Action Behaviors

Animation Action Behaviors

Configure and Play Animation

Class Reference

Starts, stops, pauses, resumes animations and offers additional properties for configuration. Also sends AnimationEvents with the state of the animation. These Events can be received by an AnimationStateCondition.

Common Properties

Property Name Type Description
TargetNode
Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Animation Candera::Animation::AnimationPlayer The animation that should be controlled.
Action CgiStudioControl::AnimationAction::Enum Action that shall be executed on the animation:
Start, Stop, Pause, Resume, Speedup, Finish, Change.
Direction CgiStudioControl::AnimationDirection::Enum Playback direction of the animation.
Speed FeatStd::Float Playback speed of the animation.
RepeatMode
FeatStd::Optional<AnimationRepeatMode::Enum>

Defines how the animation shall be repeated.

Possible values: Replay, Bounce

RepeatCount
FeatStd::Optional<FeatStd::UInt32> Count of replays. If set to 0 the animation loops till it gets stopped.
EventDispatchStrategy
EventDispatchStrategyType::Enum The way the event gets sent.
DedicatedBehavior
Candera::Behavior*

A dedicated process value behavior that will receive the animation event.

This property can be set in the right side of the Scene Tree Panel.

Advanced Properties

Property Name Type Description
FinishTime
FeatStd::Optional<Candera::Animation::WorldTimeType>

Finish time in milliseconds.

This property is only available if the property "Action" is checked and set to "Finish".

IncreaseSdpeed
FeatStd::Optional<FeatStd::Float>

Increased playback speed of the animation. If set and Play is executed again during playback, animation will speed up (can be used only once per animation!). Zero means immediate position seek.

This property is only available in the following configuration:

an "Animation" is configured

"Action" is set to "Start" or "SpeedUp" 

"RepeatMode" is not checked

"RepeatCount" is not checked

IncreasedSpeedRevertMargin
FeatStd::Optional<Candera::Animation::WorldTimeType>

Defines trailing part of animation (in milliseconds) that will be played at normal speed again. If not set, speedup will last until the end of animation.

This property is only available if property "IncreasedSpeed" is checked.

SequenceStartTime
FeatStd::Optional<Candera::Animation::SequenceTimeType>

The start point  of the animation. [ms]

This property is only available if an animation is set in the property "Animation".

SequenceDurationTime
FeatStd::Optional<Candera::Animation::SequenceTimeType>

The duration of the animation. [ms]

This property is only available if an animation is set in the property "Animation".



Control Action Behaviors

Breadcrumb Action

Class Reference

An Action Behavior that sends breadcrumb action events. It allows you to control a Breadcrumb or a node with a Breadcrumb Behavior attached. This behavior is available for 2D scenes only.

The operations that can be performed are:

  • SetPath - sets elements contained in the breadcrumb.
  • BackToPrevious - calls breadcrumb to create a path without the last element from the ones existing in the breadcrumb.
  • BackToElement - the action will be called if the element exists in the breadcrumb. It will create a path from beginning to the selected element from the breadcrumb.

Common Properties

Property Name Type Description
Action CgiStudioControl::AnimationAction::Enum

Action that will be called on the breadcrumb.

Possible values: SetPath, BackToPrevious, BackToElement

Path String

The path with a separator that will be passed when the action is called. The separator is defined in the receiving breadcrumb.

BreadcrumbNode Candera::AbstractNodePointer Breadcrumb Control Node.
Change Selection

Class Reference

Sends a ChangeSelectionEvent to the SelectionGroup. The SelectionGroup then sends a ChangeSelectionEvent to all of its receivers. The event is emitted via BubbleEventDispatchStrategy to a SelectionGroupBehavior.

Common Properties

This behavior does not have any configurable properties.

Conditional Action

Class Reference

A conditional action can be used to add further checking of conditions while actions are already performed. E.g. a click may trigger one action in a specific control state and another if this state is not set.

Common Properties

Property Name Type Description
Condition Candera::ConditionBehavior* The ConditionBehavior that TriggerBehavior passes a value to and expect a response from to see if Action needs to be invoked.
Actions Candera::ActionBehaviorArrayProperty The set of ActionBehaviors that TriggerBehavior invokes in the even that it receives a positive response from Condition.
Postpone bool Set this flag to true to perform the actions after all other actions have been performed. This may become necessary if the actions alter the state and other conditional actions may be invoked due to that changed state.
Change Drawer State

Class Reference

An Action that allows to hide/show the contents of a Drawer or a Node with a Drawer Behavior attached. This behavior is available for 2D scenes only.

The operation that can be performed are: Close, Open or Toggle.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Action CgiStudioControl::DrawerEventType::Enum

The action that should be performed.

Possible values: Open, Close, Toggle

EventDispatchStrategy CgiStudioControl::EventDispatchStrategyType::Enum

The way the event gets sent.

Possible values: Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior

Advanced Properties

Property Name Type Description
DedicatedBehavior Candera::Behavior* A dedicated behavior that will receive the event. Only available when Dispatch Strategy is set to 'DedicatedBehavior'.
Set Focus

Sets keyboard focus to the selected control when triggered. Can be used for example to change focus between List controls.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
FocusCamera Candera::AbstractNodePointer Set the camera node for this focus Action.
Interpolate Value Action

Changes the animation mode (for example, SpeedBased) of the InterpolateProcessValue behavior when the relevant action is triggered.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Action InterpolateValueAction::Enum

Action that will be called on the interpolate value behavior.

Possible values: SetMode, Reset

AnimationMode InterpolationAnimationMode::Enum

Use the InterpolationAnimationMode to select the desired type of animation in the InterpolateProcessValueBehavior.

Possible values: SpeedBased, TimeBased, Instant

Interval Switch Action

This action changes the state of the interval switch behavior (by selecting a target Node). With this behavior we can set the state to the following values: on, off, blinking.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
SwitchState IntervalSwitchState::Enum

SwitchState: IntervalSwitchState: Enum

Possible values: On, Off, Blinking


Keyboard Action

Manages keyboard control by executing configured actions such as open, close, toggle, and layout switch on the target keyboard node, using defined layout and auto-hide settings when triggered.

Common Properties

Property Name Type Description
Action KeyboardAction::Enum

Keyboard action to execute.

Possible values: Open, Close, Toggle, InvokeKey, ShiftLayout, SwitchLayout, SetConfiguration

KeyboardNode Candera::AbstractNodePointer Keyboard Node.
AutoHideKeyboard bool Should keyboard be hidden when node loses focus and show again when node is focused?

Advanced Properties

Property Name Type Description
Layout String

Layout name.

This property is only available if "Action" is set to "Open", "ShiftLayout" or "SwitchLayout".

Notifier
Candera::AbstractNodePointer

Event sender. If Notifier is invalid then default is node which has attached behavior.

This property is only available if "Action" is set to "InvokeKey".

TextNode
Candera::AbstractNodePointer

Text node.

This property is only available if "Action" is set to "InvokeKey".

ImageNode
Candera::AbstractNodePointer

ImageNode node.

This property is only available if "Action" is set to "InvokeKey".

FocusNode
Candera::AbstractNodePointer

FocusNode node.

This property is only available if "Action" is set to "InvokeKey".

Configuration
String

Keyboard configuration.

This property is only available if "Action" is set to "SetConfiguration".

Map Action

Call a specified action on selected MapBehavior.

Common Properties

Property Name Type Description
MapNode Candera::AbstractNodePointer Map node on which this action should be called.
Action MapAction::Enum

Action that will be called on the MapBehavior.

Possible values: Reset, Pan, Zoom, Tilt, LookAt, CenterAtLocation, Rotate, SetRotation, ChangeTheme.

Latitude Float GPS latitude at which the camera looks at.
Longitude Float GPS longitude at which the camera looks at.
Zoomlevel Float Determines how close is the camera to the ground level.
Bearing Float Determines the bearing angle at which the camera is rotated relative to north.
Tilt Float Determines the tilt angle at which the camera looks at specified location.
SyleUrl String Theme that describes how the map looks like and how is styled.
Map Location Action

Represents a location on the map which can be sent to MapBehavior.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer Map node on which this action should be called.
Latitude Float Latitude of the location.
Longitude Float Longitude of the location.
LocationName
String
Human-readable name of the location.
Address String Address of the location (usually street name).

Navigation Action

Invoke a specified navigation action on selected Map

Common Properties

Property Name Type Description
MapNode Candera::AbstractNodePointer Map node on which this action should be called.
Action MapNavigationAction::Enum

Action that will be called on the MapNode.

Possible values: StartNavi, StopNavi, ReverseRoute

MenuScreenAction

Class Reference

Description

Action Behavior which sends MenuScreen action event allows you control the menu screen. The operations it can do are: add, delete element and change screen page. This behavior is available for 2D scenes only.

Common Properties

Property Name Type Description
Action MenuScreenAction::Enum

Action that will be called on the menu screen.

Possible values: EditMode, Delete, SwapRight, SwapLeft, AddScreen, DeleteLastScreen

MenuItemNode Candera::AbstractNodePointer Needed to identify which node should be deleted.
MenuScreenNode Candera::AbstractNodePointer MenuScreen node to which event will be sent.

Page Indicator Action

Class Reference

Sends an event to PageIndicator from external control (change number of pages, change active index)

It is also used by PageIndicatorElement (ActivateDot) to activate clicked element and to define visual properties of the PageIndicatorElement. This behavior is available for 2D scenes only.

Common Properties

Property Name Type Description
Action PageIndicatorAction::Enum

Action to perform on PageIndicator (change number of pages, change active index)

Possible values: ChangeActiveIndex, ChangeNumberOfPages, ActiveDot

Properties available when Action is set to ChangeActiveIndex or ChangeNumberOf Pages

Property Name Type Description
Value FeatStd::Int32 Value to be sent to PageIndicator (for ChangeActiveIndex and ChangeNumberOfPages actions)
ChangeValue ChangeValue::Enum

Type of value change to be sent to PageIndicator (for ChangeActiveIndex and ChangeNumberOfPages actions)

Possible values: Absolute or Relative

PageIndicatorNode Candera::AbstractNodePointer PageIndicator node to communicate with.

Properties for usage within PageIndicatorElement (ActivateDot)

These properties are used only when the behavior is used within PageIndicatorElement and action is set to ActivateDot.

Property Name Type Description
RenderNode
Candera::AbstractNodePointer Render node for current PageIndicatorElement (used only for PageIndicatorElement)
NormalImagePropertyProvider
CgiStudioControl::PropertyProviderBehavior*

Property Behavior which contains the image of normal (unselected) PageIndicatorElement (defines visual aspect of current PageIndicatorElement).

This property can be set in the right side of the Scene Tree panel.

ActiveImagePropertyProvider
CgiStudioControl::PropertyProviderBehavior*

Property Behavior which contains the image of active (selected) PageIndicatorElement (defines visual aspect of current PageIndicatorElement).

This property can be set in the right side of the Scene Tree panel.


Set Control State

Class Reference

Sets the state of a control by sending an Event to a control considering the selected EventDispatchStrategy.

Supports: Any Node with a Handle Control State attached.

Used in: SpinBox

See also: Set Image, Set Text, Set Color

Example Usage

Common Properties

Property Name Type Description
State ControlStateEnum::Enum

Choose the State which has to be changed to True or False.

Possible values: Selected, Pressed, Enabled, Highlighted, KeyboardFocused, ScopeFocused, Hover, Touched

ChangeTo bool Switch the state of the control to True or False.
UseForChildNodes
bool
State change will also affect all child nodes of the target node
EventDispatchStrategy EventDispatchStrategyType::Enum

The way the event gets sent.

Possible values: Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior

TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.

Advanced Properties

Property Name Type Description
DedicatedBehavior Candera::Behavior*

A dedicated behavior that will receive the event.

This property is only available when Dispatch Strategy is set to 'DedicatedBehavior'.


Start Timer

Class Reference

Start Timer Behavior starts a timer. If the delay time is passed the behavior's node or target node will receive a Timer Event. The Timer Event can then be handled by an Event Handler with a Check Timer Behavior to trigger an action.

Used in: ScrollBar

See also: Check Timer, OnTimer

Example Usage

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Delay FeatStd::UInt32 Delay time for the timer event (specification in milliseconds)

Custom Action Behaviors

Click to Message

Sends a custom message on invoke action event.

Common Properties

Property Name Type Description
Identifier String The identifier of the click message.

Copy Textures

When triggered, the textures of an appearance are used on the appearance of the node. This behavior is available for 3D scenes only.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Appearance
SharedPointer<Candera::Appearance> The appearance to set on the node.

Gesture Action Behaviors

Transform Gesture

Use the transform gesture action to apply the transformation of a transform gesture event (pan, pinch and rotate) to a node. You can use this behavior as an action or directly without an event handler. This behavior is available for 2D scenes only.

Pan

If you touch the Render Node with one finger, the content that you have touched will follow your finger. If you touch it with two fingers the point of the content that hits the center between your fingers will follow the center between your fingers.

  • Use the Maximum/Minimum properties for X/Y to limit the movement of the position to a certain area.
  • Use the Pan mode selector to limit the transformation to X or Y axis.
  • Deactivate the Pan to disallow any position change.

Pinch

If you pinch/stretch the content with your fingers the content will be scaled down/up.

  • Use the Maximum/Minimum properties to limit the absolute scale of the node.
  • Use the Pinch mode selector to either limit the scaling to X or Y axis or to switch to non-uniform scaling where both axis are scaled individually.
  • Deactivate the Pinch to disallow any scale change.

Rotate

If you touch the content with two fingers and drag them around the rotation change of the line between your fingers will be applied on the content.

  • Use the Maximum/Minimum properties to limit the absolute scale of the node.
  • Use the Pinch mode selector to either limit the scaling to X or Y axis or to switch to none uniform scaling where both axis are scaled individually.

Only if all transformations are allowed the content is able to follow your fingers. Otherwise there may be a displacement that matches the configuration but not the finger position (e.g. if the pan/scale is locked to an axis or Rotation is disabled but scale is still set to uniform scale). The default values are chosen to most fit the common use cases (e.g. it is more likely that uniform scale is required than a non-uniform scale).

Example Usage

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Pan FeatStd::Optional<PanGestureType::Enum> The pan transformation of a pan gesture is applied to the node.
Pinch FeatStd::Optional<PinchGestureType::Enum> The scale transformation of a pinch gesture is applied to the node.
Rotate bool The rotate transformation of a rotate gesture is applied to the node.

Advanced Properties

Property Name Type Description
PanMinimumX FeatStd::Optional<FeatStd::Float>

The minimum pan X value.

This property is only available if panning in x direction is enabled.

PanMinimumY FeatStd::Optional<FeatStd::Float>

The minimum pan Y value.

This property is only available if panning in y direction is enabled.

PanMaximumY FeatStd::Optional<FeatStd::Float>

The maximum pan X value.

This property is only available if panning in x direction is enabled.

PanMaximumX FeatStd::Optional<FeatStd::Float>

The maximum pan Y value.

This property is only available if panning in y direction is enabled.

PinchMinimumX FeatStd::Optional<FeatStd::Float>

The minimum pinch X value.

This property is only available if pinching in x direction is enabled.

PinchMinimumY FeatStd::Optional<FeatStd::Float>

The minimum pinch Y value.

This property is only available if pinching in y direction is enabled.

PinchMaximumX FeatStd::Optional<FeatStd::Float>

The maximum pinch X value.

This property is only available if pinching in x direction is enabled.

PinchMaximumY FeatStd::Optional<FeatStd::Float>

The maximum pinch Y value.

This property is only available if pinching in y direction is enabled.

PinchMinimumUniform FeatStd::Optional<FeatStd::Float>

The minimum pinch uniform value.

This property is only available if pinching is enabled and configured for ScaleUniform.

PinchMaximumUniform FeatStd::Optional<FeatStd::Float>

The maximum pinch uniform value.

This property is only available if pinching is enabled and configured for ScaleUniform.

RotateMinimum FeatStd::Optional<FeatStd::Float>

The minimum rotate value

This property is only available if rotation is enabled.

RotateMaximum FeatStd::Optional<FeatStd::Float>

The maximum rotate value

This property is only available if rotation is enabled.


Property Action Behaviors

Set Appearance

Sets or changes the appearance of a 3D node. Adjusts its material, color, transparency, or texture to update how the node looks when triggered. This behavior is available for 3D scenes only.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
PropertyReference
PropertyReference::Enum

Choose how the property gets set. Via own property or from another Behavior.

Possible values: Self, Other

Appearance
SharedPointer<Candera::Appearance>

The appearance to set on the node.

This property is only available if the PropertyReference is set to "Self".

PropertyProvider
PropertyProviderBehavior*

Property Behavior which contains the color which has to be set on the effect.

This property is only available if the PropertyReference is set to "Other".

UseAsDefault
bool
True if the image shall be used as default image.
Send Value as Event

Class Reference

Sends out a new value. Associated controls with a value property receive the new value.

Example Usage

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
PropertyReference CgiStudioControl::PropertyReference::Enum

Choose how the property gets set. Via own property or from another Behavior.

Possible values: Self, Other

ChangeValue ChangeValue::Enum

How the event value shall be handled by the receiving.

Possible values: Absolute, Relative

EventDispatchStrategy EventDispatchStrategyType::Enum

The way the event gets sent.

Possible values: Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior

Advanced Properties

Property Name Type Description
Value FeatStd::Variant

The value of the event which gets sent.

This property is only available when the PropertyReference is set to "Self".

PropertyProvider PropertyProviderBehavior*

Property provider which contains the value which has to be set on the send value as event action.

This property can be set in the right side of the Scene Tree panel.

It is only available when the PropertyReference is set to "Other".

DedicatedBehavior Candera::ProcessValueBehavior*

The dedicated process value behavior that will receive the change value event.

This property can be set in the right side of the Scene Tree panel.

It is only available if the EventDispatchStrategy is set to "DedicatedBehavior".

Set Color

Class Reference

Sets the color of a node with a Color effect attached (e.g. BitmapBrushColorBlend or SolidColorBrush). In 3D, it sets the diffuse color of the material.

Supports

  • Controls:
    • Text
    • Text Value
  • Effects:
    • BitmapBrushColorBlend (as used in TextNode)
    • GlBitmapBrushColorMaskBlend
    • GlDropShadowBitmapBrushColorBlend
    • GlFlipBitmapBrushColorBlend
    • GlOutlineBitmapBrushColorBlend
    • SolidColorBrushColorBlend (as used in SolidColorNode)

See also: Set Image, Set Text, Set Control State

Example Usage

Common Properties

Property Name Type Description
Property Reference PropertyReference::Enum

Choose how the property gets set. Via own property or from another Behavior.

Possible values: Self, Other

Color Candera::Color

The color to set.

This property is only available if PropertyReference is set to "Self".

Use For Child Nodes bool If set to true, also child nodes are affected by this action.
Levels UInt8

Number of levels to step down through groups. Default is zero.

This property is only available if UseForChildNodes is checked.

TargetNode Candera::AbstractNodePointer The node which is modified. If not set, then the node where the behavior is attached to, will be modified.

Advanced Properties

Property Name Type Description
Property Provider PropertyProviderBehavior*

Property Provider which contains the color which has to be set on the effect.

This property can be set in the right side of the Scene Tree panel.

It is only available if PropertyReference is set to"Other".

Set Image

Class Reference

Sets or changes the image of a node (such as Bitmap) with an attached effect (BitmapBrush) when an action is triggered. Can be used to update the image property of a BitmapBrush effect when used with OnClick.

See also: Set Text, Set Color, Set Control State

Example Usage

Common Properties

Property Name Type Description
Target Node Candera::AbstractNodePointer The node which gets the given image. If not set, then the node where the behavior is attached too, will be modified.
Property Reference PropertyReference::Enum

Choose how the property gets set. Via own property or from another Behavior.

Possible values: Self, Other

Image SharedPointer<Image2D>

The image to set on the effect.

This property is only available for 2D scenes.

Use As Default bool True if the image shall be used as default image.

Advanced Properties

Property Name Type Description
Texture SharedPointer<Candera::TextureImage>

The image to set on the appearance.

This property is only available for 3D scenes.

PropertyProvider PropertyProviderBehavior*

Property Provider which contains the color which has to be set on the effect.

This property can be set in the right side of the Scene Tree panel.

It is only available if PropertyReference is set to "Other"

Set MVG Fill Color

Sets the fill color of an MVG node using an MVG brush effect (for example, MVGRectBrush) when an action behavior is triggered.

Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference::Enum     Choose how the property gets set. Via own property or from another Behavior.
Color Candera::Color The fill color to be set.
PropertyProvider CgiStudioControl::PropertyProviderBehavior

Property Behavior which contains the color which has to be set on the effect.

Set MVG Stroke Color
Sets the stroke (outline/border) color of an MVG node using an effect. The color can be applied dynamically when an action behavior is triggered. Can set the stroke color of an MVGArc node when used with OnPress.
Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference::Enum     Choose how the property gets set. Via own property or from another Behavior.
Color Candera::Color The fill color to be set.
PropertyProvider CgiStudioControl::PropertyProviderBehavior

Property Behavior which contains the color which has to be set on the effect.

Render Child Nodes

Class Reference

Enables or disables child nodes of a group according to the operation mode. The same float input is used to select a single node or affect multiple nodes. When the action triggred.

Example Usage

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The node which switches child nodes. If not set, then the node where the behavior is attached to, will modified its children.
Index Float Index of the child node which shall be active.
OperationMode OperationMode::Enum

When set to MultipleNodes, EnableChildNodes will enable the first N children of Group Node. When Operation Mode is set to SingleNode, only the Nth node is enabled.

Possible values: MultipleNodes, SingleNode

Levels UInt8 Number of levels to step down through groups. Default is zero.
NormalizeValue bool If set to true, the received value has to be between 0 and 1 and will be mapped to the number of children. Otherwise the value has to be the index of the child.

Set Text

Class Reference

Sets/Changes the text of a TextNode.

See also: Set Image, Set Color, Set Control State

Example Usage

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
PropertyReference PropertyReference::Enum

Choose how the property gets set. Via own property or from another Behavior.

Possible values: Self, Other

Text String

The text that will be set to the Text Node.

This property is available if the PropertyReference is set to "Self".

Advanced Properties

Property Name Type Description
PropertyProvider PropertyProviderBehavior*

Property Behavior which contains the color which has to be set on the effect.

This property can be set in the right side of the Scene Tree panel.

It is only available if the PropertyReference is configured with "Other".


Set Text Style

Sets the configured text style to a text node when the action is triggered.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
Style SharedPointer<TextRendering::SharedStyle> The Style that will be set to the Text Node.

Enable Rendering

Class Reference

If invoked by a TriggerBehavior, changes the visibility of a node.

Example Usage

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The node which gets the visibility flag. If not set, then the node where the behavior is attached to, will be modified.
Visible bool According to this value, the affected node gets rendered or not.
Send Value Changed As Event

Sends out a new value. Associated controls with a value property receive the new value.

Example Usage

Common Properties

Property Name Type Description
Value
FeatStd::Variant

The value of the event which gets sent.

This property is only available if PropertyReference is set to "Self".

Sender
Candera::AbstractNodePointer The node for which the event shall be emitted. If it is not set then the TargetNode or Node (if TargetNode is not set) will be taken instead.
EventDispatchStrategy
c

The way the event gets sent.

Possible values: Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior

TargetNode
Candera::AbstractNodePointer The node on which the for which the EventDispatchStrategy will be applied. If it is not set then the Node will be taken instead.
PropertyReference
PropertyReference::Enum

Choose how the property gets set. Via own property or from another Behavior.

Possible values: Self, Other

Target Node Candera::AbstractNodePointer The target node to which the events are routed from the source node. If this property is not set, the event will be routed to the node of the behavior.

Advanced Properties

Property Name Type Description
DedicatedBehavior
ProcessValueBehavior*

The dedicated process value behavior that will receive the change value event.

This property can be set in the right side of the Scene Tree panel.

It is only available if the EventDispatchStrategy is set to "DedicatedBehavior".

PropertyProvider PropertyProviderBehavior*

Property Behavior which contains the color which has to be set on the effect.

This property can be set in the right side of the Scene Tree panel.

It is only available if the PropertyReference is set to "Other".


Scroll Action Behaviors


Send Scrollable Event

Class Reference

Enables a scrollable behavior (for example, a List behavior) to scroll to a specific target position based on the selected scrolling type (horizontal or vertical) and value (item-wise or page-wise) when triggered. Can be used to manage the scroll direction of a list control.

Common Properties

Property Name Type Description
Target Node Candera::AbstractNodePointer The node which is modified. If not set, then the node where the behavior is attached to, will be modified.
Direction Optional<ScrollDirection::Enum>

The direction in which the scroll should be performed.

Possible values: Vertical, Horizontal

Type ScrollableEventType::Enum The scrolling type. It can be either relative or absolute scrolling in combination of being either itemwise or pagewise scrolling.
Value Float The number of items or pages scrolled to.
TreatAnimationDurationZeroAsNotSet
bool
When the AnimationDuration is set to 0 it will not be used as a valid animation duration. If a immediate scroll to the target position is intended this flag has to be set to false.
AnimationDuration
UInt32
Duration of the scrolling animation.
EventDispatchStrategy
EventDispatchStrategyType::Enum

The way the event gets sent.

Possible values: Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior

Advanced Properties

Property Name Type Description
DedicatedBehavior
Behavior*

The dedicated process value behavior that will receive the change value event.

This property can be set in the right side of the Scene Tree panel.

It is only available if the EventDispatchStrategy is set to "DedicatedBehavior".


Streaming Action Behaviors


Configure and Play Stream

Class Reference

Starts, stops, pauses, resumes video streams by emitting an VideoControl Event. These Events can be received by Video Stream Behaviors.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The node which receives the event. If not set, then the node where the behavior is attached to, will receive it.
Action VideoControl::Enum

Action that will be executed on the stream.

Possible values: Play, Replay, Pause, Resume, Stop.

EventDispatchStrategy EventDispatchStrategyType::Enum

The strategy in which the event is sent. 

Possible values: Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior.

Advanced Properties

Property Name Type Description
DedicatedBehavior Candera::Behavior*

A dedicated behavior that will receive the event.

This property can be set in the right side of the Scene Tree panel.

It is only available if the EventDispatchStrategy is set to "DedicatedBehavior".


Transition Action Behaviors

Perform Transition Requests

Class Reference

Used to specify whether a node should be activated or deactivated by the transition framework when the associated TransitionActionBehavior is triggered.

Used to execute transitions via TransitionRequestBehaviors.

See also: Transition Request

Example Usage

Common Properties

Property Name Type Description
Requests ArrayProperty<TransitionRequestBehavior *> The first TransitionRequestBehavior in the request-set.
Variant String Default Variant which will be used for attached Requests. Not that Requests can also have their own Variant.
Transition Request

Class Reference

Used to specify whether a node should be activated or deactivated by the transition framework when the associated TransitionActionBehavior is triggered.

Example Usage

Common Properties

Property Name Type Description
RequestType CgiStudioControl::TransitionRequestType::Enum

Whether a node should be Activated or Deactivated by the transition. Currently running transitions on a node can be ended using the Finish transition type.

Possible values: Activate, Deactivate, Finish

Variant FeatStd::String Variant which will be used for this Request.
Identifier Candera::Transitions::Identifier The Node or Scene that will be subject to the transition.

Views

Jump to View

Use this action to request jump/switching to the configured view (via the configured node). Depending on the view state setup (e.g. with view trees or a state machine) the request will be accepted or denied. The action itself will emit a JumpToViewEvent on the configured node.

Common Properties

Property Name Type Description
TargetNode Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
View ViewIdentifier Identifier of the view that is requested to be shown.

There is no documentation for behaviors of the Internal subcategory as they are used internally by Scene Composer and not intended for customer use.


Send Virtual Key

When triggered the action behavior sends a KeyEvent for down and one frame later a KeyEvent for up

Common Properties

Property Name Type Description
KeyType KeyType::Enum

Choose the type of the key. With KeyCode you can select any key.

Possible values: KeyCode, Modifier

Modifier
KeyModifierEnum::Enum

Modifier Key (e.g. Shift)

Possible values: None, Key_Shift, Key_Alt, Key_Ctrl, Key_CapsLock, Key_Num

This property is only available if "KeyType" is set to "Modifier".

KeyCode
KeyboardKeyCode::Enum

With KeyCode you can select any key.

Possible values: Key_None, ...<all keyboard key codes>... Key_OEM8

This property is only available if "KeyType" is set to "KeyCode".


Set Culture

Class Reference

Action Behavior which activates a culture based on its 'locale' value. Receives a locale as value. Invoking the action changes the application culture to a culture fitting to this locale.

Common Properties

Property Name Type Description
Locale FeatStd::String Locale of a culture. Invoking the action will set the culture active.



Revision #56
Created 2023-02-27 05:44:16 UTC by Kanai Tomoaki
Updated 2026-02-06 06:15:53 UTC by Elisabeth Zauner