GettingStartedControls Part 3
In
Part
3
ofthe GettingStartedControls Sample we will create a (Phone Connection) Options scene.Scene
ThisSetting scene offersup the possibility"Connection" toNodes
chooseSetting up the connection"Devices" typenodes
(Cable, Bluetooth and other) from a DialSetting Control onup the
left"Devices" side.List On the right side is a Listbehaviors
with
Sub-List Handling behaviors
Controls.
The
Sub-List
Control
will
appear
depending
on(Phone theConnection) itemOptions selected in the List.Scene
As basis for step 3 of our GettingStartedControls tutorial, please use your own created solution from the previous "GettingStartedControls" tutorial.
And this is what theOur final scene will look like:like this:
Our
Preparinggoal theis to create a Phone Connection Options scene
with a Dial Control and a List with a Sub-List Control, that will appear and disappear when an item in the List is clicked.
Create a new scene viausing the menuScene "Scene" -menu's "New 2D Scene"Scene…" ormenu pressitem.
<
"Add
New Scene 2D" dialog will be opened.
InName the firstnew row select "/Scenes" from the drop-down menu. Enterscene "SceneOptions" as name and press [ OK ]. We always use the prefix "Scene" to have all scenes listed nextnear to each other in the Solution Explorer panel.
A new scene "SceneOptions" is created and visible in the Solution Explorer panel in folder "Scenes".
The new scene is opened in the Scene Editor and in the Scene Tree panel.
In the Scene Tree panel you can see that the scene already has a camera.
In the Render Targets panel you can see that the camera is already added to the RenderTarget.
In the Render Targets panel check the checkbox of "SceneOptions\Camera" in order to enable rendering.
In the Render Targets panel select the SceneOptions\Camera. In the Properties panel's [ Camera ] section change the sequence number to 2.
The camera's sequence number is set to 2.
In the Scene Tree panel the red Information/Warning/Error square disappears.
Importing Images
This scene uses the built-in Scene Composer controls but they will be customized with new images. Therefore these images have to be imported into the Scene Composer solution.view.
In the main menu select Import > Import Resources...
The "Import Resources" dialog will be opened.
In the "Import Resources" dialog navigate to the path given in the table below. Select all 36 files and press [ Open ]
The "Import Images" dialog will be opened.
Import Resources
Path
/cgi_studio_content/Resources/GettingStartedControls/Options
In the "Import Images" dialog select folder "/Resources", make sure to create a new folder "Options" for the imported images and click [ OK ].
In the Solution Explorer you can see that there is a new folder "Options" in folder "Resources" that contains the 16 imported images.
The images have been imported and can be used in the Scene Composer solution.
Configuring
The scene is now created and already opened inside the Background
Scene
Tree Frompanel. It already contains a standard camera. The Viewport size of the camera follows the size of the Render Target (1024x768). The new scene's camera should automatically be connected to the Render Target. If it isn't, please drag the Camera onto the default RenderTarget in the Render Targets panel. Change the Sequence Number to 2 in the Properties panel so that this scene will be rendered above the SceneClimate.
Before anything else, let's import a few images for the Options scene by clicking (Import > Import Resources) and selecting the files in /cgi_studio_content/Resources/GettingStartedControls/Options:
First, drag two Group Nodes from the Toolbox panel's [ Node 2D ] section drag a 2D Group nodes into the Scene TreeTree. directlyThe ontofirst group will represent the node"Connection" Dial and the second group will be for the "SceneOptions"Devices" List. Rename the first Group Node to "Connection" and the second Group Node to "Devices".
Under Ineach group, add a Bitmap Node from the Toolbox and rename it to "Background".
Select one of the Bitmap Node in the Scene Tree panelPanel. you can see a 2D Group node.
From the Toolbox panel's [ Node 2D ] section drag a BitmapNodes onto the 2D Group node.
In the Scene Tree panel you can see that a BitmapNodes has been created.
In the Scene Tree panelThen, select the
2DBitmapBrushBlend GroupEffect and
create a copy either viaset the
contextImage menuproperty entries "Copy" and "Paste" or viato the
keyboardrecently <Ctrl>+Cimported andbackground <Ctrl>+V.image as Ashown copybelow: ofAnd do the
2Dsame Group with its BitmapNode has been created.
In Scene Tree panel the name of the copy is "Group_1".
In the Scene Tree panel select the nodes added in the steps before one afterfor the other
andBitmap renameNode.
them
Change the contextPosition menuproperty entry "Rename" or by pressing <F2> on your keyboard. Apply the names provided in the table below.
In the Scene Tree panel you can see that the nodes have been renamed.
Target Item
Name
Group
Connection
BitmapNode
Background
Group_1
Devices
BitmapNode
Background
In the Scene Tree panel select both BitmapNodes called "Background". This can be achieved by selecting one BitmapNode, holding down the <Ctrl> key and keeping it pressed while clicking on the second BitmapNode. In Scene Tree panel's right side select the "BitmapBrushBlend" effect. In the Properties panel's [ Effect ] section click on the magnifying glass icon next to the Image property.
In the Properties panel you can now edit the BitmapBrushBlend effect for both BitmapNodes.
The "Choose Item" dialog will be opened.
In the "Choose Item" dialog select the image as in the table below and click [ OK ].
The Choose Item dialog will be closed.
In the Scene Editor a background image is visible displaying a vertical grey-black gradient.
Property
Path
Image
/Resources/Options/ConnectionOptionsENBOSBmp
In the Scene Tree panel select theof "Connection"
group.to InX: 78 and Y: 58. Change the
Properties panel's [ Transformations ] section adjust the "Position"Position property
according to the table below. Repeat this step with theof "Devices"
group.to X: In551 Sceneand EditorY: 58. Now we have two
rectangles with a gradient background
areimages visible.for Connection group and TargetDevices Name
Position X
Position Y
Connectiongroup.
78.00
58.00
Devices
551.00
58.00
Setting
Configuration ofup the "Connection" Nodes
Creation
Drag a Dial Control to the "Connection" Group Node. Set the Position property to X: 72.00 and PositioningY: 163.00.
Replace the default background images to images from recent import, as follows:
In order to arrange the images of the Dial Control
From the Toolbox panel's [ Controls ] section under Touchable drag a Dial control into the Scene Tree panel directly ontocorrectly, the "
Connection"Pivot group.Hint" property Inof theeach Sceneimage Treeshould panelbe aset. DialThis controlstep hasis beennecessary addedfor intoimages the "Connection" group.
In the Scene Editorlike the Dial
controlimage, iswhich visibleneed into rotate. To do this, go to the
topSolution leftExplorer cornerpanel, and select each of the
leftfollowing gradientimages:
image.
For the Sceneknob Tree panel select the Dial control. In the Properties panel's [ Transformation ] section adjust its position according to the table below.
In the Scene Editor the Dial control is positioned in the lower center of the gradient image.
Target Name
Position X
Position Y
Dial
72.00
163.00
Configuration of the Dial Control
In the Properties panel's [ Control ] section click on the magnifying glass icon next to propertyimage "
KnobNewDial_arrow_middleBmp", Image".
The "Choose Item" dialog will be opened.
Inenable the "
ChoosePivot Item"Hint" dialogproperty selectand set the
imagevalues as
infollows:
the
The Choose Item dialog will be closed.
In the Scene Editor an orange ring will become visible.
Property
Path
Knob Image
/Resources/Options/NewDial_arrow_middleBmp
In the Properties panel's [ Control ] section click on the the "BackgroundImages" section.
In the Properties panel the "BackgroundImages" section will be expanded.
In the Properties panel click on the magnifying glass next to "BackgroundImages 0".
The "Choose Item" dialog will be opened.
In the Choose Item dialog navigate to "/Resources/Options/NewDial_background_leftBmp", select this image and click [ OK ].
In the Properties panel the first BackgroundImage has been configured.
Repeat steps 4 and 5 to configure the remaining BackgroundImages as in the table below.
In Properties panel all BackgroundImages are configured.
In Scene EditorAs you can see the newlyknob configuredneeds images.to
Ifbe repositioned to be in the newcenter of the Dial.
Select the three other background images are(multiple not visible try refreshing the screen by pressing the <F5> key on your keyboard.
StateImages
Image Path
BackgroundImages 0
/Resources/Options/NewDial_background_leftBmp
BackgroundImages 1
/Resources/Options/NewDial_background_middleBmp
BackgroundImages 2
/Resources/Options/NewDial_background_rightBmp
In the Solution Explorer panel select the new Knob Image "/Resources/Options/NewDial_arrow_middleBmp". In the Properties panel's [ Bitmap ] sectionselection), enable
"Pivot Hint" by checking the respective checkbox.
A new property "Pivot Hint" becomes visible.
Configure the "Pivot Hint"
asproperty inand set the
tablepivot below.hint as Thefollows:
Pivot
Add 4 Text Nodes to "Connection" Group Node and move them below Background Node with Ctrl key dragging. Rename them as follows:
Configure the KnobText ImageNodes is configured correctly.
Inwith the
Solutionfollowing Explorervalues: selectText theStyle threeshould imagesbe thatOpenSans25.
were
configured
as BackgroundImages. In the Properties panel proceed similar to steps 10 and 11, enabling and configuring the Pivot Hint of these three images according to the table below.
The Pivot Hint is configured correctly.
In Scene Editor the Dial's images are neatly aligned. The images have a common center.
If the the images are still not aligned correctly try refreshing the screen by pressing the <F5> key on your keyboard.
Name
Enable Pivot Hint
Pivot Hint X
Pivot Hint Y
NewDial_arrow_middleBmp
true
84,50
88,00
NewDial_background_leftBmp
true
130,50
130,50
NewDial_background_middleBmp
true
130,50
130,50
NewDial_Background_rightBmp
true
130,50
130,50
Adding TextNodes as Connection Labels
From the Toolbox panel's [ Nodes 2D ] drag and drop a TextNode into the Scene Tree panel directly onto the "Connection" group node.
In the Scene Tree panel a TextNode will become visible.
In the Scene Editor the text "Text" will appear.
If the text does not appear in Scene Editor, the BitmapNode "Background" might be covering the TextNode. Make sure that "Background" is the first (top) item inside the "Connection" group. Nodes can be re-arranged in the Scene Tree panel via drag&drop.
In the Scene Tree panel select the new TextNode. In the Properties panel's [ 2D Text Node
] section click on the magnifying glass icon next to property "Style".
The "Text Style Palette" dialog will be opened.
In the "Text Style Palette" dialog select "OpenSans25" and click [ OK ].
In Scene Editor the- Text
Style of the TextNode will change.
In the Scene Tree panel right click onto Connection and select "Clone..." from the context menu.
The "Clone Item" dialog will be opened.
In the "Clone Item" dialog change to the "Multiple Clone" tab. Configure "Number of Copies" to "3" and click [ OK ].
In the Scene Tree panel 4 TextNodes are now available inside the "Connection" group.
In the Scene Tree panel select the newly created TextNodes one after the other and configure their names in the Scene Tree panel and the remaining properties in the Properties panel as in the table below.
The TextNodes are fully configured.
The final result of the Connection part can be seen in the images below.
TextNode Name
2D Text Node
Transformations
Text
Position X
Position Y
TextNode_Connection
Connection
141
61
TextNode_Bluetooth
Bluetooth
149
134
TextNode_Cable
Cable
20
200
TextNode_Other
Other
315
200
Make sure that the "Background" is the first (top) item in the "Connection" group in order to appear in the background and not cover other nodes.
At this point, you will now have created the Connection options Dial:
Setting up the "Devices" nodes
From the Toolbox panel's [ Control ] section under "Touchable" drag a List Control into the Scene Tree panel directly onto the "Devices" group node.
In the Scene Tree panel a "List" node is visible directly under the "Background" node.
This list node contains a "ListContentGroupAnchor", that is visible in Scene Tree panel by expanding the List node via a click on the triangle on its left.
In the Scene Tree panel right-click on the newly created List node and choose [ Expand Control Node ] from the context menu.
In the Scene Tree panel the expanded List now shows a "ListContentGroup" and a "Scrollbar".
In the Scene Tree panel right-click on the "Scrollbar" and once again choose [ Expand Control Node ] from the context menu.
In the Scene Tree panel the expanded Scrollbar shows 6 sub-nodes.
In the Scene Tree panel right-click on the List node and choose [ Save as Control... ] from the context menu.
The "Add New Templates" dialog will be opened.
In the "Add New Templates" dialog select the "/Controls" folder to store the new control in, enter "MyList" as name and click [ OK ].
A new customizable control "MyList" has been created. It is visible in the Solution Explorer panel in the Controls folder and in the Toolbox panel's [ Controls ] section as last item of the list.
The Scene Editor doesn't display SceneOptions any more, it displays the control MyList.
The Scene Tree panel shows the structure of MyList.
The Properties panel shows the properties of "MyList (Control)".
Configure MyList Control
Expose MyList's ScrollBarVisibility
In the Solution Explorer right-click on the newly created control "MyList" and choose [ Control Properties... ] from the context menu.
The "Configure Public Control Properties" dialog will be opened.
In the "Configure Public Control Properties" dialog's tree on the left side select the following item MyList > List > Scrollbar > Behaviors > ScrollbarBehavior. In the dialog's centered panel "Internal properties" find property "ScrollbarVisibility", check the "Is Public" checkbox and click [ OK ].
The "Configure Public Control Properties" dialog will be closed.
For every instance of the MyList control, there will be a property available to configure the visibility of the scrollbar.
In the Scene Tree navigate back to SceneOptions by pressing the arrow in the top left corner.
The Scene Tree panel navigates back to SceneOptions and displays SceneOptions and its nodes.
The Scene Editor displays SceneOptions.
In the Scene Tree delete the List node.
The "Delete Item" dialog will be opened.
In the "Delete Item" dialog press [ OK ].
The List node is deleted.
From the Toolbox panel's [ Control ] section drag and drop a MyList control into the Scene Tree panel directly onto the Devices group.
In the Scene Tree panel, a new MyList node will be visible.
In the Scene Tree panel select "MyList". In the Properties panel's [ Control ] section set the "Scrollbar Visibility" to "Visible".
In the Scene Editor a small blue scrollbar becomes visible.
Customize MyList's Scrollbar
In the Scene Tree panel double-click on the MyList node.
Scene Tree panel will switch from displaying SceneOptions to displaying the MyList template.
In the Scene Tree panel select the "Thumb" button node. In the Properties panel change the button's image properties according to the table below by clicking the magnifying glass icon and selecting the appropriate image in the "Select Item" dialog.
New images for the scrollbar's "Thumb" have been defined.
MyList > List > Scrollbar > Thumb
Thumb Images
Image Path
Normal Image
/Resources/Options/ThumbNormalBmp2Bmp
Pressed Image
/Resources/Options/ThumbPressedBmp2Bmp
Focused Image
/Resources/Options/ThumbNormalBmp2Bmp
In the Scene Tree panel select the "VerticalPrevItem" button node. In the Properties panel change the button's image properties according to the table below by clicking the magnifying glass icon and selecting the appropriate image in the "Select Item" dialog.
New images for the scrollbar's "VerticalPrevItem" have been defined.
MyList > List > Scrollbar > PrevItem > VerticalPrevItem
VerticalPrevItem Images
Image Path
Normal Image
/Resources/Options/ArrowUpNormalBmp2Bmp
Pressed Image
/Resources/Options/ArrowUpPressedBmp2Bmp
Focused Image
/Resources/Options/ArrowUpNormalBmp2Bmp
In the Scene Tree panel select the "VerticalNextItem" button node. In the Properties panel change the button's image properties according to the table below by clicking the magnifying glass icon and selecting the appropriate image in the "Select Item" dialog.
New images for the scrollbar's "VerticalNextItem" have been defined.
MyList > List > Scrollbar > NextItem > VerticalNextItem
VerticalNextItem Images
Image Path
Normal Image
/Resources/Options/ArrowDownNormalBmp2Bmp
Pressed Image
/Resources/Options/ArrowDownPressedBmp2Bmp
Focused Image
/Resources/Options/ArrowDownNormalBmp2Bmp
In the Scene Tree navigate back to SceneOptions by pressing the arrow in the top left corner.
The Scene Tree displays SceneOptions.
In the Scene Editor the scroll bar is now rendered with the new images in orange color.
Configure MyList's Main Item
In the Scene Tree panel double-click on the MyList node.
Scene Tree panel switches from SceneOptions to MyList.
You are now able to edit the MyList template.
From the Toolbar's [ 2D Nodes ] section drag a OverlayLayout into the Scene Tree panel directly onto the List's "ListContentGroup" (MyList > List > ListContentGroup).
In the Scene Tree panel there is an OverlayLayout inside of "ListContentGroup".
From the Toolbar's [ 2D Nodes ] section drag a RenderNode and a TextNode into the Scene Tree panel directly onto the OverlayLayout that was created in the previous step.
In the Scene Tree panel there are a RenderNode and a TextNode inside the OverlayLayout that was created in the previous step.
In the Scene Editor the TextNode is visible displaying the TextNode's default text "Text".
In the Scene Tree panel rename the nodes created in the previous steps rename them either via the context menu entry "Rename" or by pressing <F2> on your keyboard according to the table below.
In the Scene Tree panel the nodes are renamed according to the following table.
Initial Name
New Name
OverlayLayout
MainItem
TextNode
EntryName
RenderNode
FocusImage
In the Scene Tree panel select the List (Group2D). In the Properties panel [ Transformation ] section configure the position and size according to the following table.
In Scene Editor the Position and size of the selected rectangle is adjusted according to the new settings.
Size X and Size Y properties are initially set to "Automatic" and greyed out. Clicking onto the "A" next to the greyed-out input field allows you to edit these properties.
Target Item
Transformation
Layout
Position X
Position Y
Size X
Size Y
List (Group2D)
58
134
300
300
Configure MyList's Highlight for Selected Item
From the Toolbox panel's [Effects] section drag a BitmapBrushColorBlend effect into the Scene Tree panel directly onto the MainItem's FocusImage.
In the Scene Tree panel's right side you can see BitmapBrushColorBlend effect under "Effects" when FocusImage is selected.
In the Scene Tree panel select FocusImage. In the Scene Tree panel's right side select the BitmapBrushColorBlend effect. In the Properties panel click on the magnifying glass icon next to the "Image" property.
The "Choose Item" dialog will be opened.
In the "Choose Item" dialog select the image as in the table below and click [ OK ].
The "Choose Item" dialog will be closed.
Target Item
Image
MyList > List > >ListContentGroup > MainItem > FocusImage > BitmapBrushColorBlend
//ConstructionKit/ConstructionKit/Controls/Images/Common/BorderFocusedBmp
In the Properties panel click on the Color rectangle next to the Color property.
The "Color Palette" dialog will be opened.
In the "Color Palette" dialog change the Color value by entering new values for "Red", "Green" and "Blue" according to the table below.
In the Properties panel the configured orange color will be visible.
The Color property can also be edited in the Color Palette window, which can be opened by clicking on the color preview rectangle next to the Color property.
Target Item
Color
Red
Green
Blue
MyList > List > >ListContentGroup > MainItem > FocusImage > BitmapBrushColorBlend
1.0
0.62
0.00
In the Scene Tree panel select the FocusImage node. In the Properties panel's [ Layout ] section set the StretchBehavior to "Fill" according to the table below.
In the Scene Tree panel the FocusImage RenderNode will appear with an orange outline.
Target Item
Layout > StretchBehavior
MyList > List > >ListContentGroup > MainItem > FocusImage
Fill
Create MyList's Sub-List
From the Toolbox panel's [ Controls ] section under "Touchable" drag a Sub-List into the Scene Tree panel directly onto the List's ListContentGroup
In the Scene Tree panel the Sub-List node is positioned inside of ListContentGroup just below the MainItem.
The Sub-List has a SubListAnchor.
From the Toolbox panel's [ Node2D ] section drag a StackLayout into the Scene Tree panel directly onto the Sub-List's SubListAnchor.
In the Scene Tree panel the StackLayout appears beneath the Sub-List's SubListAnchor.
From the Toolbox panel's [ Controls ] section under "Touchable" drag a TextButton Into the Scene Tree panel directly onto the StackLayout you added in the step before.
In the Scene Tree panel the TextButton appears beneath the StackLayout.
In the Scene Tree panel select the StackLayout. In the Properties panel's [ Transformation ] and [ Layout ] section configure the properties as in the table below.
In the Scene Editor the dashed line of the TextButton's boundings will decrease.
Target Item
Transformations
Layout
Scale X
Scale Y
Margin Left
TextButton
0,75
0,75
12
In the Properties panel's [ Control ] section click on the magnifying glass icon next to the TextButton's "Normal Image" property.
The "Choose Item" dialog will be opened.
In the "Choose Item" dialog select the image according to the table below and click [ OK ].
A new image for "Normal Image" has been configured.
Repeat steps 5 and 6 for "Pressed Image" and "Focused Image".
New images are configured for the TextButton.
Target Item
Image Path
Normal Image
/Resources/Options/ButtonNorma_BkBmp
Pressed Image
/Resources/Options/ButtonNorma_Prss_OreBmp
Focused Image
/Resources/Options/NOTBorderFocusedBmp
In the Scene Tree panel select the TextButton and create a copy either via the context menu entries "Copy" and "Paste" or via the keyboard <Ctrl>+C and <Ctrl>+V.
A copy of the TextButton has been created.
In Scene Tree panel the name of the copy is "TextButton_1".
In Scene Tree panel rename the TextButtons according to the table below. Renaming can be done either via the context menu "Rename" or pressing <F2> on your keyboard.
In Scene Tree panel the TextButtons are renamed.
In Scene Tree panel select the TextButtons individually and change the text they are displaying in the Properties panel's [ Control ] section according to the table below.
In Scene Tree panel the TextButtons are renamed.
Target Item
New Name
Control - Text
TextButton
TextButton_Connect
Connect
TextButton_1
TextButton_Unpair
Unpair
Setting up MyList's Behaviors
Focus Handling Behaviors
In the Scene Tree panel select the MainItem's FocusImage. In the Properties panel's [ Item ] section uncheck "Enable Rendering".
In the Scene Editor FocusImage (the orange rectangle) is not visible any more.
In the Scene Tree panel an icon indicates the FocusImage node's disabled rendering.
From the Toolbox panel's [ Behaviors ] section under "Control - Internal" drag a "Handle Control State" behavior into the Scene Tree panel directly onto the MainItem GroupNode.
In the Scene Tree panel an orange square appears indicating that this node has a behavior attached.
In the Scene Tree panel's right side the attached behavior HandleControlState is visible.
From the Toolbox panel's [ Behaviors ] section under "Control" drag a Focus behavior and a FocusLeave behavior into the Scene Tree panel directly onto the MainItem GroupNode.
In the Scene Tree panel's right side the attached behaviors Focus and FocusLeave are visible.
Both, Focus and FocusLeave offer the possibility to configure an Action, which will be executed when a Focus or a FocusLeave event occurs.
From the Toolbox panel's [ Behaviors ] section under "Action - Property" drag an EnableRendering behavior into the Scene Tree panel's right side directly onto the Action entries of the Focus and FocusLeave behavior.
In the Scene Tree panel's right side it is visible that for each of Focus and FocusLeave behavior an EnableRendering behavior is configured as action.
In the Scene Tree panel's right side select the EnableRendering behaviors individually. In the Properties panel apply the settings for the property "Visible" as in the table below.
The property "Visible" for both EnableRendering behaviors are configured.
In the Properties panel click on the padlock icon in the top right corner, while the EnableRendering behavior is selected.
The Properties panel is locked.
From the Scene Tree panel drag the FocusImage into the Properties panel directly onto the inputfield of the "TargetNode" property.
In the Properties panel FocusImage is configured as the EnableRendering behavior's TargetNode.
In the Properties panel click on the padlock icon in the top right corner a second time.
The Properties panel is unlocked again.
Repeat steps 6 to 8 for the other EnableRendering behavior to configure its TargetNode.
MyList's behaviors for focus handling are configured.
Whenever the MainItem gets the focus, the FocusImage will get visible.
Wenever the MainItem looses the focus, the FocusImage will get invisible.
Target Name
Visible
Target Node
Focus - EnableRendering
True
MyList > List > ListContentGroup > MainItem > FocusImage
FocusLeave - EnableRendering
False
MyList > List > ListContentGroup > MainItem > FocusImage
First, add a TextNode to the GroupNode "Devices" for the "Devices" label.
Rename it to TextNode_Devices and set its text to "Devices" and set its position to X:145 Y: 61.
Next step is to customize an existing List control and set its color of the Scrollbar to orange (original color is blue). At first, drag and drop List Control from ConstructionKit > Controls in Solution Explorer onto SceneOptions in Scene Tree panel.
Select [ Expand Control Node ] from the context menu of List in Scene Tree panel.
Open List and select [ Expand Control Node ] from the context menu of the Scrollbar.
Select the List in Scene Tree and choose [ Save as Control... ] from List context menu. Then Add New Templates dialog will appear and press [ OK ] button. As the result of that, you can add the control as a customizable control in Solution Explorer's Solution > Controls. After confirming this addition, delete List group node in Scene Tree panel.
You have now created a customizable List control.
Select [ Control Properties... ] from List context menu of Solution Explorer's Solution > Controls. The Configure Public Control Properties dialog will appear, check Is Public for ScrollbarVisibility under Internal properties, and press [ OK ] button.
Delete the expanded List Control from SceneOptions in the Scene Tree Panel. Drag and drop the newly created List from Solution Explorer's Solution > Controls to Scene Tree panel's SceneOptions > Devices.
Set Scrollbal Visibility (Properties > Control) of List to "Visible."
Double-click on the List in the Devices group to customize it on Scene Tree.
Select the "Thumb" button and replace its images as follows:
Then select the "VerticalPrevItem" button from inside the PrevItem group node and replace the images as follows:
Lastly, select the "VerticalNextItem" button from inside the NextItem group node and replace the images as follows:
We want a main list with a sub-list that will expand when an item in the main list is clicked.
To do that, first we need a Group Node with an OverlayLayout which will contain the device entry name and the focus image. Therefore, drag a Render Node and a TextNode from the ToolBox "Nodes 2D" into the OverlayLayout.
Rename the OverlayLayout to "MainItem".
Rename the RenderNode to "FocusImage".
Rename the TextNode to "EntryName".
The "MainItem" you have now assembled will be the main list item that will be visible.
Set the position of the GroupNode List to X:58 and Y:134 and configure its size to X:300 and Y:300.
In our list the currently selected main list item shall be highlighted with an orange outline.
Therefore drag a BitmapBrushColorBlend effect from the ToolBox onto the FocusImage node. Now select the BitmapBrushColorBlend Effect on the right side of the Scene Tree Panel and set its Image to the BorderFocusedBmp image (which is part of the ConstructionKit) and its Color properties as follows:
Now, select the FocusImage node and change its layout properties: Set the StretchBehavior to "Fill".
In the following steps we will create a sub-list. Drag a Sub-List control from the Toolbox to the List's ListContentGroup.
The Sub-List control has a SublistAnchor. Drag a StackLayout onto this SubListAnchor. Now, drag a TextButton into the StackLayout and change its name to "TextButton_Connect".
The resulting structure should look like this:
The next step is to configure the TextButton:
Scale: X:0.75 and Y:0.75.
Margin Left: 12
Text: "Connect".
The TextButton's images (Normal Image, Pressed Image and Focused Image) need to be adjusted:
Copy and paste the TextButton to make another copy. Rename the other as "TextButton_Unpair", and set its Text property to "Unpair". Resulting structure should look like this:
Setting up the "Devices" List behaviors
Focus Handling behaviors
For the Devices entry items, we need to set the behaviors for focus handling. We want the item to be highlighted only when it is focused. So first, we need to disable Rendering of the FocusImage by default. In the FocusImage properties, uncheck "Enable Rendering":
Next, in order for the "MainItem" Group Node to send events such as Focus Event when clicked, we have to add a "Handle Control State" behavior (Behaviors > Control > Internal) to MainItem Group Node.
Then, to handle these events received, add a "Focus" and "FocusLeave" Event Handler from the Toolbox under Behaviors > Control onto the MainItem Group Node.
Under each "Actions" of each Focus Event Handler, add an "Enable Rendering" behavior from the Toolbox under Behaviors > Action > Property.
This is what the configured Behaviors look like now:
As soon as the MainItem gets the focus, the FocusImage shall be visible. Therefore you have to configure the "EnableRendering" behavior of the "Focus" Event Handler as follows: Set the "Visible" property to TRUE and configure the scene's "FocusImage" as TargetNode. To do this, click the magnifying glass icon and selecting the "FocusImage" in the Choose Item dialog.
As soon as the MainItem loses the focus, the FocusImage shall be made invisible again. Therefore you have to configure the "EnableRendering" behavior of the "FocusLeave" Event Handler as follows: Set the "Visible" property to FALSE. The scene's "FocusImage" has to be configured as TargetNode similar to the steps above.
If you run CGI Player and click on a list item, an orange highlight should indicate that this item is in focus.
Sub-List Handling behaviors
Next, we will set the behaviors so that when a Device entry item ("MainItem") is clicked, a sub-list containing buttons will be visible. These buttons are for connecting/disconnecting the phone device to another.
Drag an "Event Handler" behavior (under Behaviors > Control) onto the "MainItem" Group Node. Then, add a "Check Logic Condition" to the Condition of this Event Handler since we want to put 2 conditions together. Under the "Check Logic Condition" add a "Check Click" condition and another "Check Key Input" condition.
In the "Check Logic Condition" properties, set the Operation to "Or", since we want the condition to be either a click or a key input.
The "Check Key Input" condition, checks if the enter key is pressed. Therefore the KeyCode property will be set to "Key_Enter".
Add a "Send Value as Event" behavior to the "Actions" section of the "Event Handler".
For this action behavior, we want to send a boolean value to the Sub-List as a signal that it should toggle its visibility. So please set the properties of "Send Value as Event" behavior as follows:
The Sub-List control will be the one to receive the boolean value. So let's add a Value behavior to the Sub-List control.
The value that will be sent to the Sub-List control will be of type "Bool", so the Variant type of the Value behavior has to be changed to "Bool" as well:
To configure the action that is performed when the visibility of the Sub-List is toggled, we have to add an "Action on Value" behavior to the Value behavior's receivers.
Only if the value received from "MainItem/Send Value as Event" is TRUE, an action (which will be defined in later steps) shall be performed. Therefore, we will add a "Check processed Value" condition and configure its properties as follows.
The action that shall be performed is a "Set Control State" behavior, which will actually enable the Sub-List when the condition above is met. Please drag it onto the Actions part of the "Action on Value" behavior and configure it as depicted below.
Add another "Action on Value" behavior with a "Check processed Value" condition and "Set Control State" action, same as above. But this time, set the ConditionValue property of "Check processed Value" condition to false (Bool + unchecked). And set the "ChangeTo" property of "Set Control State" to false (unchecked).
Try to run your solution in the CGI Player. When you click a main item in the list, the sub-list should appear. When clicking it a second time, it will disappear again.
Copy and paste the "MainItem" Group nodes and Sub-List nodes onto the ListContentGroup to create 4 more instances.
Make sure to update the "Send Value as Event" behavior's "TargetNode" property for each MainItem so that it will enable/disable the appropriate sub-lists.
As final step, set the Text of the first 2 list items as "Phone(Private)" and "Phone(Work)" and the last 3 items as "New Device".
You have finished the (Phone Connection) Options Scene tutorial. Generate an asset file as described at the end of Step 1. Load the generated asset into the Player and select the Options scene. You can now play around with the controls. Turn the Dial to select the type of Connection. Click on an item in the Devices list to make the sub-list buttons appear and disappear.