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Action Behaviors

Contents List


Animation Action Behaviors

    Configure and Play Animation

    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
    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".


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    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 will be called on the breadcrumb.

    Possible values: SetPath, BackToPrevious, BackToElement

    Path CgiStudioControl::AnimationDirection::EnumString

    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.

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    Change selection

    Class Reference

    Description

    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.

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    Conditional Action

    Class Reference

    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 necessary 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
    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

    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 behavior is attached to, will be modified.
    Interpolate Value Action

    Description

    Action Behavior which sends specific action event allows you control the InterpolateProcessValueBehavior.

    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

    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.

    Common Properties

    Property Name Type Description
    TargetNode Candera::AbstractNodePointer The Node which is mofified. 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

    Description

    Keyboard behavior manages the Keyboard control.

    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 Notifierer 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

    Description

    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.

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    Map Location Action

    Description

    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.
    LongitudeLayout Float Longitude of the location.
    Name
    String
    Human-readable name of the location.
    Address String Address of the location (usually street name).
    Navigation Action

    Description

    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, dlete element and change screen page.

    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

    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)

    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: ChangeActiveIndex, ChangeNumberOfPages, ActivateDot

    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

    Description

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

    SupportsSupports: 

      Any Node with a Handle Control State attached.

      Used Inin: 

        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, Ennabled, 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 target node toNode which theis events are routed from the source node.modified. If the property is not set, then the eventnode where the behavior is attached to, will be routed to the node of the behaviormodified.

        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'.

        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 Inin:

          ScrollBar

          See

          also: 
          Check
          Timer, OnTimer

          Example Usage

          Common Properties

          Property Name Type Description
          TargetNode Candera::AbstractNodePointer The targetNode which is modified. If not set, then the node to whichwhere the eventsbehavior areis routedattached fromto, thewill sourcebe node.modified.
          Delay FeatStd::UInt32 Delay time for the timer event (specification in milliseconds)

          See also

          Check Timer, OnTimer

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          Custom


          Click to Message

          Description

          Sends a custom message on invoke action event.

          Common Properties

          This

          behaviordoesnotProperty haveName anyType configurableDescription properties. Identifier String The identifier of the click message.


          Gesture Action Behaviors

          Transform Gesture Action

          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 tisthis 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.modified. If not set, then the node where the behavior is attached to, will will be manipulatedmodified.
          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.

          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 xy 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 xy 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.

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          Property Action Behaviors



          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
          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

          ValueChangeValue VariantChangeValue::Enum
          The value of the event which gets sent. Change Value Enum (Absolute, Relative)

          How the event value shall be handled by the receiving.

          Possible values: Absolute, Relative

          Event Dispatch StrategyEventDispatchStrategy EventDispatchStrategyType::Enum (Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior)

          The way the event gets sent.

          Possible values: DedicatedDirect, BehaviorBroadcast, ProcessValueBehaviorBubble, *Tunnel,
          DedicatedBehavior TargetNode Candera::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
          Value
          FeatStd::Variant

          The value of the event which gets sent.

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

          PropertyProvider "Behavior*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".

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          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). 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 (Self, Other)

          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 Boolbool 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 too,to, will be modified.

          Advanced Properties

          Property Name Type Description
          Property Provider Behavior *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".

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          Set Image

          Class Reference

          When triggered, sets an image on a node.

          See alsoalso: 

          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 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
          Property ProviderTexture Behavior *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 Texturecan Candera::MemoryManagement::SharedPointer<Candera::TextureImage>be Theset imagein the right side of the Scene Tree panel.

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

          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
          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. Operation ModeOperationMode OperationMode::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.

          Possible values: MultipleNodes, SingleNode

          Levels UInt8 Number of levels to step down through groups. Default is zero. Normalize ValueNormalizeValue Boolbool 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. 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.
          Set Text

          Class Reference

          Sets/Changes the text of a TextNode.

          See alsoalso:

          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. 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
          Property ProviderPropertyProvider Behavior *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

          Description

          An Action Behavior that sends change style action. It allows to control the style of text Nodes.

          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 StyleTypeSharedPointer<TextRendering::SharedStyle> 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. 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.

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          Send Value Changed As Event

          Description

          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".

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          Scroll Action Behaviors


          Send Scrollable Event

          Class Reference

          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
          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 FeatStd::Float The number of items or pages scrolled to. AnimatedTreatAnimationDurationZeroAsNotSet
          Boolbool
          If set,When the scrollingAnimationDuration is set to 0 it will not be animated.used Otherwise,as thea scrollablevalid behavioranimation willduration. imediatellyIf jumpa immediate scroll to the target position.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".

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          Streaming Action Behaviors


          Configure and Play Stream

          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. 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,event.

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

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

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          Transition Action Behaviors


          Perform Transition Requests

          Class Reference

          SeeUsed also

          to

          Transitionspecify Request

          whether

          Descriptiona 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.

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          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.

          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.

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          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".

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          Set Culture

          Class Reference

          Description

          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.

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