event
Definition
-- @/lua/vehicle/input.lua:710
local function event(itype, ivalue, filter, angle, lockType, osClockHP, source)
if M.state[itype] == nil then -- probably a vehicle-specific input
log("W", "", "The vehicle-specific input event " .. dumps(itype) .. " was not defined, so gamepad smoothing, keyboard smoothing, and safe range of values is unknown. The vehicle creator should define this input event type, for example executing lua code such as 'input.state[" .. dumps(itype) .. "] = { minLimit=xxx, maxLimit=xxx, smootherKBD=..., smootherPAD=... }' during vehicle initialization (please search input.lua for more context). As safety fallback, a default definition will be used, which may or may not be suitable")
M.state[itype] = getDefaultState(itype)
end
source = source or "local"
M.lastInputs[source] = M.lastInputs[source] or {}
M.lastInputs[source][itype] = ivalue
if not M.allowedInputSources[itype] or M.allowedInputSources[itype][source] then
M.state[itype].val = ivalue
M.state[itype].filter = filter
M.state[itype].angle = angle
M.state[itype].lockType = lockType
M.state[itype].osClockHP = osClockHP
M.state[itype].source = source
end
end
Callers
@/lua/vehicle/extensions/escCalibration.lua
input.event("steering", -steeringInput, 1)
end
@/lua/vehicle/controller/pneumatics/airbrakes.lua
else
input.event("parkingbrake", 1, FILTER_KBD)
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua
local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = startDir})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = spawnRot})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
-- Show early/late/on-time status for current event (only for visible timecard entries)
if event.time then
@/lua/vehicle/controller/braking/postCrashBrake.lua
electrics.values.throttle = 0
input.event("throttle", 0, 0)
if abs(electrics.values.wheelspeed) < 0.5 or electrics.values.gearIndex < 0 then
input.event("parkingbrake", 1, 0)
state = "holding"
if input.throttle > lastThrottle * 1.1 or abs(electrics.values.wheelspeed) > 5 then
input.event("parkingbrake", 0, 0)
electrics.set_warn_signal(false)
@/lua/vehicle/extensions/perfectLaunch.lua
local function stop()
input.event("parkingbrake", 0, 1)
input.event("brake", 0, 1)
input.event("parkingbrake", 0, 1)
input.event("brake", 0, 1)
input.event("throttle", 0, 1)
input.event("brake", 0, 1)
input.event("throttle", 0, 1)
controller.mainController.setFreeze(0)
elseif state == "prepareThrottle" then
--input.event('clutch', 0, 2)
--input.event('parkingbrake', 1, 1)
--input.event('clutch', 0, 2)
--input.event('parkingbrake', 1, 1)
input.event("throttle", 1, 1)
--input.event('parkingbrake', 1, 1)
input.event("throttle", 1, 1)
state = "prepareBrake"
elseif state == "prepareBrake" then
--input.event('parkingbrake', 1, 1)
--input.event('brake', 1, 1)
--input.event('parkingbrake', 1, 1)
--input.event('brake', 1, 1)
input.event("throttle", 1, 1)
--input.event('brake', 1, 1)
input.event("throttle", 1, 1)
throttle = 1
elseif state == "go" then
input.event("throttle", throttle, 2)
input.event("parkingbrake", 0, 1)
input.event("throttle", throttle, 2)
input.event("parkingbrake", 0, 1)
input.event("brake", 0, 1)
input.event("parkingbrake", 0, 1)
input.event("brake", 0, 1)
@/lua/vehicle/extensions/test/ffbCalibration.lua
gradualInput = lastSteeringInput * clamp(elapsedGradual / timeToGradual, 0, 1)
input.event("steering", gradualInput, FILTER_DIRECT, steeringWheelLock, 1, nil, "ffbCalibration")
else
lastSteeringInput = clamp(elapsedFulllock / timeToFulllock, 0, 1)
input.event("steering", lastSteeringInput, FILTER_DIRECT, steeringWheelLock, 1, nil, "ffbCalibration")
local FFB = hydros.forceAtWheelNorm
elapsedCruise = 0
input.event("steering", 0, FILTER_DIRECT, steeringWheelLock, 1, nil, "ffbCalibration")
cruiseControl.setEnabled(false)
controller.mainController.setGearboxMode('realistic')
input.event("brake", 1, 1)
input.event("clutch", 1, 1)
input.event("brake", 1, 1)
input.event("clutch", 1, 1)
input.event("throttle", 0, 1)
input.event("clutch", 1, 1)
input.event("throttle", 0, 1)
input.event("steering", 0, FILTER_DIRECT, steeringWheelLock, 1, nil, "ffbCalibration")
input.event("throttle", 0, 1)
input.event("steering", 0, FILTER_DIRECT, steeringWheelLock, 1, nil, "ffbCalibration")
log("I", "", " >>> VLUA FFB calibration finished")
cruiseControl.setSpeed(speedTarget)
input.event("steering", 0, FILTER_DIRECT, steeringWheelLock, 1, nil, "ffbCalibration")
hydros.enableFFB = false
@/ui/lib/ext/spine-canvas.js
if (current.listener != null && current.listener.event != null)
current.listener.event(i, event_1);
for (var iii = 0; iii < listenerCount; iii++)
if (this.listeners[iii].event)
this.listeners[iii].event(i, event_1);
}
@/lua/vehicle/beamstate.lua
for k, v in pairs(data.inputs) do
input.event(k, v, 2)
end
@/lua/vehicle/controller/tech/cosimulationCoupling.lua
local evalWithModeAndFreeze = freezeOpp * evalWithMode + posPart -- Mask with the freeze channel value (0 or 1).
input.event(i1, evalWithModeAndFreeze, FILTER_DIRECT)
frozenValues[iF] = freezeOpp * evalWithModeAndFreeze + posPart -- Update the frozen value, as required.
@/lua/ge/extensions/util/screenshotCreator.lua
newVehicle:queueLuaCommand("input.event('parkingbrake', 1, 1)")
newVehicle:queueLuaCommand("input.event('throttle', 0, 2)")
newVehicle:queueLuaCommand("input.event('parkingbrake', 1, 1)")
newVehicle:queueLuaCommand("input.event('throttle', 0, 2)")
newVehicle:queueLuaCommand("controller.mainController.setEngineIgnition(false)")
@/lua/ge/extensions/core/vehicle/manager.lua
vehicle:queueLuaCommand('input.event("clutch", 0, 0)')
end
@/lua/ge/extensions/editor/gen/decal.lua
--[[
input.event("steering", steering, "FILTER_AI", nil, nil, nil, "ai")
input.event("throttle", throttle, "FILTER_AI", nil, nil, nil, "ai")
input.event("steering", steering, "FILTER_AI", nil, nil, nil, "ai")
input.event("throttle", throttle, "FILTER_AI", nil, nil, nil, "ai")
input.event("brake", brake, "FILTER_AI", nil, nil, nil, "ai")
input.event("throttle", throttle, "FILTER_AI", nil, nil, nil, "ai")
input.event("brake", brake, "FILTER_AI", nil, nil, nil, "ai")
input.event("parkingbrake", parkingbrake, "FILTER_AI", nil, nil, nil, "ai")
input.event("brake", brake, "FILTER_AI", nil, nil, nil, "ai")
input.event("parkingbrake", parkingbrake, "FILTER_AI", nil, nil, nil, "ai")
]]
-- veh:queueLuaCommand('ai.driveToTarget("'..car.target.x..'_'..car.target.y..'_'..cpos.x..'_'..cpos.y..'_'..cvel.y..'_'..cvel.y..'",0.2,0,5,"1")')
-- input.event("throttle", 2, "FILTER_AI", nil, nil, nil, "ai")
-- guihooks.trigger("AIStateChange") --, getState())
@/lua/vehicle/scriptai.lua
local function driveCar(steering, throttle, brake, parkingbrake)
input.event("steering", clamp(-steering, -1, 1), 1)
input.event("throttle", clamp(throttle, 0, 1), 2)
input.event("steering", clamp(-steering, -1, 1), 1)
input.event("throttle", clamp(throttle, 0, 1), 2)
input.event("brake", clamp(brake, 0, 1), 2)
input.event("throttle", clamp(throttle, 0, 1), 2)
input.event("brake", clamp(brake, 0, 1), 2)
input.event("parkingbrake", clamp(parkingbrake, 0, 1), 2)
input.event("brake", clamp(brake, 0, 1), 2)
input.event("parkingbrake", clamp(parkingbrake, 0, 1), 2)
end
if engageParkingbrake then
input.event("parkingbrake", 1, 2)
end
@/lua/ge/extensions/tech/adasUltrasonic.lua
be:queueObjectLua(vid, "input.event('brake', 0)")
be:queueObjectLua(vid, "input.event('throttle', 0)")
be:queueObjectLua(vid, "input.event('brake', 0)")
be:queueObjectLua(vid, "input.event('throttle', 0)")
@/lua/common/event.lua
-- A simple event (delegates) class
@/ui/lib/ext/angular/angular-animate.js
*
* * `event` - The DOM event (e.g. enter, leave, move). When used, a generated CSS class of `ng-EVENT` and `ng-EVENT-active` will be applied
* to the element during the animation. Multiple events can be provided when spaces are used as a separator. (Note that this will not perform any DOM operation.)
*
* The key thing to remember here is that, depending on the animation event (which each of the directives above trigger depending on what's going on) two
* generated CSS classes will be applied to the element; in the example above we have `.ng-enter` and `.ng-enter-active`. For CSS transitions, the transition
@/lua/vehicle/ai.lua
local function driveCar(steering, throttle, brake, parkingbrake)
input.event("steering", steering, "FILTER_AI", nil, nil, nil, "ai")
input.event("throttle", throttle, "FILTER_AI", nil, nil, nil, "ai")
input.event("steering", steering, "FILTER_AI", nil, nil, nil, "ai")
input.event("throttle", throttle, "FILTER_AI", nil, nil, nil, "ai")
input.event("brake", brake, "FILTER_AI", nil, nil, nil, "ai")
input.event("throttle", throttle, "FILTER_AI", nil, nil, nil, "ai")
input.event("brake", brake, "FILTER_AI", nil, nil, nil, "ai")
input.event("parkingbrake", parkingbrake, "FILTER_AI", nil, nil, nil, "ai")
input.event("brake", brake, "FILTER_AI", nil, nil, nil, "ai")
input.event("parkingbrake", parkingbrake, "FILTER_AI", nil, nil, nil, "ai")
@/lua/vehicle/controller/vehicleController/vehicleController.lua
if not speed then -- not a typical car, so just set the pbrake as instructed
input.event("parkingbrake", ivalue, filter)
end
if rolling or skidding or isAxis then
input.event("parkingbrake", ivalue, filter) -- transparent use / temporary pbrake
elseif ivalue > 0.5 then -- car is parked, use onDown to toggle pbrake
@/lua/ge/extensions/tech/impactgen/crashOutput.lua
if dmg > 10 then
veh:queueLuaCommand('input.event("throttle", 0, 1)')
veh:queueLuaCommand('input.event("brake", 0, 1)')
veh:queueLuaCommand('input.event("throttle", 0, 1)')
veh:queueLuaCommand('input.event("brake", 0, 1)')
veh:queueLuaCommand('input.event("parkingbrake", 1, 1)')
veh:queueLuaCommand('input.event("brake", 0, 1)')
veh:queueLuaCommand('input.event("parkingbrake", 1, 1)')
if other ~= nil then
other:queueLuaCommand('input.event("throttle", 0, 1)')
other:queueLuaCommand('input.event("parkingbrake", 1, 1)')
other:queueLuaCommand('input.event("throttle", 0, 1)')
other:queueLuaCommand('input.event("parkingbrake", 1, 1)')
end
other:queueLuaCommand('input.event("throttle", ' .. tostring(throttle) .. ', 1)')
other:queueLuaCommand('input.event("throttle", ' .. tostring(throttle) .. ', 1)')
if throttle > 0 then
ego:queueLuaCommand('input.event("throttle", ' .. tostring(throttle) .. ', 1)')
else
else
ego:queueLuaCommand('input.event("brake", ' .. tostring(-throttle) .. ', 1)')
end
@/lua/vehicle/extensions/tech/adasInput.lua
else
input.event(key, val, 1, nil, nil, nil, 'adas')
end
@/lua/vehicle/controller/tech/tyreBarrier.lua
-- Ensure the steering is fixed straight ahead and the brakes are fully off, throughout the test.
input.event("steering", 0.0)
input.event("brake", 0.0)
input.event("steering", 0.0)
input.event("brake", 0.0)
input.event("parkingBrake", 0.0)
input.event("brake", 0.0)
input.event("parkingBrake", 0.0)
@/lua/vehicle/input.lua
end
event("steering", kbdSteerRight - kbdSteerLeft, filter)
end
if val > 0 then
event("throttle", val, filter)
event("brake", 0, filter)
event("throttle", val, filter)
event("brake", 0, filter)
else
else
event("throttle", 0, filter)
event("brake", -val, filter)
event("throttle", 0, filter)
event("brake", -val, filter)
end
@/lua/vehicle/extensions/tech/trailSim.lua
cruiseControl.setSpeed(targetSpeed)
input.event("steering", 0)
end
if steeringInput then
input.event("steering", steeringInput)
end
end
input.event("steering", 0)
end
@/lua/vehicle/controller/tech/vehicleSystemsCoupling.lua
if throttleInput == throttleInput then
input.event("throttle", throttleInput, FILTER_DIRECT) -- Engine throttle.
end
if brakeInput == brakeInput then
input.event("brake", brakeInput, FILTER_DIRECT) -- Brake pedal.
end
if steeringInput == steeringInput then
input.event("steering", steeringInput, FILTER_DIRECT) -- Steering input.
end
@/ui/ui-vue/src/modules/radial/radialsvg.js
},
/** Context menu event (right click) */
contextMenu(evt) {
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
function C:advanceToNextEvent()
-- Advance to next event (includes events with or without scheduled times)
if not self.events then return end
function C:recordSpeedingPenalty(speedingData)
-- Record speeding penalty for the next event (TC or service_in)
-- Find next event that can have penalties attached (TC or service_in)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veCrashTester.lua
local veh = core_vehicles.spawnNewVehicle(randomVehData.model.key, {pos = spawnPos, rot = startDir})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
veh:applyClusterVelocityScaleAdd(veh:getRefNodeId(), 1, startVelocity.x, startVelocity.y, startVelocity.z)
@/inspector/External/CodeMirror/codemirror.js
// Verify that there is a useable event (so that ctrl-z won't
// needlessly clear selection events)
@/ui/lib/ext/angular-material/angular-material.js
/**
* Listen for transitionEnd event (with optional timeout)
* Announce completion or failure via promise handlers
@/lua/vehicle/extensions/dragAi.lua
state = "go"
input.event("parkingbrake", 0, 1)
end
if state == "ready" then
input.event("throttle", 1, 1)
elseif state == "go" then
elseif state == "go" then
input.event("throttle", 1, 1)
angle = (angle - sign(angle) * 1) * 30 * sign(angleSign)
input.event("steering", angle, 1)
elseif state == "stopping" then
input.event("brake", 1, 1)
input.event("parkingbrake", 1, 1)
input.event("brake", 1, 1)
input.event("parkingbrake", 1, 1)
input.event("throttle", 0, 1)
input.event("parkingbrake", 1, 1)
input.event("throttle", 0, 1)
input.event("steering", 0, 1)
input.event("throttle", 0, 1)
input.event("steering", 0, 1)
state = "finished"
input.event("brake", 0, 1)
input.event("throttle", 0, 1)
input.event("brake", 0, 1)
input.event("throttle", 0, 1)
end
elseif state == "finished" then
input.event("parkingbrake", 1, 1)
end
state = "idle"
input.event("throttle", 0, 1)
input.event("parkingbrake", 1, 1)
input.event("throttle", 0, 1)
input.event("parkingbrake", 1, 1)
end
@/lua/ge/extensions/editor/scriptAIEditor.lua
-- Handle the mouse up event (only applies to trajectory nodes, to commit history).
if im.IsMouseDown(0) == false then
@/lua/vehicle/controller/inputOutputDemo.lua
--generate input events for various inputs
input.event("throttle", throttle, FILTER_DIRECT)
input.event("brake", brake, FILTER_DIRECT)
input.event("throttle", throttle, FILTER_DIRECT)
input.event("brake", brake, FILTER_DIRECT)
input.event("steering", steering, FILTER_DIRECT)
input.event("brake", brake, FILTER_DIRECT)
input.event("steering", steering, FILTER_DIRECT)
end
@/ui/lib/ext/angular/angular.js
* it('tracks events', inject(function(eventTracker) {
* expect(eventTracker.event('login')).toEqual(1);
* expect(eventTracker.event('login')).toEqual(2);
* expect(eventTracker.event('login')).toEqual(1);
* expect(eventTracker.event('login')).toEqual(2);
* }));
* postSpy = spyOn($http, 'post');
* eventTracker.event('login');
* eventTracker.save();
* @kind function
* @description Sets up an event listener to fire whenever the animation event (enter, leave, move, etc...)
* has fired on the given element or among any of its children. Once the listener is fired, the provided callback
*
* @param {string|DOMElement} event|container the animation event (e.g. enter, leave, move,
* addClass, removeClass, etc...), or the container element. If it is the element, all other
@/lua/vehicle/extensions/dynamicVehicleData.lua
repeat
input.event("brake", 1, 1)
input.event("clutch", 1, 1)
input.event("brake", 1, 1)
input.event("clutch", 1, 1)
input.event("throttle", 0, 1)
input.event("clutch", 1, 1)
input.event("throttle", 0, 1)
coroutine.yield()
while electrics.values.airspeed > 0.5 do
input.event("brake", 1, 1)
input.event("clutch", 1, 1)
input.event("brake", 1, 1)
input.event("clutch", 1, 1)
if electrics.values.airspeed <= sixtyMph and not startingPosition60 then
input.event("brake", 0, 1)
input.event("clutch", 0, 1)
input.event("brake", 0, 1)
input.event("clutch", 0, 1)
@/lua/vehicle/extensions/tech/techCore.lua
else
input.event(key, val, 1)
end
@/lua/vehicle/controller/braking/hydraulicPumpBrake.lua
else
input.event("parkingbrake", 1, FILTER_KBD)
end
@/ui/ui-vue/mockdata/inputBindings.js
"cat": "vehicle",
"onChange": "if controller.mainController.smartParkingBrake then controller.mainController.smartParkingBrake(VALUE, FILTERTYPE) else input.event('parkingbrake', VALUE, FILTERTYPE) end",
"title": "ui.inputActions.vehicle.parkingbrake.title",
"cat": "vehicle",
"onChange": "input.event('parkingbrake', VALUE, FILTERTYPE)",
"title": "ui.inputActions.vehicle.parkingbrake_temporary.title",
"isCentered": true,
"onChange": "input.event('steering', VALUE, FILTERTYPE, ANGLE, LOCKTYPE, OSCLOCKHP)",
"title": "ui.inputActions.vehicle.steering.title",
"cat": "vehicle",
"onChange": "input.event('brake', VALUE, FILTERTYPE)",
"title": "ui.inputActions.vehicle.brake.title",
"cat": "vehicle",
"onChange": "input.event('clutch', VALUE, FILTERTYPE)",
"title": "ui.inputActions.vehicle.clutch.title",
"cat": "vehicle",
"onChange": "input.event('throttle', VALUE, FILTERTYPE)",
"title": "ui.inputActions.vehicle.accelerate.title",
@/lua/vehicle/extensions/escMeasurement.lua
input.event("steering", steeringInput, 1)
end
input.event("steering", steeringInput, 1)
end
@/ui/ui-vue/src/common/directives/BngOnUiNav.js
} else if (!data.modifiers.asMouse && !data.eventNames.find(name => !isOnOffEvent(name))) {
// no modifier specified, but it's an on-off event(s), so assume 'down'
// valueChecker = _checkOn
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = spawnRot})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
end
@/lua/vehicle/extensions/straightLine.lua
local function stop()
input.event("steering", 0, 0)
onInit()
local steering = angleError * proportionalCoef + steeringIntegral * integralCoef + steeringDerivative * derivativeCoef
input.event("steering", steering, 1)