '''laseron''': laser designator is activated
** '''activeSensorsOn''': radar is activated
** '''weaponX''': returns true if X entry from vehicle weapons[] array is selected
** '''pilotcameralock''': returns targeting pod lock mode - 0 disabled, 1 locked to terrain, 2 locked to objects
** '''autohover''': returns 1 when auto hover in helicopter is engaged
** '''user0 ''': (up to user50): custom condition which can be changed by scripting command [[setUserMFDvalue]]
** '''pylonSelected''': returns 1 if pylon is selected. add number at the end when using outside of magazine mfd (i.e. pylonSelected1)
** '''pylonEmpty''': returns 1 if there is nothing mounted on designated pylon
** '''pylonMagazineEmpty:''': returns 1 if magazine is empty on designated pylon
** '''vtolMode:''': returns vectoring angle (goes from 0 - horizontal, to 1 - vertical mode)
** '''nvg:''': night vision goggles are used
= Sources =
A source represents a value which can modify position of some types of bones (e.g.: angle of analog speedometer pointer) or value of some HUD elements (e.g.: altitude as text, heading bar direction, etc.). Currently there are 3 types of sources: [[#Float|'''Float''']], [[#3D Vector|'''3D Vector''']] and [[#String|'''String''']].
Source types are defined by the '''source''' property in a bone or HUD Element class (e.g.: {{ic|source {{=}} speed;}}) and some may take in additional parameters as other attributes.
== Float ==
Float sources represent a numeric value. They are is used by [[#Linear|'''Linear''']] and [[#Rotational|'''Rotational''']] bones and [[#Scale|'''Scale''']] HUD-Elements.
Available values:
* '''altitudeAGL''': altitude above ground level (m)
* '''altitudeASL''': Altitude above sea level (m)
* '''coordinateX''': X coordinate of plane position in the world (m)
* '''coordinateY''': Y coordinate of plane position in the world (m)
* '''speed''': speed of airplane (m/s)
* '''rpm''': revolutions per minute of engine
* '''vspeed''': vertical speed (m/s)
* '''fuel''': fuel state (0-1)
* '''targetDist''': distance to target (m)
* '''impactDistance''': distance to impact point (m)
* '''heading''': heading of airplane (degrees)
* '''cameraDir''': direction of head (degrees)
* '''horizonBank''': horizon bank of airplane (radians)
* '''horizonDive''': horizon dive of airplane (radians)
* '''windage''': direction of wind (degrees)
* '''throttle''': analogue throttle value (0-1)
* '''rtdCollective''': collective state (0-1) - value is valid for helicopters with advanced RTD simulation only
* '''rtdRotorTorque''': rotor torque state (0-1) - value is valid for helicopters with advanced RTD simulation only
* '''rtdGForce''': actual G-Force value - value is valid for helicopters with advanced RTD simulation only
* '''rtdRpm1''': scaled revolutions per minute of engine #1 - value is valid for helicopters with advanced RTD simulation only
* '''rtdRpm2''': scaled revolutions per minute of engine #2 - value is valid for helicopters with advanced RTD simulation only
* '''rtdRpm3''': scaled revolutions per minute of engine #3 - value is valid for helicopters with advanced RTD simulation only
* '''ClockHour''': time of day on scale (0-1) consistent with clockHour animation source (that means 12 hours cycle)
* '''ClockMinute''': time of hour on scale (0-1) consistent with clockMinute animation source
* '''ClockSecond''': time of minute on scale (0-1) consistent with clockSecond animation source
* '''WPDist''': distance to current waypoint/steerpoint
* '''WPIndex''': index of next waypoint
* '''MissileFlightTime''': expected time to impact target
* '''AoA''': plane Angle of Attack
* '''gmeter, gmeterX, gmeterY, gmeterZ''': G-forces
* '''gmeterGrav, gmeterXGrav, gmeterYGrav, gmeterZGrav''': G-forces + gravitational force
* '''cmAmmo''': count of current countermeasures
* '''cmWeapon''': names of current countermeasures
* '''vtolvectoring''': current vectoring angle (goes from 0 to 1)
* '''pylonAmmo''': current amount of ammo on pylon. when using outside of magazine mfd (aka mfdElements) add number at the end (i.e. pylonAmmo1) if you want to use it as a condition or use sourceIndex
* '''pylonAmmoRelative''': current amount of ammo on pylon in 0-1 scale. when using outside of magazine mfd (aka mfdElements) add number at the end (i.e. pylonAmmoRelative1) if you want to use it as a condition or use sourceIndex
* '''cameraHeadingDiff''': ​angle between camera and default look direction (from -180 to 180)
* '''cameraHeadingDiffX''': angle between camera and default look direction (from -180 to 180 - only in X axis)
* '''cameraHeadingDiffY''': angle between camera and default look direction (from -180 to 180 - only in Y axis)
* '''targetHeight''': height (ASL) of currently selected target
* '''weaponHeading''': heading of turret in degrees (goes from 0 to 360)
* '''laserDist''': distance to target read from laser range finder
* '''turretworld''': direction of turret in [x,y] format - x is equal to body parameter in turret config while y is equivalent of gun property. Example usage: source = "[y]turretworld";
== 3D Vector ==
These sources represent a 3D vector value. It is used by [[#Vector|'''Vector''']] bone only.
* '''velocity''': velocity of airplane
* '''velocityToView''': velocity of airplane transformed to current view (for HMD) - don't combine with forward transformation!
* '''target''': locked target position
* '''targetToView''': locked target position transformed to current view (for HMD) - don't combine with forward transformation!
* '''weapon''': primary gun direction
* '''weaponToView''': primary gun direction transformed to current view (for HMD) - don't combine with forward transformation!
* '''forward''': forward direction of airplane
* '''impactpoint''': position of CCIP (constantly computed impact point)
* '''impactpointtoview''': CCIP for HMD
* '''impactpointweaponRelative''': Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list
* '''impactpointtoviewweaponRelative''': Impact point calculated at the distance to currently selected target. If there is no target then it is working like regular CCIP. Requires target lead (BCTargetLead aka 4) in ballisticsComputer bitflags list. HMD Variant
* '''wppoint''': position of next waypoint
* '''wppointtoview''': position of next waypoint (for HMD)
* '''pilotcamera''': Targeting Pod aim direction
* '''pilotcameratoview''': Targeting Pod aim direction - HMD variant
* '''LarTop''': missileLockMaxDistance rounded up to 1000,2000,5000,10000,15000, etc.
* '''LarAmmoMax''': missile lock maximal distance - reading missileLockMaxDistance from cfgAmmo
* '''LarAmmoMin''': missile lock minimal distance - reading missileLockMinDistance from cfgAmmo
* '''LarTargetDist''': relative distance to target
* '''LarTargetSpeed''': relative speed to target
* '''airportCorner1, airportCorner2, airportCorner3, airportCorner4''': airport corners
* '''airportCorner1ToView, airportCorner2ToView, airportCorner3ToView, airportCorner4ToView''': airport corners (for HMD)
== String ==
These sources represent numeric values (extended float values) that are converted into a string. It is used by  [[#Text|'''Text''']] HUD Element only.
* '''altitudeAGL''': altitude above ground level (m)
* '''altitudeASL''': Altitude above sea level (m)
* '''coordinateX''': X coordinate of plane position in the world (m)
* '''coordinateY''': Y coordinate of plane position in the world (m)
* '''speed''': speed of airplane (m/s)
* '''rpm''': revolutions per minute of engine
* '''vspeed''': vertical speed (m/s)
* '''fuel''': fuel state (0-1)
* '''targetDist''': distance to target (m)
* '''heading''': heading of airplane (degrees)
* '''horizonBank''': horizon bank of airplane (radians)
* '''horizonDive''': horizon dive of airplane (radians)
* '''windage''': direction of wind (degrees)
* '''rtdCollective''': collective state (0-1) - value is valid for helicopters with advanced RTD simulation only
* '''rtdRotorTorque''': rotor torque state (0-1) - value is valid for helicopters with advanced RTD simulation only
* '''rtdGForce''': actual G-Force value - value is valid for helicopters with advanced RTD simulation only
* '''rtdRpm1''': scaled revolutions per minute of engine #1 - value is valid for helicopters with advanced RTD simulation only
* '''rtdRpm2''': scaled revolutions per minute of engine #2 - value is valid for helicopters with advanced RTD simulation only
* '''rtdRpm3''': scaled revolutions per minute of engine #3 - value is valid for helicopters with advanced RTD simulation only
* '''weapon''': weapon name
* '''ammo''': amount of ammunition and magazine
* '''static''': static text defined in config by text property
* '''time''': time in c++ format, example use: {{ic|1= source = time; text = "%X";}} - see http://www.cplusplus.com/reference/ctime/strftime/
* '''pylonMagazineName''': pylon magazine name, use together with sourceIndex if you are using it outside of mfdElements
* '''pylonMagazineNameShort''': pylon short magazine name, use together with sourceIndex if you are using it outside of mfdElements
* '''visionMode''': current optics vision mode
* '''flirMode''': current optics FLIR mode
* '''ammoFormat''': reading ammo from displayNameMFDFormat cfgMagazines property "displayNameMFDFormat"
* '''userText''': custom text which can be changed by scripting command SetUserMFDtext. Available indexes from 0 to 49, use sourceIndex to pick correct value. Example : source = "userText";sourceIndex = 1;
= Scene To HUD Transformation =
Transformation of 3D vector from scene to 2D vector on HUD plane is implemented by two 2D vectors:
* '''pos0''': 2D position on HUD plane of ray defined by source (center)
* '''pos10''': 2D position on HUD plane of ray, which have angle to previous ray 10 degrees in axes X and Y
* '''pos3''': the same as pos10, but angle is 3 degrees only. It is used in ILS.
[[Image:MFD_pos0_pos10.jpeg|400px]]
Example:
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class Velocity
enum MouseAxis
{
{
type = vector;
MOUSE_AXIS_LEFT = 0,
source = velocity;
MOUSE_AXIS_RIGHT = 1,
pos0[] = { 0.5, 0.5 }; // center of HUD for source vector
MOUSE_AXIS_UP = 2,
pos10[] = { 0.2, 0.2 }; // 20% offset for 10 degrees vector
MOUSE_AXIS_DOWN = 3, // Last actual mouse axis, change N_MOUSE_AXES if adding new axis
MOUSE_AXIS_WHEEL_UP = 4,
MOUSE_AXIS_WHEEL_DOWN = 5
};
};
</syntaxhighlight>
</syntaxhighlight>


==== Head Tracker ====


= Point Definition =
For head tracker or mouse axis input, the following constants are available:
 
Each point can be transformed by more bones (bones chain). A point is defined as a chain of Triplets. A triplet defines one transformation step for a point:
 
Triplet components:
* '''bone name''' (string): name of bone for a point transformation.
* '''offset''' ([x, y]): offset applied to transformation.
* '''weight''' (float): weight to multiply transformation.
 
To construct a valid triplet, there must at least one of the bone names or triplets, and the weight definition. If unnecessary, either the bone name or the offset can be omitted - just not both.


Example triplets:
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
points[] =
enum MovementTrackerAxis
{
{
{ boneName, { offsetX, offsetY }, weight }, // full definition
TRACK_PITCH = 0, // Up / down rotation
{ { offsetX, offsetY }, weight }, // without bone
TRACK_YAW = 1, // Left / right rotation
{ boneName, weight }, // without offset
TRACK_ROLL = 2, // Side roll
{ boneName, { [boneName transform only coordinates in this group], 0, 0 }, weight }, // the same as previous one
TRACK_X = 3, // Left / right move
{ 1 } // ERROR: weight only
TRACK_Y = 4, // Up / down move
TRACK_Z = 5     // Forward / backward move
};
};
</syntaxhighlight>
</syntaxhighlight>


== Transformation Chain ==
==== Joysticks ====
Each point can be transformed by 1 or more triplet. A transformation chain is defined as an array of triplets. The transformation order is from left to right.


Example (without offsets to simplify):
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
points[] =
#define N_JOYSTICK_AXES 8 // 3 normal, 3 rotate, 2 sliders
{
#define N_JOYSTICK_POV 8 // 8 directional stick
{ bone, 1 }, // 1 transformation
{ bone1, 1, bone2, 1 }, // 2 transformations
{ bone1, 1, bone2, 1, bone3, 1 } // 3 transformations
// etc...
};
</syntaxhighlight>
</syntaxhighlight>
There are up to 256 joystick buttons available.


{{ConfigPage|end}}
{{GameCategory|arma3|Editing}}
[[Category:Introduced with {{arma3}} version 2.06]]

Revision as of 18:59, 18 November 2021

As of Arma 3 logo black.png2.06, mods are able to define keys that can be bound by the user in the keybindings.

class CfgUserActions
{
	class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
	{
		displayName = "";
		tooltip = "";
		onActivate = "['TAG_MyActionName', true] call TAG_fnc_MyHandler";		// _this is always true.
		onDeactivate = "['TAG_MyActionName', false] call TAG_fnc_MyHandler";	// _this is always false.
		onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler";	// _this is the scalar analog value.
		analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
	};
};

Adding a new key

Defining a new action in CfgUserActions

class CfgUserActions
{
	class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
	{
		displayName = "My Test Action";
		tooltip = "This action is for testing.";
		onActivate = "_this call TAG_fnc_MyHandler";		// _this is always true.
		onDeactivate = "_this call TAG_fnc_MyHandler";		// _this is always false.
		onAnalog = "_this call TAG_fnc_MyAnalogHandler";	// _this is the scalar analog value.
		analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).
	};
};

Defining a default keybind in CfgDefaultKeysPresets

class CfgDefaultKeysPresets
{
	class Arma2 // Arma2 is inherited by all other presets.
	{
		class Mappings
		{
			TAG_MyActionName[] = {
				0x25, // DIK_K
				"256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K.
				"0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button".
			};
		};
	};
};
If the key code is large enough, for example 0x1D130023 (Ctrl + H), then adding values may lead to a wrong result due to rounding errors (see Number - Floating-point Precision). As such, it is recommended to do the calculation manually and use that value instead.

Adding a keybind to the keybind options dialog

class UserActionGroups
{
	class ModSection // Unique classname of your category.
	{
		name = "Mod Section"; // Display name of your category.
		isAddon = 1;
		group[] = {"TAG_MyActionName"};
	};
};

Setting up a collision group (optional)

Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings:

class UserActionsConflictGroups
{
	class ActionGroups
	{
		TAG_MyActionGroup[] = {"TAG_MyActionName"};
	};

	class CollisionGroups
	{
		// Add your group to an existing collision group:
		carMove[] += {"TAG_MyActionGroup"};

		// Or alternatively add your own collision group (which is usually preferrable):
		TAG_MyActionGroupCollisions[] = {"basic", "vehBasic", "HeadMove", "TAG_MyActionGroup"};
	};
};


Scripted Event Handlers

addUserActionEventHandler ["ReloadMagazine", "Activate", { systemChat "Reloading!"; removeUserActionEventHandler ["ReloadMagazine", "Activate", _thisEventHandler]; }]; The persistence of these EHs is the same as that of Mission Event Handlers - they are scoped per mission and get removed when the mission ends.

See Also:


Defining key codes

A key code is defined by 4 bytes (2 hexadecimal digits), each containing a different part of the keycode:

0x aa bb cc dd
Description Combo key Device types Main key additional info Main key
Examples Result
1. A + 2×B DIK_A (0x1E) INPUT_DEVICE_COMBO_KB + INPUT_DEVICE_MAIN_KB (0x13) DOUBLE TAP (0x10) DIK_B (0x30) 0x1E130130
2. A + Middle Mouse Button DIK_A (0x1E) INPUT_DEVICE_COMBO_KB + INPUT_DEVICE_MAIN_MB (0x11) None (0x00) MOUSE_BUTTONS_MIDDLE (0x02) 0x1E110002
3. A + Mouse Left (Move) DIK_A (0x1E) INPUT_DEVICE_COMBO_KB + INPUT_DEVICE_MAIN_MB (0x11) None (0x00) MOUSE_AXIS_LEFT (0x00) 0x1E110000
4. Left Mouse Button + Middle Mouse Button MOUSE_BUTTONS_MIDDLE(0x02) INPUT_DEVICE_COMBO_MB + INPUT_DEVICE_MAIN_MB (0x31) None (0x00) MOUSE_BUTTONS_LEFT (0x00) 0x02310000

aa - Combo key

This is the exact same as #dd - Main key, but for the combo key.

If there is not a combo key, use 0x00.

bb - Device types

This specifies the type of the main key, and optionally the combo key.

For a single keybind, use INPUT_DEVICE_SOLO_xx, but for a combo keybind add together the results of INPUT_DEVICE_COMBO_xx and INPUT_DEVICE_MAIN_xx.

// Secondary combo types:
#define INPUT_DEVICE_COMBO_KB 0x00100000 // Keyboard button (key)
#define INPUT_DEVICE_COMBO_MB 0x00300000 // Mouse button
#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button
#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV
#define INPUT_DEVICE_COMBO_XI 0x00900000 // XBox controller (XInput)

// Main combo types:
#define INPUT_DEVICE_MAIN_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_MAIN_MA 0x00020000 // Mouse axis
#define INPUT_DEVICE_MAIN_KB 0x00030000 // Keyboard button (key)
#define INPUT_DEVICE_MAIN_JB 0x00040000 // Joystick button
#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis
#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV
#define INPUT_DEVICE_MAIN_XI 0x00070000 // XBox controller (XInput)
#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device

// Device types:
#define INPUT_DEVICE_SOLO_KB 0x00000000 // Keyboard button (key)
#define INPUT_DEVICE_SOLO_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_SOLO_JB 0x00020000 // Joystick button
#define INPUT_DEVICE_SOLO_JA 0x00030000 // Joystick axis
#define INPUT_DEVICE_SOLO_JP 0x00040000 // Joystick POV
#define INPUT_DEVICE_SOLO_XI 0x00050000 // XInput device
#define INPUT_DEVICE_SOLO_TR 0x00080000 // EyeXTracker, TrackIR, FreeTrack, ... exclusive, in this preference
#define INPUT_DEVICE_SOLO_MA 0x00100000 // Mouse axis

cc - Main key additional info

Depending on what the main key is, this can provide additional parameters to the main key

The most common is double tap.

#define MAIN_INFO_NONE 0x00000000
#define MAIN_INFO_DOUBLE_TAP 0x00000100

dd - Main key

Keyboard Input

For keyboard input, the main key is the DIK keycode of the corresponding key.

Mouse Button

For mouse button input, you use the following value, added to an offset depending on if you would like a click or a hold.

enum MouseButtons
{
	MOUSE_BUTTONS_LEFT		= 0,
	MOUSE_BUTTONS_RIGHT		= 1,
	MOUSE_BUTTONS_MIDDLE	= 2,
	MOUSE_BUTTONS_CUSTOM_1	= 3,
	MOUSE_BUTTONS_CUSTOM_2	= 4,
	MOUSE_BUTTONS_CUSTOM_3	= 5,
	MOUSE_BUTTONS_CUSTOM_4	= 6,
	MOUSE_BUTTONS_CUSTOM_5	= 7
};

#define MOUSE_CLICK_OFFSET          0x00    // Offset for mouse button click (compared to hold)
#define MOUSE_CLICK_OFFSET          0x80    // Offset for mouse button click (compared to hold)

Mouse Axis

enum MouseAxis
{
	MOUSE_AXIS_LEFT = 0,
	MOUSE_AXIS_RIGHT = 1,
	MOUSE_AXIS_UP = 2,
	MOUSE_AXIS_DOWN = 3, // Last actual mouse axis, change N_MOUSE_AXES if adding new axis
	MOUSE_AXIS_WHEEL_UP = 4,
	MOUSE_AXIS_WHEEL_DOWN = 5
};

Head Tracker

For head tracker or mouse axis input, the following constants are available:

enum MovementTrackerAxis
{
	TRACK_PITCH = 0,	// Up / down rotation
	TRACK_YAW = 1,		// Left / right rotation
	TRACK_ROLL = 2,		// Side roll
	TRACK_X = 3,		// Left / right move
	TRACK_Y = 4,		// Up / down move
	TRACK_Z = 5		    // Forward / backward move
};

Joysticks

#define N_JOYSTICK_AXES		8 // 3 normal, 3 rotate, 2 sliders
#define N_JOYSTICK_POV		8 // 8 directional stick

There are up to 256 joystick buttons available.