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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)