Action Behaviors
Animation Action Behaviors
Configure and Play Animation
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
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
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
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
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
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
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
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
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
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
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
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
| 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
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
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
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
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
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
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
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. |
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
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. |