Action Behaviors
Contents List
- Animation Action Behaviors
- Control Action Behaviors
- Custom
- Gesture Action Behaviors
- Property Action Behaviors
- Scroll Action Behaviors
- Streaming Action Behaviors
- Transition Action Behaviors
-
Animation Action Behaviors
Class Reference
Description
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 |
| 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. |
Advanced Properties
| Property Name |
Type |
Description |
| RepeatMode |
CgiStudioControl::RepeatMode::Enum |
Defines how the animation shall be repeated. |
| RepeatCount |
CgiStudioControl::RepeatCount::Enum |
Count of replays. If set to 0 the animation loops till it gets stopped. |
| EventDispatchStrategy |
CgiStudioControl::EventDispatchStrategyType::Enum |
The way the event gets sent. |
| DedicatedBehavior |
Candera::Behavior* |
A dedicated behavior that will receive the animation event. |
| FinishTime |
Candera::Animation::WorldTimeType |
Finish time in milliseconds. |
| IncreasedSpeed |
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. |
| IncreasedSpeedRevertMargin |
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. |
| SequenceStartTime |
Candera::Animation::SequenceTimeType |
The start point of the animation. [ms] |
| SequenceDurationTime |
Candera::Animation::SequenceTimeType |
The duration of the animation. [ms] |
Control Action Behaviors
Breadcrumb Action
Class Reference
Description
An Action Behavior that sends breadcrumb action events. It allows you to control a Breadcrumb or a node with a Breadcrumb Behavior attached.
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 shall be executed on the animation.
Path
CgiStudioControl::AnimationDirection::Enum
The Path that will be set when the action is triggered. Only available for 'Set Path'. The path-separator is defined in the receiving breadcrumb.
BreadcrumbNode
Candera::AbstractNodePointer
Breadcrumb Control Node.
Change selection
Class Reference
Description
Checks if the culture has changed and is fulfilled if this culture matches the locale.
Common Properties
This behavior does not have any configurable properties.
Conditional Action
Class Reference</small
Description
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 nessecary if the actions alter the state and other conditional actions may be invoked due to that changed state.
Change Drawer State
Class Reference
Description
An Action that allows to hide/show the contents of a Drawer or a Node with a Drawer Behavior attached.
The operation that can be performed are: Close, Open or Toggle.
Common Properties
Property Name
Type
Description
Action
CgiStudioControl::DrawerEventType::Enum
The action that should be performed.
EventDispatchStrategy
CgiStudioControl::EventDispatchStrategyType::Enum
The way the event gets sent.
TargetNode
Candera::AbstractNodePointer
The target node to which the events are routed from the source node. If the property is not set, the event will be routed to the node of the behavior
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
Description
Sets the Keyboard Focus to a control.
Common Properties
Property Name
Type
Description
TargetNode
Candera::AbstractNodePointer
The Node which is modified. If not set, then the node where the bihaviors is attached to, will be modified.
Interpolate Value Action
Description
Action Behavior which sends specific action event allows you control the InterpolateProcessValueBehavior.
Property Name
Type
Description
Action
ActionTYpe
The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
AnimationMode
AnimationModeType
The Style that will be set to the Text Node.
TargetNode
TargetNodeType
The Node to which the event should be sent.
Interval Switch Action
Description
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.
Property Name
Type
Description
TargetNode
TargetNodeType
The Node which is mofified. If not set, then the node where the behavior is attached to, will be modified.
SwitchState
SwitchStateType
SwitchState: IntervalSwitchState: Enum
Keyboard Action
Description
Keyboard action to manage keyboard control.
Property Name
Type
Description
Action
ActionType
Keyboard action to execute.
KeyboardNode
KeyboardNodeType
Keyboard Node.
Layout
LayoutType
Layout name.
AutoHideKeyboard
AutoHideKeyboardType
Should keyboard be hidden when node loses focus and show again when node is focused?
Map Action
Description
Call a specified action on selected MapBehavior.
Property Name
Type
Description
MapNode
MapNodeType
Map node on which this action should be called.
Action
ActionType
Action that will be called on the MapBehavior.
Latitude
LatitudeType
GPS latitude at which the camera looks at.
Longitude
LongitudeType
GPS longitude at which the camera looks at.
Zoomlevel
ZoomLevelType
Determines how close is the camera to the groud level.
Bearing
BearingType
Determines the bearing angle at which the camera is rotated relative to north.
Tilt
TiltType
Determines the tilt angle at which the camera looks at specified location.
SyleUrl
StyleUrlType
Theme that describes how the map looks like and how is styled.
Map Location Action
Description
Represents a location on the map which can be sent to MapBehavior.
Property Name
Type
Description
TargetNode
TargetNodeType
Map node on which this action should be called.
Latitude
LatitudeType
Latitude of the location.
LongitudeLayout
LongitudeType
Longitude of the location.
Address
AddressType
Address of the location (usually street name).
Navigation Action
Description
Invoke a specified navigation action on selected Map
Property Name
Type
Description
MapNode
MapNodeType
Map node on which this action should be called.
Actoin
ActionType
Action that will be called on the MapNode.
Description
Action Behavior which sends menuscreen action event allows you control the menu screen. The operations it can do are: add, dlete element and change screen page.
Common Properties
Property Name
Type
Description
Action
MenuScreenAction::Enum
Action that will be called on the menu screen.
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
Description
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.
Common Properties
Property Name
Type
Description
Action
PageIndicatorAction::Enum
Action to perform on PageIndicator (change number of pages, change active index)
PageIndicatorNode
Candera::AbstractNodePointer
PageIndicator node to communicate with.
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)
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.
NormalImagePropertyProvider
Behavior*
Property Behavior which contains the image of normal (unselected) PageIndicatorElement.
ActiveImagePropertyProvider
Behavior*
Property Behavior which contains the image of active (selected) PageIndicatorElement.
Set Control State
Class Reference
Description
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
Example Usage
Common Properties
Property Name
Type
Description
State
Candera::AbstractNodePointer
Choose the State which has to be changed to True or False.
ChangeTo
bool
Switch the state of the control to True or False.
EventDispatchStrategy
Candera::AbstractNodePointer
The way the event gets sent
TargetNode
Candera::AbstractNodePointer
The target node to which the events are routed from the source node. If the property is not set, the event will be routed to the node of the behavior
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'.
See also
Set Image, Set Text, Set Color
Start Timer
Class Reference
Description
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
Example Usage
Common Properties
Property Name
Type
Description
Delay
FeatStd::UInt32
Delay time for the timer event (specification in milliseconds)
Target Node
Candera::AbstractNodePointer
The target node to which the events are routed from the source node.
See also
Check Timer, OnTimer
Custom
Click To Message
Copy Texture
Click to Message
Description
Sends a custom message on invoke action event.
Common Properties
This behavior does not have any configurable properties.
Copy Texture
Description
When triggered, the texutures of an appearance are used on the appearance of the node. SAMPLE USAGE ONLY.
Property Name
Type
Description
Appearance
AppearanceType
The appearance to set on the node
TargetNode
TargetNodeType
The node which gets the given image. If not set,then the node where the behavior is attached to, will be modified.
Gesture Action Behaviors
Description
Use the transform gesture action to apply the transformation of a transform gesture event (pan, pinch and rotate) to a node. You can use tis behavior as an action or directly without an event handler.
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 manipulated. If not set, then the node where the behavior is attached to, will will be manipulated
Pan
FeatStd::Optional<PanGestureType::Enum>
The pan transformation of a pan gesture is applied to the node.
PanMinimumX
FeatStd::Optional<FeatStd::Float>
The minimum pan X value.
PanMinimumY
FeatStd::Optional<FeatStd::Float>
The minimum pan Y value.
PanMaximumY
FeatStd::Optional<FeatStd::Float>
The maximum pan X value.
PanMaximumX
FeatStd::Optional<FeatStd::Float>
The maximum pan Y value.
Pinch
FeatStd::Optional<PinchGestureType::Enum>
The scale transformation of a pinch gesture is applied to the node.
PinchMinimumX
FeatStd::Optional<FeatStd::Float>
The minimum pinch X value.
PinchMinimumY
FeatStd::Optional<FeatStd::Float>
The minimum pinch Y value.
PinchMaximumX
FeatStd::Optional<FeatStd::Float>
The maximum pinch X value.
PinchMaximumY
FeatStd::Optional<FeatStd::Float>
The maximum pinch Y value.
PinchMinimumUniform
FeatStd::Optional<FeatStd::Float>
The minimum pinch uniform value.
PinchMaximumUniform
FeatStd::Optional<FeatStd::Float>
The maximum pinch uniform value.
Rotate
bool
The rotate transformation of a rotate gesture is applied to the node.
RotateMinimum
FeatStd::Optional<FeatStd::Float>
The minimum rotate value
RotateMaximum
FeatStd::Optional<FeatStd::Float>
The maximum rotate value
Property Action Behaviors
Set Appearance
Send Value as Event
Set Appearance
Set Color
Set Image
Render Child Nodes Action
Set Text
Set Text Style
Enable Rendering
Set Appearance
Class Reference
Description
Sets the Appearance of a Render Node and provides the Appearance as a property for Controls.
Common Properties
Property Name
Type
Description
PropertyReference
CgiStudioControl::PropertyReference
The appearance to set on the node.
Appearance
Candera::MemoryManagement::SharedPointer<Candera::Appearance>"
The color to set.
PropertyProvider
Behavior*
Property Behavior which contains the color which has to be set on the effect.
Send Value as Event
Class Reference
Description
Sends out a new value. Associated controls with a value property receive the new value.
Example Usage
Common Properties
Property Name
Type
Description
PropertyReference
CgiStudioControl::PropertyReference::Enum
Choose how the property gets set. Via own property or from another Behavior.
Value
Variant
The value of the event which gets sent.
Change Value
Enum (Absolute, Relative)
How the event value shall be handled by the receiving.
Event Dispatch Strategy
Enum (Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior)
The way the event gets sent.
Dedicated Behavior
ProcessValueBehavior *
Target Node
AbstractNodePointer
The target node 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.
DedicatedBehavior
Candera::ProcessValueBehavior*
The dedicated process value behavior that will receive the change value event.
Advanced Properties
Property Name
Type
Description
PropertyProvider
"Behavior*
Property provider which contains the value which has to be set on the send value as event action.
DedicatedBehavior
Candera::ProcessValueBehavior*
The dedicated process value behavior that will receive the change value event.
Set Appearance
Class Reference
Description
Sets the Appearance of a Render Node and provides the Appearance as a property for Controls.
Common Properties
Property Name
Type
Description
PropertyReference
CgiStudioControl::PropertyReference
The appearance to set on the node.
Appearance
Candera::MemoryManagement::SharedPointer<Candera::Appearance>"
The color to set.
PropertyProvider
Behavior*
Property Behavior which contains the color which has to be set on the effect.
Set Color
Class Reference
See also
Set Image, Set Text, Set Control State
Description
Sets the color of a node with a Color effect attached (e.g. BitmapBrushColorBlend or SolidColorBrush).
Supports
Controls:
Text
Text Value
Effects:
BitmapBrushColorBlend (as used in TextNode)
GlBitmapBrushColorMaskBlend
GlDropShadowBitmapBrushColorBlend
GlFlipBitmapBrushColorBlend
GlOutlineBitmapBrushColorBlend
SolidColorBrushColorBlend (as used in SolidColorNode)
Example Usage
Common Properties
Property Name
Type
Description
Property Reference
Enum (Self, Other)
Choose how the property gets set. Via own property or from another Behavior.
Color
Color
The color to set.
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.
Target Node
Node2D *
The node which is modified. If not set, then the node where the behavior is attached too, will be modified.
Advanced Properties
Property Name
Type
Description
Property Provider
Behavior *
Property Provider which contains the color which has to be set on the effect.
Class Reference
See also
Set Text, Set Color, Set Control State
Description
When triggered, sets an image on a node.
Example Usage
Common Properties
Property Name
Type
Description
Property Reference
Enum (Self, Other)
Choose how the property gets set. Via own property or from another Behavior.
Image
SharedPointer<Image2D>
The image to set on the effect.
Use As Default
Bool
True if the image shall be used as default image.
Target Node
AbstractNodePointer
The node which gets the given image. If not set, then the node where the behavior is attached too, will be modified.
Advanced Properties
Property Name
Type
Description
Property Provider
Behavior *
Property Provider which contains the color which has to be set on the effect.
Texture
Candera::MemoryManagement::SharedPointer<Candera::TextureImage>
The image to set on the appearance.
Render Child Nodes Action
Class Reference
Description
If invoked by a TriggerBehavior, enables/disables Child nodes corresponding to the received value and the behavior settings.
Example Usage
Common Properties
Property Name
Type
Description
Index
Float
Index of the child node which shall be active.
Operation Mode
Enum (MultipleNodes, SingleNode)
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.
Levels
UInt8
Number of levels to step down through groups. Default is zero.
Normalize Value
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.
Target Node
Node 2D*
The node which switches child nodes. If not set, then the node where the behavior is attached to, will modified its children.
Set Text
Class Reference
See also
Set Image, Set Color, Set Control State
Description
Sets/Changes the text of a TextNode.
Example Usage
Common Properties
Property Name
Type
Description
Property Reference
Enum (Self, Other)
Choose how the property gets set. Via own property or from another Behavior.
Text
String
The text that will be set to the Text Node.
Target Node
AbstractNodePointer
The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
Advanced Properties
Property Name
Type
Description
Property Provider
Behavior *
Property Behavior which contains the color which has to be set on the effect.
Set Text Style
Description
An Action Behavior that sends change style action. It allows to control the style of text Nodes.
Common Properties
Property Name
Type
Description
Target Node
TargetNodeType
The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified.
Style
StyleType
The Style that will be set to the Text Node.
Enable Rendering
Class Reference
Description
If invoked by a TriggerBehavior, changes the visibility of a node.
Example Usage
Common Properties
Property Name
Type
Description
Visible
Bool
According to this value, the affected node gets rendered or not.
Target Node
AbstractNodePointer
The node which gets the visibility flag. If not set, then the node where the behavior is attached to, will be modified.
Description
Enables scrolling a scrollable behavior (e.g. a ListBehavior) to a specific target position that is specified by the scrolling Type and the Value.
Common Properties
Property Name
Type
Description
Direction
ScrollDirection::Enum
The direction in which the scroll should be performed.
Type
ScrollableEventType::Enum
The scrolling type. It can be either relative or absolute scrolling in combination of being either itemwise or pagewise scrolling.
Value
FeatStd::Float
The number of items or pages scrolled to.
Animated
Bool
If set, the scrolling will be animated. Otherwise, the scrollable behavior will imediatelly jump to the target position.
Streaming Action Behaviors
Class Reference
Description
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
Action
VideoControl::Enum
The action that will be executed on the stream. Options are Play, Replay, Pause, Resume, Stop.
EventDispatchStrategy
CgiStudioControl::EventDispatchStrategyType::Enum
The strategy in which the event is sent. Options are Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior.
TargetNode
Candera::AbstractNodePointer
The node which receives the event. If not set, then the node where the behavior is attached to, will receive it.
DedicatedBehavior
Candera::Behavior*
A dedicated behavior that will receive the event, in case DedicatedBehavior EventDispatchStrategy is selected.
Transition Action Behaviors
Perform Transition Requests
Transition Request
Class Reference
See also
Transition Request
Description
Used to execute transitions via TransitionRequestBehaviors.
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
Description
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.
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.
Set Culture
Class Reference
Description
Action Behavior which activates a culture based on its 'locale' value.
Common Properties
Property Name
Type
Description
Locale
FeatStd::String
Locale of a culture. Invoking the action will set the culture active.