Control Behaviors Construction Kit Control Behaviors Map Control Behaviors Map Provides the map rendering and navigation functionality. Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. Bearing Float Clockwise angle relative to North that the users currently faces. Longitude Candera::Variant Longitude of current users location. Latitude Candera::Variant Latitude of current users location. SimulateDriving bool Simulate driving along computed route when in navigation mode. NaviMessageNode AbstractNodePointer Node to which navigation instructions will be sent. LocationMesh AbstractNodePointer Node containing mesh(es) used to render the location indicator. RouteOverlayColor Candera::Color Color used by the route overlay. AvoidTolls bool Avoid tolls during route computation. AvoidMotorways bool Avoid motorways during route computation. AvoidFerry bool Avoid ferrys during route computation. Map Bridge Builds a bridge to MapBehavior forwarding touch events. Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. TargetNode AbstractNodePointer Node containing the target MapBehavior to which events will be forwarded. Scroll Control Behaviors List Behavior ListBehavior is a list supporting scrolling itemwise and pagewise combined with either relative or absolute scrolling. About implicit roles of ChildNodes The first child node is used as content (Group2D) and the second as scrollable (Scrollbar). Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. ScrollDirection ScrollDirection::Enum The direction in which the ListBehavior scrolls. Possible values: Vertical, Horizontal Position FeatStd::Float The pixel position of the visible content within the list content. AnimationDuration FeatStd::UInt32 Duration of the scrolling animation. DecelerationFactor FeatStd::Float Loss of flick animation speed over time. MaxSpeedPerFlick FeatStd::Float Maximum amount of speed each flick motion adds to the flick animation. MinSpeedPerFlick FeatStd::Float Minimum speed required to count a touch gesture as a flick and start or continue the flick animation. MinMovementToScrolling FeatStd::UInt32 Minimum distance a touch gesture needs to move to start a scrolling animation. MaxTouchSampleAge FeatStd::UInt32 Maximum age in milliseconds of touch movement speed counted towards generating flick animation speed. Items ListPropertyType The items property is used for binding of dynamic items. It can only be set via databinding. Only one visible list control should be bound to a fragment list in the model. Otherwise the list fragments in the model are not able to provide data for both list controls. Use a separate list model that is filled with the same data if such a use case is required. ListFragmentTriggerOffset FeatStd::SizeType A dynamic list is requested in fragments to reduce memory consumption and overall performance overhead. This trigger offset value defines an area at the begin and end of the list fragment. Whenever the list shows a part of these areas a new fragment is requested from the model. ListFragmentSize FeatStd::SizeType A dynamic list is requested in fragments to reduce memory consumption and overall performance overhead. This buffer size defines how large this fragment should be. By default it is set to 0 which results in an automatic calculation. The automatic calculation assumes the number of item nodes is configured to match the maximum number of visible nodes for one page. By multiplying this number by three and adding the trigger offset one time for the begin and one additional time for the end to calculate for the automatic buffer size the list has a spare page on each side before a new fragment has to be requested HandleKeyboardEvents bool Makes the behavior handle KeyboardFocusNavigation events internally. WrapAround bool Set this flag to true for static list to wrap around the list items on the top and bottom of the list Scrollbar Reflects the position of the scrollable behavior. E.g. ListBehavior2D. About implicit roles of ChildNodes A variable number of child nodes is used to control the following features. - background: a RenderNode2D used as background - prevItem: a control to navigate to the previous item - nextItem: a control to navigate to the next item - prevPage: a control to navigate to the previous page - nextPage: a control to navigate to the next page - marker: a control used as a thumb Depending on the number of provided child nodes, the nodes are interpreted as follows. - 1 child: marker - 2 children: background, marker - 3 children: prevPage, nextPage, marker - 4 children: background, prevPage, nextPage, marker - 5 children: prevItem, nextItem, prevPage, nextPage, marker - 6 children: background, prevItem, nextItem, prevPage, nextPage, marker Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. TouchListenerNode Candera::AbstractNodePointer This node defines the area on which the ScrollbarBehavior will listen for the touch events. ScrollDirection FeatStd::Optional < ScrollDirection::Enum > The direction in which the ListBehavior scrolls. By default it is configured as a vertical scrollbar. ScrollbarVisibility ScrollbarVisibility::Enum Configure the visibility of the scrollbar. By default it is set to Automatic which will determine the visibility based on the actual content. Possible values: Automatic, Collapsed, Visible HandleMinimumSize FeatStd::UInt32 The minimum height (for vertical scrollbar) or minimum width (for horizontal scrollbar) of the handle in pixels. MinMovementToScrolling FeatStd::UInt32 Minimum distance a touch gesture needs to move to start scrolling. ScrollableNode Candera::AbstractNodePointer Node of the scrollable behavior. Scroll View Scroll View is a Touchable Control that has a ContentAnchor which can be filled with various content. Depending on the size of the content and the configured Scroll View's Layout Size, a horizontal and/or vertical scrollbar appears. Because of the fact that Scroll View supports horizontal and vertical scrolling, it receives the ScrollableEvent from Send Scrollable Event Behavior (can also be forwarded from a Scrollbar Behavior Scrollbar via Event Bridge Behavior ). Example Usage Scroll View Example Common Properties This behavior does not have any configurable properties. About implicit roles of ChildNodes The first child node is used as content (Group2D), the second as vertical scrollbar (Scrollbar) and the third as horizontal scrollbar (Scrollbar). Snap List Item Configuration Allows the user to define the snap position of a list or list item by setting its item alignment (for example, Center) and offset. This is then applied when navigating or scrolling to align the list item. Can be used with the  List Control . Common Properties Property Name Type Description ItemAlignment SnapAlignmentOrientation::Enum The location of the alignment base point within the list item. Possible values: Begin, Center, End ItemAlignmentOffset FeatStd::Float The offset of the alignment point from the configured alignment base point. For End alignment a positive offset will move the alignment point from the list item end towards the list item begin. ItemAlignmentOffsetInPercent bool The offset is either in percent (when set to true) or in pixel (when set to false). In case of percent the item size will be taken to calculate the pixel offset. Snap List Item Extension SnapListItemExtensionBehavior registers a ListBehaviorExtension on the given ListBehavior for snapping the focused item to the configured list according to the snapping configuration of the list and the list item node. Information on how to use this behavior can be found in the chapter of the List Control . Common Properties Property Name Type Description ListBehavior ListBehavior* The ListBehavior that shall be extended. This property can be set in the right side of the Scene Tree Panel. ListAlignment SnapAlignmentOrientation::Enum The location of the alignment base point within the list item. Possible values: Begin, Center, End ListAlignmentOffset FeatStd::Float The offset of the alignment point from the configured alignment base point. For End alignment a positive offset will move the alignment point from the list item end towards the list item begin. ListAlignmentOffsetInPercent bool The offset is either in percent (when set to true) or in pixel (when set to false). In case of percent the item size will be taken to calculate the pixel offset. ItemAlignment SnapAlignmentOrientation::Enum The location of the alignment base point within the list item. Possible values: Begin, Center, End ItemAlignmentOffset FeatStd::Float The offset of the alignment point from the configured alignment base point. For End alignment a positive offset will move the alignment point from the list item end towards the list item begin. ItemAlignmentOffsetInPercent bool The offset is either in percent (when set to true) or in pixel (when set to false). In case of percent the item size will be taken to calculate the pixel offset. SubList Behavior SubListBehavior extends the ListBehavior by special handling when being used in a child node of a ListBehavior. SubListBehavior is a list supporting scrolling itemwise and pagewise combined with either relative or absolute scrolling. Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. ScrollDirection ScrollDirection::Enum The direction in which the SubListBehavior scrolls. Possible values: Vertical, Horizontal Position FeatStd::Float The pixel position of the visible content within the list content. AnimationDuration FeatStd::UInt32 Duration of the scrolling animation. DecelerationFactor FeatStd::Float Loss of flick animation speed over time. MaxSpeedPerFlick FeatStd::Float Maximum amount of speed each flick motion adds to the flick animation. MinSpeedPerFlick FeatStd::Float Minimum speed required to count a touch gesture as a flick and start or continue the flick animation. MinMovementToScrolling FeatStd::UInt32 Minimum distance a touch gesture needs to move to start a scrolling animation. MaxTouchSampleAge FeatStd::UInt32 Maximum age in milliseconds of touch movement speed counted towards generating flick animation speed. Items ListPropertyType< ::Courier::DataContextItem::SharedPointer > The items property is used for binding of dynamic items. It can only be set via databinding. Only one visible list control should be bound to a fragment list in the model. Otherwise the list fragments in the model are not able to provide data for both list controls. Use a separate list model that is filled with the same data if such a use case is required. ListFragmentTriggerOffset FeatStd::SizeType A dynamic list is requested in fragments to reduce memory consumption and overall performance overhead. This trigger offset value defines an area at the begin and end of the list fragment. Whenever the list shows a part of these areas a new fragment is requested from the model. ListFragmentSize FeatStd::SizeType A dynamic list is requested in fragments to reduce memory consumption and overall performance overhead. This buffer size defines how large this fragment should be. By default it is set to 0 which results in an automatic calculation. The automatic calculation assumes the number of item nodes is configured to match the maximum number of visible nodes for one page. By multiplying this number by three and adding the trigger offset one time for the begin and one additional time for the end to calculate for the automatic buffer size the list has a spare page on each side before a new fragment has to be requested HandleKeyboardEvents bool Makes the behavior handle KeyboardFocusNavigation events internally. ParentListNode Candera::AbstractNodePointer The node with a ListBehavior that acts as a parent to this SubListBehavior. Circular Slider Behavior This behavior provides the functionality of CircularSlider control by creating a radial mask and setting a rotation of knob node. This behavior is available for 2D scenes only. Common Properties Property Name Type Description Receivers Candera::ProcessValueBehaviorArrayProperty The process value behaviors that will receive the value as next in the value processing chain. This property can be set in the right side of the Scene Tree Panel. Value FeatStd::Variant Value of the slider MinimumValue FeatStd::Variant Minimum value of the slider MaximumValue FeatStd::Variant Maximum value of the slider StepSize FeatStd::Variant Step size for Value MinimumAngle FeatStd::Float Angle of the slider, corresponding to minimum value. MaximumAngle FeatStd::Float Angle of the slider, corresponding to maximum value. ThumbNode Candera::AbstractNodePointer Thumb node which will be rotated. ImageNode Candera::AbstractNodePointer Image node which will be masked. Drawer Behavior The Drawer is a Layouting Behavior that can hide or show its content via Events or Touch Inputs. This will only work if the Node has a Group called 'Content' as Child. To support Touch Inputs there needs to be a Node called 'Knob' as Child. Drawer Behavior to switch node on/off. This behavior is available for 2D scenes only. About implicit roles of ChildNodes The first child node is used as content (Group2D) and the second as knob (RenderNode2D). The knob node must be named "Knob" for proper dragging support (Touch). Common Properties Property Name Type Description Receivers Candera::ProcessValueBehaviorArrayProperty The process value behaviors that will receive the value as next in the value processing chain. This property can be set in the right side of the Scene Tree Panel. Open bool Shows the Drawer in its opened appearance. AppearDirection AppearDirection::Enum The direction from which the Drawer will open. Possible values: Top, Left, Right, Bottom DragEnabled bool Set to true to allow the Drawer to be controlled by Touch Inputs. Linear Slider Behavior This behavior provides the functionality of a linear Slider control. It must be used as a receiver in a process value chain and expects a normalized value in the range of 0.0 to 1.0. This behavior is available for 2D scenes only. Common Properties Property Name Type Description Receivers Candera::ProcessValueBehaviorArrayProperty The process value behaviors that will receive the value as next in the value processing chain. This property can be set in the right side of the Scene Tree Panel. KnobNode Candera::AbstractNodePointer Knob node which will be shifted. SliderBarNode Candera::AbstractNodePointer Image node which will be scaled according to value. BackgroundNode Candera::AbstractNodePointer Image node which will provide background image and also control slider total size. UseBitmapClipping bool If true, the slider bar image will be resized using bitmap clipping instead of the layouter. Internal Control Behaviors Caret Behavior which receives the CaretPositionChanged Event from the EditTextBehavior. It forwards the value to other behaviors (e.g. SetSize) and switches the blinking state. Common Properties Property Name Type Description Receivers Candera::ProcessValueBehaviorArrayProperty The process value behaviors that will receive the value as next in the value processing chain. This property can be set in the right side of the Scene Tree Panel. CaretNode Candera::AbstractNodePointer Node which will be set as caret.. IntervalSwitchBehavior Candera::Behavior * The Caret Behavior will change the state of the given IntervalSwitch Behavior. This property can be set in the right side of the Scene Tree Panel. Handle Control State Manages how a control responds to user actions like clicks, touches, or hover. Sends state events when the control is pressed, selected, or highlighted. State conditions behaviors react to these events to update the control accordingly. Example Usage Hover - Hover Leave Example Move Node Example OnClick Example Set Alpha Value Example Set Position Example Set Rotation Example Start Timer Example Switch Image Example Perform Transition Requests Example Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. Enabled bool If set to false it will not react on focus events and does not have to support different visualizations for the different states. Highlighted bool If true, the controls state Highlighted is set to true. Selected bool If true, the controls state Selected is set to true. Focusable bool If true, the control is focusable. Otherwise the control can not be focused. Identifier Candera::AbstractNodePointer Identifier which is used when emitting an Event (e.g. Click Event). DataContext This behavior provides a local data context on the associated node that can act as a set of binding sources (if a binding source is set at that data context). It is internally used by other behaviors like the list behavior to set individual binding sources for items. Common Properties This behavior does not have any configurable properties. Edit Text Control Behavior to make a TextNode editable. Receives KeyEvents and emits CaretPositionChanged Events. These can be received by the CaretBehavior to set the position of the caret node. Common Properties Property Name Type Description Receivers Candera::ProcessValueBehaviorArrayProperty The process value behaviors that will receive the value as next in the value processing chain. This property can be set in the right side of the Scene Tree Panel. InputText FeatStd::String Text which will be set as default text. TextNode Candera::AbstractNodePointer Text Node which will be edited. Placeholder Candera::AbstractNodePointer Text which will be shown as placeholder. SetValueOnEachChange bool If true, the value will be set on each input. MaxTextLength FeatStd::UInt16 Maximum count of characters. JustDigits bool If true, the Inputfield will receive just digits. Selection Group Provides an ArrayProperty for Selection Objects. If one of them gets selected the others get deselected (Objects need a ChangeSelectionActionBehavior). Needs to be attached to a value Behavior. Common Properties Property Name Type Description DefaultSelectedObject Candera::AbstractNodePointer Selection Object (e.g. RadioButton) which shall be selected by default. Public Property Control Behaviors Provide Alignment Provides properties to set the horizontal and vertical alignment. Especially for Controls. Common Properties Property Name Type Description HorizontalAlignment Candera::HorizontalAlignment Provides property to set the Horizontal Alignment (especially for Controls). Possible values: HLeft, HCenter, HRight, Hstretch, HstrechRight, HstrechCenter VerticalAlignment Candera::VerticalAlignment Provides property to set the Vertical Alignment (especially for Controls). Possible values: VTop, VCenter, VBottom, Vstretch, VstrechCenter, VstrechBottom Copy Size Copies the layout size to a target node. Especially for Controls to transfer the size from the control node to an inner node. Common Properties Property Name Type Description TargetNode Candera::AbstractNodePointer The target node to which the events are routed from the source node. If the property is not set, the event will be routed to the node of the behavior Provide Color Sets the color of a 2D node with a Color effect (e.g. BitmapBrushColorBlend, SolidColorBrush, MVGRender) or the diffuse color of a material in 3D. Common Properties Property Name Type Description PropertyReference CgiStudioControl::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 the PropertyReference is set to "Self". Advanced Properties Property Name Type Description PropertyProvider Behavior* 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. This property is only available if PropertyReference is set to "Other". Provide Margin Provides property to set the margin. Especially for Controls. Common Properties Property Name Type Description Margin Candera::Margin Provides property to set the Margin (especially for Controls). Property Provider Offers to set a property of a selectable type. This property can then be used for other Behaviors (e.g. an image for Set Image or Provide Image). Common Properties Property Name Type Description PropertyDataType CgiStudioControl::PropertyDataTypes::Enum Choose the type which should be offered by this behavior. Possible values: Color, Text, Style, Image, Appearance, Value, BlendType, Layout, VertexBuffer Advanced Properties Property Name Type Description Color Candera::Color The color which can be used from other Behaviors. This property is only available if PropertyDataType is set to "Color". Text FeatStd::String The Text that will be set to the Text Node. This property is only available if PropertyDataType is set to "Text ". Style SharedPointer The Style that will be set to the Text Node. This property is only available if PropertyDataType is set to "Style ". Image SharedPointer< Candera::Image2D > The image to set on the effect. This property is only available for 2D scenes if PropertyDataType is set to "Image ". Texture SharedPointer< Candera::TextureImage > The texture to set on the effect. This property is only available for 3D scenes if PropertyDataType is set to "Image ". Appearance SharedPointer< Candera::Appearance > The appearance to set on the node. This property is only available for 3D scenes if PropertyDataType is set to "Appearance". Value FeatStd::Variant The value that will be set to the Send Value as Event action. This property is only available if PropertyDataType is set to "Value ". BlendType BlendType::Enum The blend type that will be set. Possible values: Default, DefaultPremultiplied, DefaultTransparentLayer, Add, Multiply, Screen, Darken, Lighten, SourceAtop, SourceIn, SourceOut, SourceOver, DestinationIn, DestinationOut, DestinationOver, Off. This property is only available if PropertyDataType is set to "BlendType ". Layout CgiStudioControl::LayoutType::Enum The layouter type for node. See Set Layout for more information. Possible values: Horizontal, Vertical This property is only available for 2D scenes if PropertyDataType is set to "Layout". StackArrangement StackLayouter::Arrangement Selects arrangement for stack layouter. This property is only available for 2D scenes if PropertyDataType is set to "Layout" and the property Layout is set to "Stack". VertexBuffer SharedPointer< Candera::VertexBuffer > You can set the VertexBuffer held by the mesh created when importing FBX. This property is only available for 3D scenes if PropertyDataType is set to "VertexBuffer ". Render Node Sets rendering of a node to enabled or disabled and provides the setting as a property for Controls. Common Properties Property Name Type Description EnableRendering bool If true, rendering is enabled. PostponeChange bool If set to true the render change will be handled during the next Update cyle, if false it will be handled immediately. Provide Appearance Sets the Appearance of a Render Node and provides the Appearance as a property for Controls. This behavior is available for 3D scenes only. Common Properties Property Name Type Description PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior. Possible values: Self, Other Appearance This property is only available if "PropertyReference" is set to "Self". PropertyProvider Behavior* Property Behavior which contains the color which has to be set on the effect. This property is only available if "PropertyReference" is set to "Other". This property can be set in the right side of the Scene Tree Panel. Provide Image Sets the image of a node and provides the Image as a property for Controls. Example Usage Set Image Example Common Properties Property Name Type Description PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior. Possible values: Self, Other Advanced Properties Property Name Type Description PropertyProvider Behavior* Property Behavior which contains the color which has to be set on the effect. This property is only available if "PropertyReference" is set to "Other". This property can be set in the right side of the Scene Tree Panel. Image SharedPointer< Candera::Image2D > The image to set on the effect. This property is only available for 2D scenes if "PropertyReference" is set to "Self". Texture SharedPointer< Candera::TextureImage > The image to set on the appearance. This property is only available for 3D scenes if "PropertyReference" is set to "Self". Set Layout Class Reference Provides a published property to set the layout for Controls. Limitations Only certain built-in layout mechanisms are supported Scene Composer does not support displaying layout-related properties when layouter is assigned using SetLayout behavior. Common Properties Property Name Type Description Layout CgiStudioControl::LayoutType::Enum Selects layout type for node. Possible values: None, Overlay, Stack, Baseline. This property is only available if "PropertyReference" is set to "Self". PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior. Possible values: Self, Other Advanced Properties Property Name Type Description StackArrangement Candera::StackLayouter::Arrangement Selects arrangement for stack layouter. This property is only available if Layout is set to "Stack". PropertyProvider Behavior* Property Behavior which contains the layout which has to be set on the effect. See Property Provider for more information. This property is only available if "PropertyReference"" is set to "Other". Provide Text Modifies the text of a TextNode or CanvasText and provides the text as property for Controls. Example Usage Set Text Example Common Properties Property Name Type Description PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior. Text FeatStd::String The Text that will be set to the Text Node. Style SharedPointer< Candera::TextRendering::SharedStyle > The Style that will be set to the Text Node. Alignment Candera::TextNode2DLayouter::TextAlignment The horizontal text alignment, using the culture text direction, is used to define how text will be horizontally aligned within its layout area. Possible values: Auto, Left, Center, Right. Multiline bool If multi line is disabled then the new line control characters will be ignored and text will always be rendered in one line. LineSpacing Candera::TextRendering::PixelSize Defines the distance between the baselines of successive lines of text. WordWrap bool If word wrapping is enabled then the lines that exceed the client area will be split during arrangement into multiple lines. Trimming Candera::TextNode2DLayouter::Trimming Trimming defines the behavior to employ when content overflows the content area. Possible values: None, Ellipsis, CustomText. Advanced Properties Property Name Type Description PropertyProvider Behavior* Property Behavior which contains the color which has to be set on the effect. This property is only available if "PropertyReference"" is set to "Other". TrimmingText FeatStd::String Trimming text defines the text which replaces content overflowing the content area. This property is only available if "Trimming" is set to "CustomText". Align Pivot Aligns all child nodes according to their pivot point. Example Usage Align Pivot Example Common Properties This behavior does not have any configurable properties. Android Event Bridge Builds a bridge for events between CGIStudio and an Android application. Receives JsonEvents from an Android Control and transforms them to an equivalent CGI Studio event. This behavior is only available for Android platform. Common Properties Property Name Type Description TargetNode Candera::AbstractNodePointer The target node to which the events are sent. If the property is not set, the event will be routed to the node of the behavior. Arc Align Aligns child nodes in a circular layout. Provides properties for the radius, orientation offset and the min and max angle. Example Usage Arc Align Example Common Properties Property Name Type Description Radius Float Radius of the digital needle indicators. Orientation Offset Float Offset in the orientation of the needle indicators. Angle Min Max Vector2 Min/Max angle values (e.g. indicators displayed from -25 to 210 degrees). Blend Mode Class Reference Sets a blend mode from a given list of options. Depending on that option the behavior chooses the appropriate blend factors and operations. In 2D it sets the values on the effect and in 3D on the render-mode if one is attached on the same node. The following blend modes are available:   Default DefaultPremultiplied DefaultTransparentLayer Add Multiply Screen Darken (3D only) Lighten (3D only) Source Atop Source In SourceOut Source Over Destination Atop Destination In Destination Out Destination Over Off The default blend mode comes in different variations, e.g. pre-multiplied, which should be applied if the alpha channel is pre-multiplied. The other blend modes are implemented according to the Porter-Duff composition modes. In 3D there are two additional blend modes available: Lighten Darken Common Properties Property Name Type Description PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior. Possible values: Self, Other PropertyProvider PropertyProviderBehavior*  Property Behavior which contains the color which has to be set on the effect. This property is only available if PropertyReference is set to "Other". This property can be set in the right side of the Scene Tree Panel. Mode BlendType::Enum Sets a blend mode from a given list of options. Possible values: Default, DefaultPremultiplied, DefaultTransparentLayer, Add, Multiply, Screen, Darken (3D only), Lighten (3D only), Source Atop, Source In, SourceOut, Source Over, Destination Atop, Destination In, Destination Out, Destination Over, Off Breadcrumb Behavior A breadcrumb used as a navigational aid in user interfaces. It allows users to keep track and maintain awareness of their location. Common Properties Property Name Type Description StateMachineNode Candera::AbstractNodePointer The node of the State Machine EllipsisText FeatStd::String When more elements are added than the breadcrumb can show, one element will be replaced with the text from this field (collapse effect). PathDelimiter FeatStd::String Tag that separates the elements that a path contains. Disable Control This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node gets disabled . Enable Control This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node gets enabled . Event Bridge Builds a bridge for events between two nodes for direct event dispatching. The events are routed from the source node to the target node (only in one direction). Common Properties Property Name Type Description TargetNode Candera::AbstractNodePointer The target node to which the events are routed from the source node. If the property is not set, the event will be routed to the node of the behavior. Focus This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node gets focused . Focus Leave This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node's focus is left . Hover See also: HoverLeave This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node gets hovered . Example Usage Hover - Hover Leave Example HoverLeave This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node's hovering is left . Example Usage Hover - Hover Leave Example IntervalSwitch Sends Off or On value to Trigger Behaviors that belong to same node. Common Properties Property Name Type Description State IntervalSwitchState::Enum If set to On, sends only On value to Trigger Behaviors in the same node. If set to Off, sends only Off value to Trigger Behaviors in the same node. If set to Blinking, alternates between sending On or Off values. Use On Time Ms and Off Time Ms to specify the speed of blinking. Possible values: On, Off, Blinking OnTimeMs FeatStd::UInt32 If State is set to Blinking, IntervalSwitchBehavior will be sending On value for On Time Ms milliseconds before switching to sending Off value. OffTimeMs FeatStd::UInt32 If State is set to Blinking, IntervalSwitchBehavior will be sending Off value for Off Time Ms milliseconds before switching to sending On value. AcceptValueEvent bool Set this flag to true to make the behavior changeable by events/actions. Keyboard This behavior provides the functionality of Keyboard control by managing the Keyboard Keys and setting their properties according to the Configuration Script. This behavior is available for 2D scenes only. Common Properties Property Name Type Description ConfigurationScript FeatStd::String String that specifies symbols and layout of the Control KeyContent AbstractNodePointer Node containing Keyboard Keys. StateMachineNode AbstractNodePointer State machine that reacts on events sent by a special key to change keyboard layout KeyBackContentType CgiStudioControl::KeyContent::Enum Switch for Content of KEY_BACK special key. Possible values: Text, Icon KeyBackText FeatStd::String KEY_BACK is labeled with the text. This property is only visible if KeyBackContentType is set to "Text". KeyBackImage SharedPointer KEY_BACK is labeled with the image. This property is only visible if KeyBackContentType is set to "Icon". KeyEnterContentType CgiStudioControl::KeyContent::Enum Switch for Content of KEY_ENTER special key. Possible values: Text, Icon KeyEnterText FeatStd::String KEY_ENTER is labeled with the text. This property is only visible if KeyBackContentType is set to "Text". KeyEnterImage SharedPointer KEY_ENTER is labeled with the image. This property is only visible if KeyBackContentType is set to "Icon". KeySpaceContentType CgiStudioControl::KeyContent::Enum Switch for Content of KEY_SPACE special key. Possible values: Text, Icon KeySpaceText FeatStd::String KEY_SPACE is labeled with the text. This property is only visible if KeyBackContentType is set to "Text". KeySpaceImage SharedPointer KEY_SPACE is labeled with the image. This property is only visible if KeyBackContentType is set to "Icon". KeySwitchContentType CgiStudioControl::KeyContent::Enum Switch for Content of SWITCH special key KeySwitchText FeatStd::String SWITCH is labeled with the text. This property is only visible if KeySwitchContentType is set to "Text". KeySwitchImage SharedPointer SWITCH is labeled with the image. This property is only visible if KeySwitchContentType is set to "Icon". KeyShiftContentType CgiStudioControl::KeyContent::Enum Switch for Content of SHIFT special key KeyShiftText FeatStd::String SHIFT is labeled with the text. This property is only visible if KeyShiftContentType is set to "Text". KeyShiftImage SharedPointer SHIFT is labeled with the image. This property is only visible if KeyShiftContentType is set to "Icon". KeyShiftOnceContentType CgiStudioControl::KeyContent::Enum Switch for Content of SHIFT ONCE special key KeyShiftOnceText FeatStd::String SHIFT ONCE is labeled with the text : This property is only visible if KeyShiftOnceContentType is set to "Text". KeyShiftOnceImage SharedPointer SHIFT ONCE is labeled with the image. This property is only visible if KeyShiftOnceContentType is set to "icon". KeyShiftLockContentType CgiStudioControl::KeyContent::Enum Switch for Content of SHIFT LOCK special key KeyShiftLockText FeatStd::String SHIFT LOCK is labeled with the text. This property is only visible if KeyShiftLockContentType is set to "Text". KeyShiftLockImage SharedPointer LEFT is labeled with the image. This property is only visible if KeyShiftLockContentType is set to "Icon". KeyCloseContentType CgiStudioControl::KeyContent::Enum Switch for Content of SHIFT LOCK special key KeyCloseText FeatStd::String CLOSE is labeled with the text. This property is only visible if KeyCloseContentType is set to "Text". KeyCloseImage SharedPointer CLOSE is labeled with the image. This property is only visible if KeyCloseContentType is set to "Icon". KeyLeftContentType CgiStudioControl::KeyContent::Enum Switch for Content of LEFT special key KeyLeftText FeatStd::String LEFT is labeled with the text. This property is only visible if KeyLeftContentType is set to "Text". KeyLeftImage SharedPointer LEFT is labeled with the image. This property is only visible if KeyLeftContentType is set to "Icon". KeyRightContentType CgiStudioControl::KeyContent::Enum Switch for Content of RIGHT special key KeyRightText FeatStd::String RIGHT is labeled with the text. This property is only visible if KeyRightContentType is set to "Text". KeyRightImage SharedPointer RIGHT is labeled with the image. This property is only visible if KeyRightContentType is set to "Icon". NavigateUpKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that moves focus to a key above the current focused NavigateDownKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that moves focus to a key below the current focused NavigateNextKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that moves focus to a key on the right from the current focused NavigatePreviousKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that moves focus to a key on the left from the current focused NavigateStartOnDown bool Enables starting navigation with the same key as NavigateDownKeyCode NavigateEndOnUp bool Enables finishing navigation with the same key as NavigateUpKeyCode NavigateStartKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that starts navigation within the Control NavigateEndKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that finishes navigation within the Control NavigateCloseKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that hides the Control NavigateInvokeKeyCode Candera::KeyboardKeyCode::Enum Key from a physical keyboard that emulates clicking the current focused Key from the Control Configuration String The most important feature of the Keyboard Control is Configuration Script. It is parsed during layouting a scene which a keyboard is embedded on and keys (their appearance and their special functionalities) are arranged according to it. The configuration script is simply a string. Each line of the string specifies a row of keys in the instance of keyboard and consists of space-separated list of key strings. A key string specifies a value that will be sent to a connected InputField. The most typical key string is simply a character or figure but it is not limited to it. Following key strings have a special meaning: Key String Meaning enum from Candera::KeyboardKeyCode::Enum: KEY_BACK, KEY_SPACE, KEY_ENTER For most keys KEY_* has the same meaning as * (e.g. „KEY_A“ is the same as simply „A“); it enables keys with non-printable characters like backspace etc. CLOSE() Represents a key that sends Close KeyboardAction to a state machine; it is designed to enable hiding (setting EnableRendering to false) an instance of the Control SWITCH(layoutName) Represents a key that sends ¬¬to a state machine an event with its argument; it is designed to enable permanent changing layout e.g. to uppercase letters, symbols or digits SHIFT(layoutName) Mostly the same as SWITCH() but is separated to enable changing layout only for a single input, it means after entering a single letter (e.g. first capital letter in a sentence) the layout will be reset to the previous one NULL() Represents a key that will NOT be rendered; it is designed for a layouting/padding purpose Keyboard Control has public properties that customize labels of keys with the special meaning described above. One can set them custom text or image label. Each key string (both regular and special) can be extended by a scaling factor in square brackets, e.g. SHIFT(Uppercase/en/US)[2] defines a key that sends to a state machine event with “Uppercase/en/US” string and the key itself is counted “2” times (like two different keys) when counting default width of a key in its row. It is not obligatory to connect the Control to a state machine. There is a default set of layouts with lower- and uppercase english letters as well as digits and symbols with full switching support without a state machine. Menu Item Class Reference Menu Item Behavior defines the attached Node as an Menu Item. A Menu Item can interact with the Menu Screen Behavior. Sends Off or On value to Trigger Behaviors that belong to same node. This behavior is available for 2D scenes only. Common Properties Property Name Type Description DeleteButtonNode Candera::AbstractNodePointer Delete button node needed to control visibility (render on/off). Focusable bool If true then focus node will be visible. FocusNode Candera::AbstractNodePointer Focus node needed to control visibility (render on/off) and change focus image. Enabled bool If true then item is visible. FocusImageOnSelection SharedPointer< Candera::Image2D > The image to set on the effect. FocusImageOnDragging SharedPointer< Candera::Image2D > The image to set on the effect. MenuScreen Class Reference The Control represents a menu in the form of a grid of icons (instances of the Menu Item Control). It has configurable number of rows and columns as well as default and maximum number of screens. A user can swipe between neighbouring screens. The Control handles user input and forwards proper information to children MenuItem nodes. The children nodes may be removed and reordered in runtime. This behavior is available for 2D scenes only. Common Properties Property Name Type Description ActiveScreenIndex UInt32 Currently active index. NumberOfScreens UInt32 Number of active screens. LimitOfScreens UInt32 Limit of active screens. Rows UInt32 Number of rows. Columns UInt32 Number of columns. ScreenChangeTime Float Time of dragging a Menu Item outside boundaries of the Menu Screen to change its screen to a neighbour. SwapItemAnimationEasingFunction EasingFunctions::Enum Swap item animation easing function. Possible values: CircularInOut, Linear, SineIn, SineOut, SineInOut SwapItemAnimationLength Float Swap item animation length ChangeScreenAnimationEasingFunction EasingFunctions::Enum Change screen animation easing function. Possible values: CircularInOut, Linear, SineIn, SineOut, SineInOut ChangeScreenAnimationLength Float Change screen animation length. KeyCodeToMoveSelectionLeft KeyboardKeyCode::Enum Key code to move selection left. Possible values: Key_None, ...... Key_OEM8 KeyCodeToMoveSelectionRight KeyboardKeyCode::Enum Key code to move selection right. Possible values: Key_None, ...... Key_OEM8 KeyCodeToMoveSelectionUp KeyboardKeyCode::Enum Key code to move selection up. Possible values: Key_None, ...... Key_OEM8 KeyCodeToMoveSelectionDown KeyboardKeyCode::Enum Key code to move selection down. Possible values: Key_None, ...... Key_OEM8 PageIndicatorNode Candera::AbstractNodePointer Page indicator node. Items ListPropertyType<::Courier::DataContextItem::SharedPointer> The items property is used for binding of dynamic items. It can only be set via databinding. Only one visible list control should be bound to a fragment list in the model. Otherwise the list fragments in the model are not able to provide data for both list controls. Use a separate list model that is filled with the same data if such a use case is required. ContentNode Candera::AbstractNodePointer Content node. Navigation Instruction View Behavior for displaying the instructions during navigation. Common Properties Property Name Type Description SignDisplayNode Candera::AbstractNodePointer Node used to display the graphical sign. PrimaryTextNode Candera::AbstractNodePointer Node used to display the primary message. SecondaryTextNode Candera::AbstractNodePointer Node used to display the secondary message. ManeuverTypeTextNode Candera::AbstractNodePointer Node used to display the maneuver type (as text). OnClick This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node  is clicked . OnClick behavior allows to check for single, double or tripple (or any) Click events. Note: Click is a synthetic event composed by combining two basic events: Press and Release. Example Usage Enable Rendering Example Move Node Example OnClick Example Set Position Example Set Rotation Example Start Timer Example Perform Transition Requests Example Switch Image Example OnPressed This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A set of actions can be configured, which will be executed when the node  is pressed . OnPressed behavior allows to check for Pressed and Released (and LongPressed) events. Example Usage OnPressed Example OnTimer This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. A timer node and a set of actions can be configured. These actions will be executed when the timer expires . See also: Check Timer , Start Timer This behavior is a Behavior Block. Example Usage Start Timer Example Orbit Camera Transform When attached to a Node, the specified camera will orbit around that Node. PLAYER USE ONLY. And the options to limit the movement of the camera to specific parts of the spherical orbit. Setting the flag IsOrbitLimited allows the user to set minimum and maximum angles between the camera and the axes of the coordinate system, preventing the camera from moving too close to an axis. In this way, the user can define unwanted areas that the camera cannot move to, e.g., below the ground. Common Properties Property Name Type Description TouchableId String Touchable Id Camera CameraType The camera that looks at the associated node. Advanced Properties Property Name Type Description IsOrbitLimited bool Enables setting of boundaries for the camera within the orbit. AngleMinX FeatStd::Float Min angle between camera and X-axis (from 0 to 180 degrees). Must be less than AngleMaxX. AngleMaxX FeatStd::Float Max angle between camera and X-axis (from 0 to 180 degrees). Must be greater than AngleMinX. AngleMinY FeatStd::Float Min angle between camera and Y-axis (from 0 to 180 degrees). Must be less than AngleMaxY. AngleMaxY FeatStd::Float Max angle between camera and Y-axis (from 0 to 180 degrees). Must be greater than AngleMinY. AngleMinZ FeatStd::Float Min angle between camera and Z-axis (from 0 to 180 degrees). Must be less than AngleMaxZ. AngleMaxZ FeatStd::Float Max angle between camera and Z-axis (from 0 to 180 degrees). Must be greater than AngleMinZ. Page Indicator Class Reference Send events to a PageIndicator behavior to update its state. Can change the number of pages, set the active page, or activate a specific dot via external controls or PageIndicatorElement. This behavior is available for 2D scenes only. Common Properties Property Name Type Description TargetNode Candera::AbstractNodePointer Target node that will receive a ChangeValueEvent when ActivePageIndex changes ActivePageIndex FeatStd::Int32 Index of active page (range from 0 to NumberOfPages - 1) NumberOfPages FeatStd::Int32 Total number of pages (you have to ensure that PageIndicator has at least this number of child elements) DecrementKeyCode Candera::KeyboardKeyCode::Enum Key used for decrementing value (if value is actually decremented, focus handling is suspended) Possible values: Key_None, ...... Key_OEM8 IncrementKeyCode Candera::KeyboardKeyCode::Enum Key used for incrementing value (if value is actually incremented, focus handling is suspended) Possible values: Key_None, ...... Key_OEM8 Rectangle Clipping Behavior Clips the control to given rectangle. Common Properties Property Name Type Description Width Float Width of the clipping rectangle. Height Float Height of the clipping rectangle. ClipPositionEnabled bool Enable Clipping Position. ClipPosition Candera::Vector2 Position of the clipping rectangle. This property is only available if ClipPositionEnabled is set to true. Roll Class Reference Displays a list of float values within a specified range, and lets the user select a value by rolling with touch or scrolling via configured arrow keys. This behavior is available for 2D scenes only. Common Properties Property Name Type Description ValueGroup Candera::AbstractNodePointer Node containing a range of displayed values LensGroup Candera::AbstractNodePointer Node containing current value. This property is only available if 'LensVisible' is set to 'true'. DecorationGroup Candera::AbstractNodePointer Node containing lens decoration. This property is only available if 'LensVisible' is set to 'true'. Value FeatStd::Float Current value Min FeatStd::Float Minimum value Max FeatStd::Float Maximum value LensVisible bool Is lens group visible? UseCyclicRoll bool Is roll cyclic? AllowDraggingPastLimit bool Allow temporary over-dragging (dragging to blank values before first and after last entry) This property is only available if 'UseCyclicRoll' is set to 'false'. DecrementKeyCode Candera::KeyboardKeyCode::Enum Key used for decrementing value (if value is actually decremented, focus handling is suspended) Possible values: Key_None, ...... Key_OEM8 IncrementKeyCode Candera::KeyboardKeyCode::Enum Key used for incrementing value (if value is actually incremented, focus handling is suspended) Possible values: Key_None, ...... Key_OEM8 TextEditNode Candera::AbstractNodePointer Node containing text edit field Step FeatStd::Float Value step (positive float value). Advanced Properties Property Name Type Description Format FeatStd::String Value display format (use '%f' for value) This property is only available if 'LensVisible' is set to 'false'. EditKeyCode Candera::KeyboardKeyCode::Key_Enter Key used for entering text edit mode Possible values: Key_None, ...... Key_OEM8 This property is only available if 'LensVisible' is set to 'true' and a 'TextEditNode' is configured. Touch Indication Used to display a touch indicator at the position where the screen is touched. Control must be positioned at position (0;0) if no offset to the touch location is desired. Common Properties Property Name Type Description TouchableId String Touchable Id IndicationNode Candera::AbstractNodePointer The node moved by the Touch Indication Behavior. It is moved to the touch location to point it out. TouchAreaNode Candera::AbstractNodePointer The node whose area the Touch Indication Behavior should indicate touch events on. Camera Candera::AbstractNodePointer The camera used to render the touch indicator. Will be used to correctly match touch position with object position in case the camera has a position offset. DistanceFromCamera FeatStd::Float How far from the camera should the touch indication node be rendered. This property is only available for 3D scenes. OnAnimation Candera::MemoryManagement::SharedPointer< Candera::Animation::AnimationPlayer > Optional animation played when the indicator is shown. OffAnimation Candera::MemoryManagement::SharedPointer< Candera::Animation::AnimationPlayer > Optional animation played when the indicator is hidden. HideIndicatorOnMove bool Hide the touch indicator when a move is detected, otherwise the indicator will stay visible during movement until the finger is lifted from the screen. Transform Mesh2D Class Reference Performs a perspective projection of a 3D rotated effect (e.g. Bitmap or SolidColor effects) based on the configured origin, rotation and field of view. This behavior is available for 2D scenes only. Common Properties Property Name Type Description Rotation FeatStd::Float Defines the rotation angle in degree around configured rotation axis at the configured origin CameraDistance FeatStd::Float Defines a normalized camera distance (the projection is based on a normalized geometry of widht and height 1) with a default value of 1. FitToMaximumSizeRotation FeatStd::Float Defines the rotation angle in degree that will be uses as maximum for the FitToMaximumSize fit strategy. Default is an angle of 90 degree. RotationAxis Candera::Vector3 Defines the axis (default is the y axis) for the rotation as a 3D direction vector (the vector will be internally normalized). FieldOfView FeatStd::Float The area on the Y axis view field in degrees. It influences the perspective distortion of the projection. Higher angles will result in more distorted projection. Lower angles will result in less perspective distorted projections. The angle has to be higher than 0 and less than 180. FitStrategy TransformMesh2DFitStrategy::Enum Defines how the perspective projected mesh should fit into the original boundaries. HorizontalOrigin CgiStudioControl::HorizontalOrigin::Enum The origin influences where the rotation is performed and how the perspective projection looks. It is defined as a normalized (bitmap resolution independent) origin on the y axis as Left (0), Center (0.5), Right (1.0) or Custom (see CustomHorizontalOrigin). VerticalOrigin CgiStudioControl::VerticalOrigin::Enum The origin influences where the rotation is performed and how the perspective projection looks. It is defined as a normalized (bitmap resolution independent) origin on the y axis as Top (0), Center (0.5), Bottom (1.0) or Custom (see CustomVerticalOrigin). CustomHorizontalOrigin FeatStd::Float Defines a normalized (bitmap resolution independent) custom origin that can not be defined with Left, Center or Right. CustomVerticalOrigin FeatStd::Float Defines a normalized (bitmap resolution independent) custom origin that can not be defined with Top, Center or Bottom. OriginOffset Candera::Vector2 In addition to the configured normalized origin this pixel based origin offset is added. Event Handler Passes a value to a Condition Behavior and if the response is positive, invokes an Action behavior. Example Usage Render Child Nodes Example 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 ActionBehaviorArrayProperty The set of ActionBehaviors that TriggerBehavior invokes in the even that it receives a positive response from Condition. ConsumeEvent bool Set this flag to false if the event should not be consumed by the trigger. By default it is set to true and if the trigger evaluates to true the event will not be routed to any other behavior. Virtual Key Receives a Change Value Event with a boolean. True will start emitting Key Events, false will stop emitting Key Events. Common Properties Property Name Type Description KeyType CgiStudioControl::KeyType::Enum Choose the type of key. With KeyCode you can select any key. Possible values: Modifier, KeyCode KeyCode Candera::KeyboardKeyCode::Enum With KeyCode you can select any key. Possible values: Key_None, ...... Key_OEM8 This property is only available if "KeyType" is set to "KeyCode". Modifier Candera::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".