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Control Behaviors

Content List


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.

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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.

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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 miliseconds of touch movement speed counted towards generating flick animation speed.
Items ListPropertyType<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.
WrapAround
bool
Set this flag to true for static list to wrap around the list items on the top and bottom of the list

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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.


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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

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).

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Snap List Item Configuration

SnapListItemConfigurationBehavior defines the snap position of the list and/or list item.

Information on how to use this behavior can be found in the chaper of 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.

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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 chaper 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.

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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.

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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.

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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.

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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.

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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.

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Handle Control State

Basic Behavior which handles the states of a control. Sends a StateEvent to StateConditions.

Example Usage

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).

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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.

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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.

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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.

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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

VerticalAlignment Candera::VerticalAlignment

Provides property to set the Vertical Alignment (especially for Controls).

Possible values: VTop, VCenter, VBottom, VStretch

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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

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Provide Color

Sets the color of a node with a Color effect attached (e.g. BitmapBrushColorBlend).

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".

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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).

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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<Candera::TextRendering::SharedStyle>

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".

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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.

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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.

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Provide Image

Sets the image of a node and provides the Image as a property for Controls.

Example Usage

Common Properties

Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference::Enum

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

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".

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Provide Text

Modifies the text of a TextNode or CanvasText and provides the text as property for Controls.

Example Usage

Common Properties

Property Name Type Description
PropertyReference CgiStudioControl::PropertyReference::Enum Choose how the property gets set. Via own property or from another Behavior.
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".

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Align Pivot

Aligns all child nodes according to their pivot point.

Example Usage

Common Properties

This behavior does not have any configurable properties.

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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.

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Arc Align

Aligns child nodes in a circular layout. Provides properties for the radius, orientation offset and the min and max angle.

Example Usage

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).

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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:

drawing-7-1677553381.png
 
  • 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

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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.

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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.

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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.

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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.

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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.

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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.

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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

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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

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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 miliseconds 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 miliseconds before switching to sending On value.
AcceptValueEvent
bool
Set this flag to true to make the behavior changeable by events/actions.

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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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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<Candera::Image2D>

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.

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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.

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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, ...<all keyboard key codes>... Key_OEM8

KeyCodeToMoveSelectionRight KeyboardKeyCode::Enum

Key code to move selection right.

Possible values: Key_None, ...<all keyboard key codes>... Key_OEM8

KeyCodeToMoveSelectionUp KeyboardKeyCode::Enum

Key code to move selection up.

Possible values: Key_None, ...<all keyboard key codes>... Key_OEM8

KeyCodeToMoveSelectionDown KeyboardKeyCode::Enum

Key code to move selection down.

Possible values: Key_None, ...<all keyboard key codes>... 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.

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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).

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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

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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

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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

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Orbit Camera Transform

When attached to a Node, the specified camera will orbit around that Node. PLAYER USE ONLY

Common Properties

Property Name Type Description
TouchableId
String
Touchable Id
Camera CameraType The camera that looks at the associated node.

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Page Indicator

Class Reference

Manages PageIndicator Control and its PageIndicatorElements.

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, ...<all keyboard key codes>... Key_OEM8

IncrementKeyCode Candera::KeyboardKeyCode::Enum

Key used for incrementing value (if value is actually incremented, focus handling is suspended)

Possible values: Key_None, ...<all keyboard key codes>... Key_OEM8

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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.

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Roll

Class Reference

Roll is used for displaying and selecting entries representing Float values from range min..max with step size.

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, ...<all keyboard key codes>... Key_OEM8

IncrementKeyCode Candera::KeyboardKeyCode::Enum

Key used for incrementing value (if value is actually incremented, focus handling is suspended)

Possible values: Key_None, ...<all keyboard key codes>... 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, ...<all keyboard key codes>... Key_OEM8

This property is only available if 'LensVisible' is set to 'true' and a 'TextEditNode' is configured.

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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.

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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.

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Event Handler

Passes a value to a Condition Behavior and if the response is positive, invokes an Action behavior.

Example Usage

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.

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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, ...<all keyboard key codes>... 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".

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