Skip to main content

Value Processing Behaviors

Content List

Diagnostics Value Processing Behaviors
      Frame Measurement Effects Value Processing Behaviors
      Diagnostics Value Processing Behaviors
        Frame Measurement
        Transformation Value Processing Behaviors AnimationMeter
        Arithmetic Operation
        Clock
        Dial
        Filter
        Forward Value
        Interpolate Value
        Map Value
        Map Value normalizedNormalized
        Process Value Changed Event Render a Range
        Send ChangeValue onOn receivingReceiving ProcessValue eventEvent
        Set Selected State
        Smooth Value
        Render Child Nodes
        Format String
        Track Angle on Drag
        Drag on Track to Value
        Action on Value
        Value

        Animation Value Processing Behaviors


        Jump to Animation Keyframe

        Description

        Expects a Float value between 0 and 1 (inclusive) as an event. Sets a selected animation to a frame corresponding to the value that the AnimationProcessValueBehavior receives.

        Common Properties

        Property Name Type Description
        Animation Candera::MemoryManagement::SharedPointer<Candera::Animation::AnimationPlayer> The animation controlled. AnimationProcessValueBehavior sets the animation to the frame corresponding to the value it receives.

        Advanced Properties

        Property Name Type Description SequenceStartTime FeatStd::Optional<Candera::Animation::SequenceTimeType> The start point of the animation. [ms] SequenceDurationTime FeatStd::Optional<Candera::Animation::SequenceTimeType> The duration of the animation. [ms] ControlNode
        Candera::AbstractNodePointer

        Back to the menu


        Effects Value Processing Behaviors


        Set Alpha Value

        Description

        Sets the Alpha value of a node (expects a Float value).

        Example Usage

        Common Properties

        Property Name Type Description Target Node Node2D* The Node which gets the resulting alpha value. If not set, then the node where the behavior is attached to, will be modified.

        Back to the menu

        Switch Image

        Description

        Sets an image on a Render Node based on a float index received as event.

        Supports

          Controls:
            FlipBook

            Example Usage

            Common Properties

            Property Name Type Description Upload Strategy Enum (OnInit, OnDemand) Specifies if images are uploaded on demand or when the behavior is instantiated. OnInit may cause an initial delay and keeps all images loaded. OnDemand avoids an initial delay and only keeps one image loaded. Target Node RenderNode * The Render Node SwitchImageProcessValueBehaviorwill switch images on.

            Back to the menu

            Switch Text

            Description

            Sets a text on a Render Node based on a float index received as event.

            Common Properties

            Property Name Type Description Target Node RenderNode * The Render Node SwitchTextProcessValueBehaviorwill switch the text on.

            Back to the menu

            Zoom Effect

            Description

            Expects a Float value between 0 and 1 (inclusive) as an event. Applies scale and alpha on children of a group.

            Common Properties

            Property Name Type Description Alpha Factors Vector2 Min/Max transparency factors Zoom Factors Vector2 Min/Max zoom factors Zoom Distribution Float Distribution of Zoom/Alpha to each side of the selection. Group Node Node2D* The node whose children are enabled or disabled by ZoomProcessValueBehavior.

            Back to the menu


            Diagnostics Value Processing Behaviors


            Frame Measurement

            Class Reference

            Description

            Outputs Frame Measure information of the specified Render Target. These Measurements can be Frames Per Seconds, Current Frame and Frame Time. This Behavior acts as Source for Process Value Behaviors.

            Common Properties

            Property Name Type Description
            RenderTarget Candera::GraphicDeviceUnit* The render target which FPS should be monitored.
            Output OutputType::Enum Specifies which information will be output.
            DispatchThreshold FeatStd::Optional< FeatStd::Variant > Specifies how much the Output has to change to dispatch an event to its receivers.
            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.

            Back to the menu


            Effects Value Processing Behaviors


            Set Alpha Value

            Sets the Alpha value of a node (expects a Float value).

            Common Properties

            Property Name Type Description Target Node Candera::AbstractNodePointer The Node which gets the resulting alpha value. If not set, then the node where the behavior is attached to, will be modified.

            Back to the menu

            Switch Image

            Sets an image on a Render Node based on a float index received as event.

            Supports

              Controls:
                FlipBook

                Example Usage

                Common Properties

                Property Name Type Description Upload Strategy Enum (OnInit, OnDemand)

                Specifies if images are uploaded on demand or when the behavior is instantiated. OnInit may cause an initial delay and keeps all images loaded. OnDemand avoids an initial delay and only keeps one image loaded.

                Possible values: OnInit, OnDemand

                Target Node RenderNode * The Render Node SwitchImageProcessValueBehaviorwill switch images on. Images
                SharedPointer<Candera::Image2D>

                A list of images which should be available for selection.

                This property is only available for 2D scenes.

                Textures
                SharedPointer<Candera::TextureImage>

                A list of images which should be available for selection.

                This property is only available for 3D scenes.

                OutOfBoundsHandlingMode
                OutOfBoundsHandlingMode::Enum

                Behavior when an index greater than the number of images is given.

                Possible values: Hold, Clamping

                Back to the menu

                Switch Text

                Sets a text on a Render Node based on a float index received as event.

                Common Properties

                Property Name Type Description Target Node Candera::AbstractNodePointer The Render Node SwitchTextProcessValueBehaviorwill switch the text on. Texts
                ArrayProperty<FeatStd::String> Use list of texts (strings) and switch between them.

                Back to the menu

                Zoom Effect

                Expects a Float value between 0 and 1 (inclusive) as an event. Applies scale and alpha on children of a group.

                Common Properties

                Property Name Type Description Target Node
                Candera::AbstractNodePointer The node whose children are enabled or disabled by ZoomProcessValueBehavior. If not set, then the node where the behavior is attached to will be considered. Alpha Factors Vector2 Min/Max transparency factors Zoom Factors Vector2 Min/Max zoom factors Zoom Distribution Float Distribution of Zoom/Alpha to each side of the selection.

                Back to the menu


                Transformation Value Processing Behaviors

                Resize Group Node

                Description

                Expects a Float value as an event, and changes the layout size of a group node it is placed on. When mode is 'Relative' it scales the layout size (expected value is a normalized value). When mode is 'Absolute' the layout size is set in pixels.

                Common Properties

                Property Name Type Description
                AffectXAxis AbstractNodePointerbool Enables or disables scaling in horizontal direction.
                AffectYAxis Enum (AxisX, AxisY)bool Enables or disables scaling in vertical direction.
                Mode
                Mode::Enum (Absolute, Relative) Determines how the received value will be interpreted.
                ScaleVector
                Vector2
                This vector is multiplied by the received value and specifies the magnitude by which the node is scaledscaled.

                Back to the menu

                Set Node Size

                Description

                Expects a Float value as an event. Sets the layout size of a node on a given axis by the received value in pixels.

                Common Properties

                Property Name Type Description
                Target Node Candera::AbstractNodePointer The target node which is modified. if not set, then the node where the behavior is attached to, will be modified.
                Size Axis AxisType2D::Enum (AxisX, AxisY)

                The axis along which the size is set.

                Possible values: AxisX, AxisY

                Back to the menu

                Set Position

                Description

                Expects a Float value as an event. Translates Position Node along given axis by the received value in pixels.

                Example Usage

                Common Properties

                Property Name Type Description
                Target Node Candera::AbstractNodePointer The target node to which the events are routed from the source node.
                Translation Axis 2D
                AxisType2D::Enum (AxisX, AxisY)

                The axis along PositionProcessValueBehavior2Dwhich translatesthe Positionposition Nodeis node.set.

                Possible values: AxisX, AxisY

                This property is only available for 2D scenes.

                Translation Axis 3D
                AxisType3D::Enum

                The axis along which the position is set.

                Possible values: AxisX, AxisY,, AxisZ

                This property is only available for 3D scenes.

                Back to the menu

                Set Rotation

                Description

                Expects a Float value as an event. Rotates Rotation Node clockwise by the received value in degrees.

                Example Usage

                Common Properties

                Property Name Type Description
                Target Node Candera::AbstractNodePointer The node which is modified. If not set, then the node where the behavior is attached to, will be modified.
                RotationAxis
                AxisType3D::Enum

                The axis to rotate the node around.

                Possible values: AxisX, AxisY,, AxisZ

                This property is only available for 3D scenes. 

                Back to the menu

                Set Scale

                Description

                Expects a Float value as an event. Scales Scaled Node by the received (scalar) value multiplied by Vector (X Y (x value for horizontal scaling, yY value for vertical scaling). Scaling along either axis can be enabled or disabled.

                Example Usage

                Common Properties

                Property Name Type Description
                TargetNode TargetNodeType&Candera::AbstractNodePointer The Node which is modified. If not set, then the node where the behavior is attached to, will be modified.
                ScaleAlongX ScaleAlongXType (bool)bool Enables or disables scaling in horizontal direction.
                ScaleAlongY ScaleAlongYType (bool)bool Enables or disables scaling in vertical direction.
                ScaleAlongZ ScaleAlongZType (bool)bool

                Enables or disables scaling in Z-direction.

                This property is only available for 3D scenes.

                ScaleVector2D ScaleVector3DType& (Vector2)Vector2

                This vector is multiplied by the received value and specifies the magnitude by which the node is scaled.

                This property is only available for 2D scenes.

                ScaleVector3D ScaleVector3DType& (Vector3)Vector3

                This vector is multiplied by the received value and specifies the magnitude by which the node is scaled.

                This property is only available for 3D scenes.

                Back to the menu

                Move Node

                Description

                Expects a Float value as an event. Translates Translated Node by the received (scalar) value multiplied by Vector X Y.Y (Z).

                Example Usage

                Common Properties

                Property Name Type Description
                Target Node Node2D *Candera::AbstractNodePointer The node TranslateProcessBehavior moves.
                Multiplied Vector XY Vector2Vector3 This vector is multiplied by the value TranslateProcessValueBehavior receives and specifies direction and magnitude by which TranslateProcessValueBehavior moves Translated Node. If not set, then the node where the behavior is attached to, will be modified.

                Back to the menu


                AnimationMeter

                DescriptionThis behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior.

                Controls an animation according to the passed value.
                This behavior is a Behavior Block.

                Back to the menu

                Arithmetic Operation

                Description

                Arithmetic operation behavior allows to perform additon,addition, subtraction, multiplication and division operations on the passed value.

                Common Properties

                Property Name Type Description
                Operation CgiStudioControl::ArithmeticOperationType::Enum

                Arithmetic operation to be performed.

                Possible values: Addition, Subtraction, Multiplication, Division, Modulo, Absolute

                Operand FeatStd::Variant A number to be used as addend/subtrahend/multiplicant/divisor on provided value.
                OutputType FeatStd::VariantValueType::Enum

                Type of the Variant forwarded as result.

                Possible values: FloatValue, Int32Value, UInt32Value, BoolValue, DoubleValue, Int8Value, Int16Value,  Int64Value, UInt8Value, UInt16Value, UInt64Value, StringValue

                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.

                Back to the menu

                Clock

                Description

                Converts a time integer into seconds, minutes and hours and passes those values to behavior-properties.

                Common Properties

                Property Name Type Description
                SecondsProcessValueBehavior Candera::ProcessValueBehavior*

                The behavior that receives the seconds.

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

                MinutesProcessValueBehavior Candera::ProcessValueBehavior*

                The behavior that receives the minutes.

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

                HoursProcessValueBehavior Candera::ProcessValueBehavior*

                The behavior that receives the hours.

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

                OffsetInMinutes FeatStd::Int32 Offset in minutes to add to time (i.e. for different time zones).
                ShowFull24Hours bool If true, hours will be shown from 0-23, otherwise in AM/PM format.
                AMText FeatStd::String The string of the AM label.
                PMText FeatStd::String The string of the PM label.
                AMPMTextBehavior Candera::Behavior*

                Sets text 'AM' or 'PM'.

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

                ShowSeconds bool If true, seconds will be shown.
                SecondsNode Candera::AbstractNodePointer The node that will be turned off if showing of seconds is disabled.

                Back to the menu

                Dial

                Description

                Receives an angle from a ProcessValueEvent or a value in a ChangeValueEvent. The knob changes its rotation according to that angle. The Behavior Transmits the changed value through events (ValueChangedEvent and ProcessValueEvent).

                This behavior is available for 2D scenes only.

                Common Properties

                Property Name Type Description
                CurrentValue FeatStd::Int32 Current value for the dial.
                MinimumRotation FeatStd::Float Minimum rotation of the dial.
                MaximumRotation FeatStd::Float Maximum rotation of the dial.
                StepSize FeatStd::Float Step size in degrees.
                KnobNode Candera::AbstractNodePointer Knob node which will be rotated.
                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.

                Back to the menu

                Filter

                Description

                Filters the processed value via an attached Condition (e.g. Check processed Value).

                Common Properties

                Property Name Type Description
                Condition Candera::ConditionBehavior* ConditionBehavior for passing the value to the next process value behavior.
                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.

                Back to the menu

                Forward Value

                Description

                Forwards a received value.value Associatedto the associated target (associated controls with a value propertyproperty). receiveReceives a ValueChanged-Event (change notification) and forwards it as a ChangeValue-Event(change request) to the value.target. The common usecase is to send the Value from a Value behavior to another Value behavior(or Control with a Value). 

                Emits a ChangeValueEvent which will be received by a Value Behavior.

                Note that the target Value - Behavior must have 'Accept Value Event' property enabled.

                Example Usage

                Common Properties

                Property Name Type Description
                Event Dispatch Strategy EventDispatchStrategyType::Enum (Direct, Broadcast, Bubble, Tunnel, DedicatedBehavior)

                The way the event gets sent.

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

                Target Node Candera::AbstractNodePointer The target node to which the events are routed. If this property is not set, the event will be routed to the node of the behavior.
                Dedicated Behavior
                Candera::ProcessValueBehavior*

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

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

                Back to the menu

                Interpolate Value

                Description

                Expects a Float value as an event. InterpolateProcessValueBehaviorThis behavior holds an internal Float value. It changes this internal value with given speed (Units Per Second) until it reaches the received value. Unless received value matches internal value, it sends internal value to a Process Value Behavior every frame.

                Example Usage

                Common Properties

                Property Name Type Description
                ReceiversAnimation Mode ReceiversTypeInterpolationAnimationMode::Enum The process

                Animation valuemode behaviorssets thata willspecific receiveinterpolation thetype.

                value

                Possible asvalues: nextSpeedBaesd, inTimeBased, theInstant

                value processing chain.
                Units Per Second Float Speed at which InterpolateProcessValueBehavior changes its internal value.
                Interpolation Time
                UInt32
                Time in ms the InterpolateProcessValueBehavior changes its internal value. Filter Time Constant Float The moment before InterpolateProcessValueBehavior’s internal value reaches the received value, the speed at which the former is changing slows down. This prevents a sudden end of movement that can be felt as artificial in some cases. 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.

                Back to the menu

                Map Value

                Description

                Expects a Float value as an event. Maps the received value from one interval to another.

                Common Properties

                Property Name Type Description
                InputMin FeatStd::Optional< FeatStd::Variant > [Optional] Smallest value of the interval to check. If Minimum is given as greater than Maximum then the values are internally swapped.
                InputMax FeatStd::Optional< FeatStd::Variant > [Optional] Largest value of the interval to check. If Maximum is given as smaller than Minimum then the values are internally swapped.
                OutputMin FeatStd::Float Smallest value of the interval mapped to.
                OutputMax FeatStd::Float Largest value of the interval mapped to.
                OutputType FeatStd::VariantValueType::Enum

                Type of the Variant forwarded as result.

                Possible values: FloatValue, Int32Value, UInt32Value, BoolValue, DoubleValue, Int8Value, Int16Value,  Int64Value, UInt8Value, UInt16Value, UInt64Value, StringValue

                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.

                Back to the menu

                Map Value normalized

                Description

                Maps the numeric value received via 'ProcessValueEvent' within an arbitrary range to the normalized range from 0.0 to 1.0 and dispatachesdispatches the result locally to its receivers. Receivers of this Behavior must therefore be value processing behaviors operating on normalized values.

                Common Properties

                Property Name Type Description
                Reverse bool Toggles the mapping direction. If this property is true, the received value is assumed to be within range from 0.0 to 1.0 and the emitted value is mapped accordingly.
                ValueForRange ValueBehaviorBase*

                The input value behavior for defining the mapped range.

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

                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.

                Back to the menu

                Process Value Changed Event

                Description

                This

                The ProcessValueChangedBehaviorbehavior handles ValueChanged events and processes the new value within a set of ProcessValueBehaviors chains. By default ProcessValueChangedBehavior does consume the event, which will result in dispatching the event any further in the dispatching strategy. If further dispatching of the ValueChangedEvent is required set the ConsumeEvent flag to false.

                Example Usage

                Common Properties

                Property Name Type Description
                Sender Candera::AbstractNodePointer The node for which the event shall be emitted. If it is not set then the TargetNode or Node (if TargetNode is not set) will be taken instead.
                Minimum boolOptional<FeatStd::Variant> Minimum threshold of the processed values.
                Maximum
                boolOptional<FeatStd::Variant>
                Maximum threshold of the processed values.
                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.
                Receivers
                ProcessValueBehavior ArrayProperty

                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.

                Back to the menu

                Render a Range

                DescriptionThis behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior.

                Renders a range of nodes according to the passed value.
                This behavior is a Behavior Block.

                Back to the menu

                Send ChangeValue on receiving ProcessValue event

                Description

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

                Common Properties

                Property Name Type Description
                ChangeValue ChangeValue::Enum How the event value shall be handled by the recieving behavior
                Target Node
                Candera::AbstractNodePointer

                The target node to which the events are routed. If this property is not set, the event will be routed to the node of the behavior.

                This property is only visible if EventDispatchStrategy is set to "Direct", "Broadcast", "Bubble" or "Tunnel".

                EventDispatchStrategy CgiStudioControl::EventDispatchStrategyType::Enum

                The way the event gets sent

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

                DedicatedBehavior Candera::ProcessValueBehavior*

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

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

                This property only visible if EventDispatchStrategy is set to "DedicatedBehavior".

                Receivers
                ProcessValueBehavior ArrayProperty

                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.

                Back to the menu

                Set Selected State

                Description

                This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior.

                Sets the state to selected or deselected according to the passed value.

                Back to the menu

                Smooth Value

                Class Reference

                Description

                Expects a numeric value as an event and applies exponent smoothing to that value and the previous calculated one.

                Common Properties

                Property Name Type Description
                SmoothingFactor FeatStd::Float The factor how fast the outputtedoutput value should adapt to the input value. Valid values are between 0.0 and 1.0
                Receivers
                ProcessValueBehavior ArrayProperty

                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.

                Back to the menu

                Render Child Nodes

                Description

                Enables/Disables Child nodes corresponding to the received value and the behavior settings.

                Example Usage

                Common Properties

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

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

                Possible values: MultipleNodes, SingleNode

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

                Back to the menu

                Format String

                Description

                'Format String' modifies the Text of a TextNode Node and provides the Text as property for Controls. It supports formatedformatted text that can display one variable.

                Example Usage

                Common Properties

                Property Name Type Description
                Text String Text that TextBehavior will change the Node to. Supports formatting for one variable that corresponds to the value TextProcessValueBehavior2D receivers.
                Style SharedPointer <Candera::TextRendering::SharedStyle> The style that will be set to the Text Node.
                Alignment Enum (Auto, Left, Center, Right, Justified)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 Boolbool If multi line is disabled, then the new line control characters will be ignored and text will always be rendered in one line.
                Line Spacing PixelSize (UInt16) Defines the distance between the baselines of successive lines of type.
                Word Wrap Bool If word wrapping is enabled then the lines that exceed the client area will be split during arrangement into multiple lines.
                Trimming Enum (None, Ellipsis, CustomText)TextNode2DLayouter::Trimming

                Trimming defines the behavior to employ when content overflows the content area.

                Possible values: None, Ellipsis, CustomText

                TrimmingText FeatStd::String

                Trimming text defines the text which replaces content overflowing the content area.

                This property is only visible if Trimming is set to "CustomText".

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

                Back to the menu

                Track Angle on Drag

                Description

                Listens to the touch of the selected node, returns the angle between pressing, moving and releasing.

                Common Properties

                Property Name Type Description
                TouchNode Candera::AbstractNodePointer A node that is used to collect information about the touch.
                Receivers
                ProcessValueBehavior ArrayProperty

                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.

                Back to the menu

                Drag on Track to Value

                Description

                Determines the position of a touch move in relation to the associated node and provides it as value in range from 0.0 to 1.0 (normalized). The horizontal boundary of the associated node is the track. The Dragged Node is used to determine the hit area and to determine the position change relative to its center. This behavior can be used as a source to a Value Behavior. Add a Value Behavior as a receiver.

                Common Properties

                Property Name Type Description
                TargetNode
                Candera::AbstractNodePointer The Node which gets the given text. If not set, then the node where the behavior is attached to, will be modified. UseCenter bool If true, the center value defined for the knob bitmap is used to align the knob to the value position, otherwise the calculated center. TrackDirection TrackDirection::Enum

                Defines if the position will be tracked horizontally or vertically

                Possible values: Vertical, Horizontal

                LeftTouchMargin FeatStd::Float Defines the size for extending or shrinking the touch-sensitive area at the left border of the knob. The size is given in percentage of the knob width. Positive values extend, negative values shrink the area. RightTouchMargin FeatStd::Float Defines the size for extending or shrinking the touch-sensitive area at the right border of the knob. The size is given in percentage of the knob width. Positive values extend, negative values shrink the area. TopTouchMargin FeatStd::Float Defines the size for extending or shrinking the touch-sensitive area at the top border of the knob. The size is given in percentage of the knob height. Positive values extend, negative values shrink the area. BottomTouchMargin FeatStd::Float Defines the size for extending or shrinking the touch-sensitive area at the bottom border of the knob. The size is given in percentage of the knob height. Positive values extend, negative values shrink the area. OnKnobDragOnly bool The position will only be updated when the Knob gets dragged, otherwise clicking on the control will move the knob to the position. UseExcclusiveMode
                bool
                Enabling the option prevents some controls (e.g. Slider) from loosing the touch when leaving the node area.
                DraggedNode
                Candera::AbstractNodePointer

                Defines the node to move along the track, to determine the hit area and to determine the position change relative to its center.

                Receivers
                ProcessValueBehavior ArrayProperty

                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.

                Back to the menu

                Action on Value

                Description

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

                Example Usage

                Common Properties

                Property Name Type Description
                Condition 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 event that it receives a positive response form Condition.
                Consume Event Boolbool 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.

                Back to the menu

                Value

                Description

                ValueBehavior sends a value to any behavior derived from ProcessValueBehavior type. It supplies an input to process value behaviors via event.

                Example Usage

                Common Properties

                Property Name Type Description
                Minimum FeatStd::Optional< FeatStd::Variant >

                Minimum of the Variant value. If Minimum is given as greater than Maximum then the values are internally swapped.

                Maximum FeatStd::Optional< FeatStd::Variant > Maximum of the Variant value. If Maximum is given as smaller than Minimum then the values are internally swapped.
                IntervalHandling IntervalHandling::Enum

                Select how the behavior should react when the minimum or maximum limit is exceeded.

                Possible values: Limit, Cycle, Ignore

                AcceptValueEvent bool Set this flag to true to make the value changeable by events/actions.
                BroadcastProcessValueEvent bool Set this flag to true to broadcast ProcessValue event even if value did not change.
                DispatchStrategy
                CgiStudioControl::EventDispatchStrategyType::Enum

                By default the event that indicates that this value behavior has been changed (ValueChangedEvent) is dispatched only on the node to which the value behavior is attached (CgiStudioControl::EventDispatchStrategyType::Direct). To change this you have to select a different dispatch strategy.

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

                DedicatedBehavior
                Candera::Behavior*

                The dedicated behavior that will receive ValueChangedEvent when DedicatedBehavior dispatch strategy is selected.

                This property is only visible if DispatchStrategy is set to "DedicatedBehavior".

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

                TargetNode
                Candera::AbstractNodePointer

                The node on which the for which the EventDispatchStrategy will be applied. If it is not set then the Node will be taken instead.

                This property is only visible if DispatchStrategy is set to "Direct", "Broadcast", "Bubble" or "Tunnel".

                Variant
                Candera::Variant Specifies the type and the value to pass onto Process Value Behavior. Receivers
                ProcessValueBehavior ArrayProperty

                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.

                Back to the menu