Controls and Behaviors
Controls
This chapter gives an overview of what Controls are and shows how to use them.
Concept and Use Cases
Control Concept Controls are template scenes created for later reuse via control nodes. They are...
Use Controls
Use Controls Controls are displayed in Toolbox panel from where they can be dropped into scenes ...
Create Controls
Save a Node As Control Save nodes as control using: "Save as Control" context menu item...
Edit Controls
Edit Controls Controls are listed in Toolbox-Controls panel and Solution Explorer panel. By doub...
Expand Controls
Expand Controls If a control node needs to be customized for a specific set of scenes, it might ...
Augmented Reality Controls (AR Controls)
1. Introduction This section describes CGI Studio controls to enable augmented reality applicati...
List Control - Snapping Mechanism
Snap List Item Extension The Snap List Item Extension Behavior is a Control > Scroll Behavior th...
Breadcrumb - StateMachine Workflow
Breadcrumb is not a standalone control, it does not trigger internally any scene transitions so i...
Predefined Controls
This chapter is about how to use the predefined Controls that come with CGI Studio. The control...
Touchable
ControlDevelopment KeyboardKey Keyboard key is building block of Keyboard Control. Propertie...
Common
Breadcrumb A Breadcrumb shows the history/flow through the screen hierarchy and allows user, for...
Container
GroupBox The GroupBox offers an easy way to combine RadioButtons to a RadioButtonGroup. The spec...
Diagnostic
FPS Display The FPS Display Control provides a Text Node that displays the currently rendered fr...
Mixed Reality
VideoStream A control that makes it possible to render a video source into a texture. Propertie...
Charts
BarGraph Bar Graph Control is The Control that graphically displays some value depending on the ...
Particle Emitters
PointSpriteEmitter The PointSpriteEmitter offers an easy "out of the box" way to create a Partic...
Core
The Core Controls are a set of Controls, designed to provide a minimal core set of functionality....
Navigation
TurnByTurn Control The TurnByTurn Control is designed as an overlay to provide information about...
Behaviors
This chapter gives an overview of what Behaviors are and shows how to use them.
Overview
This chapter gives an overview of Behaviors. What are Behaviors? The purpose of Behaviors is to...
Behaviors and Events
This chapter explains how the Event-System in Behaviors work. General Behaviors communicate via...
Predefined Behaviors
This chapter gives an explanation of the Behaviors that come with CGI Studio. Different types of...
Behavior Definition
Behavior Definition While SceneComposer can be used to compose the static structure and properti...
Behavior Building Blocks - Behavior Blocks
Description This chapter describes how to work with behavior building blocks - in short: behavio...
EventHandler Tab
Every control needs an EventHandler in order to handle user events and take appropriate actions.E...
Implementation
This page gives an overview of how Behaviors can be implemented. How to implement a Behavior Th...
CGI-Studio Default Behaviors
CGI-Studio already provides multiple Behaviors by default which can already be used in projects. ...
External Image Behaviour
Behaviour Overview Feature Description A new file resource manager called FileSystemResourceMan...
Predefined Behaviors
Examples Using Predefined Behaviors
Thermometer Example 1. Drag&drop a Slider Control and a Text Value Control from the Controls P...
Action Behaviors
Animation Action Behaviors Configure and Play Animation Class Reference Starts, stops, pause...
Condition Behaviors
Control Condition Behaviors Check Animation State Checks the current state of an animat...
Control Behaviors
Construction Kit Control Behaviors Map Control Behaviors Map Provides the map rendering and na...
Demonstration
Demo Mode Action Action to start or end the demo mode. Common Properties Propert...
External Resource
This page explains how to use the behaviors that operate on external resources (such as images) l...
Graph
Bar Graph Creates a bar graph based on a provided list of numeric values, with configurable bar ...
IdentifierValueMap
Behaviors that can be used to check for certain keys and values in IdentifierValueMapEvents and e...
Layer
Switch Layer Image Sets on an Image Layer. This special functionality is only available for Ambe...
Map
Geocoding Provides forward and reverse geocoding functionality. About implicit roles of ChildNo...
Mixed Reality Behaviors
Internal Poi Metadata Handler Behavior that handles the meta data of a single poi. This behavi...
Particle
Particle Emitter Emits Particles when attached to a Node with a Bounding Box. The Appearance of ...
Scripting Behaviors
Enable Scripting System Enables or disables the scripting system. For example, dragging and drop...
State Machine Behaviors
State Machine A state machine is able to implement the complex states of a node/scene/applicatio...
Streaming Behaviors
Video Stream Class Reference Displays a video stream from a given source on a texture. Reacts o...
Value Processing Behaviors
Animation Value Processing Behaviors Jump to Animation Keyframe Expects a Float value between...
Set Uniform
Set Uniform Sets the value of a specified uniform using the received input on a shader associate...
BehaviorGroup
BehaviorGroup (Fusion Group) is used to group multiple behaviors (Fusion nodes). This simplifies ...
Control States
Introduction Controls are components that a user interacts with through direct manipulation to r...
Control Examples
Button Control This section explains how the Button Control works. The Control St...