Skip to main content

Action Behaviors

Contents List

Control Action Behaviors
    Breadcrumb Action Change Selection Conditional Action Change Drawer State Set Focus Interpolate Value Action Interval Switch Action Keyboard Action Map Action Map Location Action Navigation Action MenuScreenAction Page Indicator Action Set Control State Start Timer Custom Action Behaviors
      Click To Message Copy Textures Gesture Action Behaviors
        Transform Gesture Property Action Behaviors
          Set Appearance Send Value as Event
          Set Color Set Image Render Child Nodes Set Text Set Text Style Enable Rendering Send Value Changed As Event Scroll Action Behaviors
            Send Scrollable Events Streaming Action Behaviors
              Configure and Play Stream Transition Action Behaviors
                Perform Transition Request Transition Request Send Virtual Key

                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".


                  Back to the menu


                  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.

                  Back to the menu

                  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.

                  Back to the menu

                  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.

                  Back to the menu

                  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)

                  Back to the menu


                  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.

                  Back to the menu


                  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.

                  Back to the menu


                  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.

                  Back to the menu

                  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".

                  Back to the menu

                  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".

                  Back to the menu

                  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.

                  Back to the menu

                  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".

                  Back to the menu


                  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".

                  Back to the menu


                  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".

                  Back to the menu


                  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.

                  Back to the menu

                  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.

                  Back to the menu


                  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".

                  Back to the menu


                  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.

                  Back to the menu