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Action Behaviors

Contents List


Animation Action Behaviors

    Configure and Play Animation

    Class Reference

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

    Common Properties

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

    Defines how the animation shall be repeated.

    Possible values: Replay, Bounce

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

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

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

    Advanced Properties

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

    Finish time in milliseconds.

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

    IncreaseSdpeed
    FeatStd::Optional<FeatStd::Float>

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

    This property is only available in the following configuration:

    an "Animation" is configured

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

    "RepeatMode" is not checked

    "RepeatCount" is not checked

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

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

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

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

    The start point  of the animation. [ms]

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

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

    The duration of the animation. [ms]

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


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    Control Action Behaviors


    Breadcrumb Action

    Class Reference

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

    The operations that can be performed are:

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

    Common Properties

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

    Action that will be called on the breadcrumb.

    Possible values: SetPath, BackToPrevious, BackToElement

    Path String

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

    BreadcrumbNode Candera::AbstractNodePointer Breadcrumb Control Node.

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    Change Selection

    Class Reference

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

    Common Properties

    This behavior does not have any configurable properties.

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    Conditional Action

    Class Reference

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

    Common Properties

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

    Class Reference

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

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

    Common Properties

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

    The action that should be performed.

    Possible values: Open, Close, Toggle

    EventDispatchStrategy CgiStudioControl::EventDispatchStrategyType::Enum

    The way the event gets sent.

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

    Advanced Properties

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

    Sets 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

    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

    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

    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

    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

    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

    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. This behavior is available for 2D scenes only.

    Common Properties

    Property Name Type Description
    Action MenuScreenAction::Enum

    Action that will be called on the menu screen.

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

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

    Class Reference

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

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

    Common Properties

    Property Name Type Description
    Action PageIndicatorAction::Enum

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

    Possible values: ChangeActiveIndex, ChangeNumberOfPages, ActiveDot

    Properties available when Action is set to ChangeActiveIndex or ChangeNumberOf Pages

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

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

    Possible values: 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

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

    Advanced Properties

    Property Name Type Description
    DedicatedBehavior Candera::Behavior*

    A dedicated behavior that will receive the event.

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

    Start Timer

    Class Reference

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

    Used in: ScrollBar

    See also: Check Timer, OnTimer

    Example Usage

    Common Properties

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

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    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.

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    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 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

    Set Appearance

    When triggered, sets an appearance on a 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.
    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.

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    Send Value as Event

    Class Reference

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

    Example Usage

    Common Properties

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

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

    Possible values: Self, Other

    ChangeValue ChangeValue::Enum

    How the event value shall be handled by the receiving.

    Possible values: Absolute, Relative

    EventDispatchStrategy EventDispatchStrategyType::Enum

    The way the event gets sent.

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

    Advanced Properties

    Property Name Type Description
    Value FeatStd::Variant

    The value of the event which gets sent.

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

    PropertyProvider PropertyProviderBehavior*

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

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

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

    DedicatedBehavior Candera::ProcessValueBehavior*

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

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

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

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    Set Color

    Class Reference

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

    Supports

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

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

    Example Usage

    Common Properties

    Property Name Type Description
    Property Reference PropertyReference::Enum

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

    Possible values: Self, Other

    Color Candera::Color

    The color to set.

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

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

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

    This property is only available if UseForChildNodes is checked.

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

    Advanced Properties

    Property Name Type Description
    Property Provider PropertyProviderBehavior*

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

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

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

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    Set Image

    Class Reference

    When triggered, sets an image on a node.

    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"

    Render Child Nodes

    Class Reference

    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.
    OperationMode OperationMode::Enum

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

    Possible values: MultipleNodes, SingleNode

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

    Class Reference

    Sets/Changes the text of a TextNode.

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

    Example Usage

    Common Properties

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

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

    Possible values: Self, Other

    Text String

    The text that will be set to the Text Node.

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

    Advanced Properties

    Property Name Type Description
    PropertyProvider PropertyProviderBehavior*

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

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

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

    Set Text Style

    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 SharedPointer<TextRendering::SharedStyle> The Style that will be set to the Text Node.
    Enable Rendering

    Class Reference

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

    Example Usage

    Common Properties

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

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    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".

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    Scroll Action Behaviors


    Send Scrollable Event

    Class Reference

    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 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".

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    Streaming Action Behaviors


    Configure and Play Stream

    Class Reference

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

    Common Properties

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

    Action that will be executed on the stream.

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

    EventDispatchStrategy EventDispatchStrategyType::Enum

    The strategy in which the event is sent. 

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

    Advanced Properties

    Property Name Type Description
    DedicatedBehavior Candera::Behavior*

    A dedicated behavior that will receive the event.

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

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

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    Transition Action Behaviors

    Perform Transition Requests

    Class Reference

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

    Used to execute transitions via TransitionRequestBehaviors.

    See also: Transition Request

    Example Usage

    Common Properties

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

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    Transition Request

    Class Reference

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

    Example Usage

    Common Properties

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

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

    Possible values: Activate, Deactivate, Finish

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

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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

    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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