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 The right side displays a Listbehaviors
ofdevices.Focus WhenHandling abehaviors
device gets selected, an associated Sub-List Handling behaviors
Control
with
two
TextButtons
will
be
shown.
(Phone Connection) Options 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
Awith scenea Dial Control and a List with a Sub-List Control, that will be createdappear and thedisappear camerawhen willan be configureditem in the RenderList Targetsis panel.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.
Rendering of the scene is enabled.
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 16 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 Background
ThisThe scene is composednow created and already opened inside the Scene Tree panel. It already contains a standard camera. The Viewport size of twothe parts:camera Connectionfollows andthe Devices. For eachsize of thesethe partsRender aTarget 2D(1024x768). GroupThe nodenew 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 created.rendered To positionabove the backgroundSceneClimate.
image
Before anything else, let's import a BimapNodefew 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 into the Scene Tree. The first group will represent the "Connection" Dial and the second group will be configuredfor withthe "Devices" List. Rename the first Group Node to "Connection" and the second Group Node to "Devices". Under each group, add a Bitmap Node from the Toolbox and rename it to "Background".
Select one of the images imported in the previous section.
From the Toolbox panel's [Bitmap Node
2D ] section drag a 2D Group node intoin the Scene Tree
directlyPanel. onto the node "SceneOptions".
In the Scene Tree panel 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
TheDrag left side of the scene offers the possibility to choose the connection type. The Scene Composer's built-ina Dial control will be customized with new images that fitControl to the scene's"Connection" design.Group TextNodesNode. willSet bethe addedPosition property to X: 72.00 and Y: 163.00.
Replace the default background images to images from recent import, as labels.follows:
Creation
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
The following steps show how to configure the Dial control with new images.
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
TextNodes will be configured with an attractive font and positioned as labels for choosing the connection type.
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
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.
Setting up the "Devices" nodes
The right side of the scene displays a list of devices. Scene Composer's built-in List control will be expanded to facilitate customization later on. Based on the existing List control a new reusable MyList control template will be created.
In the Scene Tree panel copy the TextNode_Connection from the Connection Group2D either via the context menu "Copy" or via the keyboard shortcut <Ctrl + C>. Paste the TextNode into the Devices Group2D either via the context menu "Paste" or via the keyboard shortcut <Ctrl + V>.
In the Scene Tree panel you can see that TextNode_Connection has been copied to the Devices group.
In the Scene Editor another Textnode with "Connection" is visible.
In the Scene Tree panel select the new TextNode_Connection from the Devices group and rename it to TextNode_Devices either via the context menu "rename" or via the keyboard shortcut <F2>.
In the Scene Tree panel you can see a TextNode called TextNode_Devices inside of the Devices Group2D.
In the Scene Tree panel select TextNode_Devices. In the Properties panel's [ 2D Text Node ] section change the TextNode's Text property and in the [ Transformation ] section adapt its Position according to the table below.
Text and position of the TextNode are configured.
In the Scene Editor you can see that the devices part has got a headline.
TextNode Name
2D Text Node
Transformations
Text
Position X
Position Y
TextNode_Devices
Devices
145
61
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 chooseSelect [ Expand Control Node ] from the context
menu.menu of InList thein Scene Tree
panelpanel.
the
expanded
Open List now shows a "ListContentGroup" and a "Scrollbar".
In the Scene Tree panel right-click on the "Scrollbar" and once again chooseselect [ Expand Control Node ] from the context
menu.menu
Inof the
Scene Tree panel the expanded Scrollbar shows 6 sub-nodes.Scrollbar.
Scene Tree panel right-click onSelect the List nodein Scene Tree and choose [ Save as Control... ] from theList context menu.
Then The "Add New
Templates"Templates dialog will
be opened.
In the "Add New Templates" dialog select the "/Controls" folder to store the new control in, enter "MyList" as nameappear and
clickpress [ OK ]
. button. As Athe newresult of that, you can add the control as a customizable control
"MyList" has been created. It is visible in
the Solution
ExplorerExplorer's panelSolution > Controls. After confirming this addition, delete List group node 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)".
panel.
Configure MyList Control
Expose MyList's ScrollBarVisibility
SceneYou Composer'shave now created a customizable List internally holds a property for the scrollbar's visibility, which is not shown in the Properties panel by default. The following steps show how to access a list of hidden properties. For this sample solution we will make the scrollbar's visibility property publicly editable in the Properties panel.control.
In the Solution Explorer right-click on the newly created control "MyList" and chooseSelect [ Control Properties... ] from theList context menu.menu
of Solution Explorer's Solution > Controls. The
"Configure Public Control
Properties"Properties dialog will
beappear, opened.check
In the "ConfigureIs Public
Controlfor Properties"ScrollbarVisibility dialog'sunder 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" checkboxproperties, 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 ]
. button.
The
Delete the expanded List node is deleted.
From the Toolbox panel's [ Control
]from sectionSceneOptions drag and drop a MyList control intoin the Scene Tree
panelPanel. directlyDrag ontoand drop the
Devicesnewly group.created List Infrom theSolution Explorer's Solution > Controls to Scene Tree
panel, a new MyList node will be visible.
In the Scene Tree panel select "MyList". In the Properties panel's
[SceneOptions Control> ]Devices.
section
Set Scrollbal Visibility (Properties > Control) of List to "Visible".
In the Scene Editor a small blue scrollbar becomes visible.Visible."

Customize MyList's Scrollbar
Scene Composer's default scrollbar has a blue base color. For our orange based design the scrollbar will be customized in the steps below.
In the Scene Tree panel double-Double-click on the
MyListList node.in the SceneDevices Tree panel will switch from displaying SceneOptionsgroup to
displayingcustomize theit MyList template.
In theon Scene
TreeTree.
panel
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 PropertiesFocusImage panelproperties, changeuncheck "Enable Rendering":
Next, in order for the button's"MainItem" imageGroup properties accordingNode 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 tableToolbox belowunder byBehaviors clicking> 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 appropriate image"FocusImage" 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
Our MyList control will be composed of MainItems. Whenever a certain MainItem gets selected, the appropriate Sub-List will be displayed. The following steps explain how to build up a MainItem.
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 an 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 select the nodes created in the previous steps and 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's [ 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
In the Scene Tree panel select the TextNode2D (MainItem > EntryName). In the Properties panel's [ TextNode2D ] section click on the magnifying glass icon to the right of the Style property.
The Text Style Palette dialog will be opened.
In the Text Style Palette dialog select "OpenSans25" and click [ OK ].
The Text Style Palette will be closed.
In the Scene Editor the EntryName's text will be displayed in a smaller font.
Target Item
Style
MainItem > EntryName
OpenSans25
Configure MyList's Highlight for Selected Item
In a list it is useful to highlight the selected item. This will be done using a FocusImage drawing a border around the focused MainItem.
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 change the Color property 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 Editor the FocusImage RenderNode will appear highlighted with an orange outline.
Target Item
Layout > StretchBehavior
MyList > List > >ListContentGroup > MainItem > FocusImage
Fill
Create MyList's Sub-List
A Sub-List will be used to display 2 TextButtons to "Connect" or "Unpair" the associated device. The TextButtons will be positioned by a StackLayout. New images for normal, pressed and focused image will be defined.
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 the TextButton's "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.
The texts of the TextButtons have been changed.
Target Item
New Name
Control - Text
TextButton
TextButton_Connect
Connect
TextButton_1
TextButton_Unpair
Unpair
Configure Behaviors for the Focus Handling of MyList's MainItem
Whenever MyList's MainItem gets focused, an orange border shall be displayed. Focus and FocusLeave behaviors are used to enable or disable the rendering of the FocusImage.
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.dialog.
ToolboxAs panel'ssoon [ Behaviors ] section under "Control - Internal" drag a "Handle Control State" behavior into the Scene Tree panel directly ontoas 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 getsloses the focus, the FocusImage
willshall getbe visible.made Wheneverinvisible again. Therefore you have to configure the
MainItem"EnableRendering" loosesbehavior of the
focus,"FocusLeave" Event Handler as follows: Set the
FocusImage"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 getset invisible.
the
behaviors so that Behavior
when Visible
a TargetDevice Node
Focus - EnableRendering
True
MyList > List > ListContentGroup > MainItem > FocusImage
FocusLeave - EnableRendering
False
MyList > List > ListContentGroup > MainItem > FocusImage
Configure Behaviors for MyList's MainItem
When anentry item in the Devices list("MainItem") is clicked, a Sub-Listsub-list containing buttons will becomebe visible. This Sub-List containsThese buttons are for connecting/disconnecting.
Fromdisconnecting the
Toolboxphone panel'sdevice [to Behaviorsanother.
] section under "Control" dragDrag an "Event Handler" behavior into the Scene Tree panel directly onto the MainItem Group2D node.
In the Scene Tree panel's right side you can see the "Event Handler" behavior
with(under ConditionBehaviors and> ActionsControl) slots.
Fromonto the
Toolbox"MainItem" panel'sGroup [Node. BehaviorsThen, ] section under "Condition - Logic" dragadd a "
Check Logic Condition"Condition" intoto the
SceneCondition Treeof panel's right side directly on thethis Event
Handler'sHandler Conditionsince slot.we want Into theput Scene2 Treeconditions panel'stogether. right side you can seeUnder the "Check Logic Condition"
behavior configured as the EventHandler's condition.
From the Toolbox panel's [ Behaviors ] section under "Condition - Input" dragadd a "
Check Click"Click" behaviorcondition and
aanother "
Check Key Input"Input" behaviorcondition.
onto
In the "Check Logic Condition"
behavior's "Conditions" slot.
In the Scene Tree panel's right side you can see the Check Click behavior and the Check Key Input behavior configured as the Check Logic Condition behavior's Conditions.
From the Toolbox panel's [ Behaviors ] section under "Action - Property" drag a "Send Value As Event" behavior into the Scene Tree panel's right side directly onto the Event Handler's "Actions" slot.
In the Scene Tree panel's right side you can see that "Send Value As Event" is configured as the Event Handler's action
In the Scene Tree panel's right side select "Check Logic Condition". In the Properties panelproperties, set the
property "Operation"Operation to "Or"
, accordingsince we want the condition to
the table below.
The Check Logic Condition's Operation is configured to combine its Conditions with an OR operation.
The Check Logic Condition will evaluate to TRUE ifbe either
thea Check Click conditionclick or
thea Checkkey Keyinput.
Input
condition
is
TRUE.
In
Tree panel's right side selectThe "Check Key Input"
. Incondition, thechecks Properties panel configure the KeyCode to Key_Enter according to the table below.
The Check Key Input condition is configured to evaluate to TRUE whenif the enter key
on the keyboard is pressed.
Behavior
Property
Value
Check Logic Condition
Operation
Or
Check Key Input
KeyCode
Key_Enter
InTherefore the
SceneKeyCode Treeproperty panel'swill rightbe sideset selectto the"Key_Enter".
Event
Handler's
action
Add a "Send Value Asas Event". In the Properties panel configure the Target Node, Value and Value Change property as in the table below.
Send Value As Event is configured accordingbehavior to the
table."Actions" Onsection everyof clickthe or"Event enterHandler".
key
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.control
Towill easily set the Target Node lock the Properties panel using the pad lock icon in the top right corner. From the Scene Tree panel drag the Sub-List node into the Properties panel directly onto the input field next to "TargetNode". Finally, don't forget to unlock the Properties panel clicking the pad lock icon once again.
Behavior
Property
Value
Send Value As Event
Target Node
/Controls/MyList/List/ListContentGroup/Sub-List
Value
Bool - TRUE
Change Value
Relative
The visibilitybe of the Sub-List shall be toggled by clicking the MainItem. Let's configure the necessary behaviors to the Sub-List.
From the Toolbox panel's [ Behaviors ] section undertype "
ValueBool", Processing" drag a Value behavior into the Scene Tree panel directly onto MyList's Sub-List node.
In the Scene Tree panel the Sub-List node got marked a yellow square, indicating that a behavior is attached to it.
In the Scene Tree panel's right side you can see the Value behavior.
In the Scene Tree panel's right side select the Sub-List node's Value behavior. In the Properties panel changeso the Variant
to "Bool". Don't check the nearby checkbox.
The Value behavior's type
has been changed to Bool.
From the Toolbox panel's [ Behaviors ] section under "Value Processing" drag an Action On Value behavior into the Scene Tree's right side directly onto the Value behavior's Receivers slot.
In the Scene Tree panel you can see that an Action On Value behavior is configured as Receiver of the Value
Processingbehavior behavior.has Action On Value can nowto be
usedchanged to
"Bool" as well:
To configure anthe action that willis be executedperformed when a new value has been received and the visibility of the Sub-List is toggled.
toggled, we have Fromto theadd Toolbox panel's [ Behaviors ] section underan "
ConditionAction -on Control" drag a Check Processed ValueValue" behavior
intoto the
Scene Tree panel's right side directly onto the Action On Value behavior's
Condition.receivers.
In
right side you can see that the Check Processed Value behavior is configured as condition for the Action On Value behavior.
In the Scene Tree panel's right side select the Check Processed Value behavior. In the Properties panel configure the properties ConditionOperator and ConditionValue as in the table below.
The Check Processed Value behavior's properties have been configured.
Only if the the value received from "MainItem/SendValueSend Value as Event" is TRUE, an action (which will be defined in later steps) shall be performed.
Therefore, we will Behavior
Property
Value
Check Processed Value
ConditionOperator
Equal
ConditionValue
Bool, TRUE
From the Toolbox panel's [ Behaviors ] section under "Action - Control" dragadd a "
Set Control State" behavior into the Scene Tree panel's right side directly onto the Action On Value behavior's Action slot.
In the Scene Tree panel's right side you can see that the Set Control State behavior is configured as the Action On Value behavior's action.
In the Scene Tree panel's right side select the Set Control State behavior. In the Properties panel configure the properties State and Change To according to the table below.
The Set Control State behavior is configured as in the table below.
The Sub-List will be enabled whenever the condition Check
Processedprocessed Value evaluates to TRUE.
Behavior
Property
Value
Set Control State
State
Enabled
ChangeTo
TRUE
Repeat steps 3 to 7: Add a new Action On Value behavior as Value behavior's Receiver, configure another Check Processed ValueValue" condition and
anotherconfigure its properties as follows.
The action that shall be performed is a "Set Control
StateState" accordingbehavior, to the table and image below.
In the Scene Tree panel's right side you can see the behaviors are configured as in the table and image below.
All behaviors for MyList's Sub-List have been configured.
Behavior
Property
Value
Action On Value_1
-
-
Check Processed Value_1
ConditionOperator
Equal
ConditionValue
Bool, FALSE
Set Control State_1
State
Enabled
ChangeTo
FALSE
Test MyList in the Player
Let's test if the configured behaviors of MyList control are functional.
Save your solution either via the menu "File - Save Solution" or via the keyboard <Ctrl + S>.
The solution has been saved.
In the Scene Composer's Toolbar click on "Play selected scenario...".
The resourceswhich will
beactually generated and the Player will be started.
In the CGI Panel check Scenes#SceneOptions and uncheck SceneHome and SceneClimate
In the Player window SceneOptions will be displayed with the Connection Dial on the left side and the empty Devices List on the right side, displaying the scrollbar.
In the Player window click the first item of the Devices List, the text of which is "Text".
In the Player window's Devices List an orange border will be displayed indicating the selected MainItem.
Additionally,enable the Sub-List
withwhen the
TextButtonscondition "Connect"above andis "Unpair"met. willPlease bedrag displayedit belowonto the
selectedActions MainItem.
In the Player window click the selected MainItem again.
The TextButtonspart of the
Sub-List"Action willon disappear.Value"
In the Scene Composer's Toolbar click the "Close the Player" button.
The Playerbehavior and
CGIconfigure Panel window will be closed.
So far we have been working on our MyList control with only one single list entry. Now that this first list entry is fully configured, we can create more of them.
In the Scene Tree panel select the Main Item and the Sub-List. Copy and paste them to create 4 more instances. This can be done either via the context menu [ Copy ] and [ Paste ] or via the keyboard shortcuts <Ctrl + c> and <Ctrl + v>.
In the Scene Tree panel you can see that MyList's ListContentGroup now contains 5 MainItems and 5 Sub-Lists.
In the Scene Tree panel select the MainItems individually. Then, in the Scene Tree panel's right side, select their configured "Send Value As Event" behaviors. In the Properties panel adapt the TargetNodes to their respective MainItems. I.e. MainItem_4 will be configuredit as
the TargetNode of MainItem_4's "Send Value As Event" behavior.
The "Send Value As Event" behaviors' TargetNodes are configured with the respective MainItems.
To easily set the Target Node lock the Properties panel using the pad lock icon in the top right corner. From the Scene Tree panel drag the Sub-List node into the Properties panel directly onto the input field next to "TargetNode". Finally, don't forget to unlock the Properties panel clicking the pad lock icon once again.
SendValueAsEvent of
TargetNode
MainItem
/Controls/MyList/Group2D:List/Group2D:ListContentGroup/CompositeNode2D:Sub-List
MainItem_1
/Controls/MyList/Group2D:List/Group2D:ListContentGroup/CompositeNode2D:Sub-List_1
MainItem_2
/Controls/MyList/Group2D:List/Group2D:ListContentGroup/CompositeNode2D:Sub-List_2
MainItem_3
/Controls/MyList/Group2D:List/Group2D:ListContentGroup/CompositeNode2D:Sub-List_3
MainItem_4
/Controls/MyList/Group2D:List/Group2D:ListContentGroup/CompositeNode2D:Sub-List_4
In the Scene Tree panel select MainItem's EntryName. In the Properties panel's [ 2D Render Node ] section change the property "Text" according to the tabledepicted below.
Scene
Editor
you
can
see the changed texts.
TextNode2D
Text
MainItem > EntryName
Phone (Private)
MainItem_1 > EntryName
Phone (Work)
MainItem_2 > EntryName
New Device
MainItem_3 > EntryName
New Device
MainItem_4 > EntryName
New Device
In the Scene Tree panel select the MainItem's EntryNames individually. In the Properties panel's [ 2D Text Node ]
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 Scenescene.
The Options scene is now finished.
To check the result of configuring the first scene, open the display view. This view represents the final rendered result and can be opened via the menu: View - Display - Display-0.
The display panel will be opened in a floating way displaying the scene configured in the steps above.
In the Scene Composer's Toolbar make sure that the item "Generate and Play" is selected in the drop-down menu and click the [ > ] button to the left.
This will generate the asset so it is available as input for the Player. After that the CGI Panel will be started.
In the CGI Panel tick the checkbox next to "Scenes#SceneClimate" and uncheck "Scenes#SceneHome".
SceneClimate will become visible in the Player.
You can now play around with the
configuredcontrols. Options Controls inTurn the
sceneDial andto watchselect the
results.type of GrabConnection. the Connection Dial Control and switch between Cable, Bluetooth and Other.
Click into the Devices List to open the Sub-List.
Click on
thean Sub-List's "Connect" and "Unpair" TextButtons and watch the configuredhover and click effects.
Click on several devicesitem in the Devices
Listlist to make
multiple Sub-Lists visible. Now you can test the
scrollbar.sub-list buttons appear and disappear.