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Value Processing Behaviors

Animation Value Processing Behaviors


Jump to Animation Keyframe

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


Diagnostics Value Processing Behaviors


Frame Measurement

Class Reference

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.


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.
Switch Image

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

Supports

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 SwitchImageProcessValueBehavior will 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

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 SwitchTextProcessValueBehavior will switch the text on.
Texts
ArrayProperty<FeatStd::String> Use list of texts (strings) and switch between them.
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.
ZoomByLayout bool Whether the zoom is accomplished by layout size.

Transformation Value Processing Behaviors

Resize Group Node

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 bool Enables or disables scaling in horizontal direction.
AffectYAxis bool Enables or disables scaling in vertical direction.
Mode
Mode::Enum 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 scaled.
Set Node Size

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 

The axis along which the size is set.

Possible values: AxisX, AxisY

Set Position

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

The axis along which the position is 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.

Set Rotation

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. 

Set Scale

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

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.
ScaleAlongX bool Enables or disables scaling in horizontal direction.
ScaleAlongY bool Enables or disables scaling in vertical direction.
ScaleAlongZ bool

Enables or disables scaling in Z-direction.

This property is only available for 3D scenes.

ScaleVector2D 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 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.

Move Node

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

Example Usage

Common Properties

Property Name Type Description
Target Node Candera::AbstractNodePointer The node TranslateProcessBehavior moves.
Multiplied Vector Vector3 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.

AnimationMeter

This behavior is a Behavior Block. It can be dragged&dropped on nodes just like any Behavior. Controls an animation according to the passed value.

Property Name Type Description
Animation Candera::Animation::AnimationPlayer

TThe animation controlled. AnimtionMeter sets the animation to the frame corresponding to a mapped value it receives.

Minimum FeatStd::Variant

Minimum of the Variant value which will be mapped between 0 and 1.

Maximum FeatStd::Variant

Maximum of the Variant value which will be mapped between 0 and 1.

Arithmetic Operation

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

Common Properties

Property Name Type Description
Operation 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 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.

Clock

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.

Dial

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.

Filter

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.

Forward Value

Forwards a received value to the associated target (associated controls with a value property). Receives a ValueChanged-Event (change notification) and forwards it as a ChangeValue-Event(change request) to the 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

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.

Interpolate Value

Expects a Float value as an event. This 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.

If the Animation Mode property is set to Instant, no interpolation will be taking place - the received value will be applied immediately.

Example Usage

Common Properties

Property Name Type Description
Animation Mode InterpolationAnimationMode::Enum

Animation mode sets a specific interpolation type.

Possible values: SpeedBased, TimeBased, Instant

Units Per Second Float

Speed at which InterpolateProcessValueBehavior changes its internal value.

This property can only be set when AnimationMode is set to "SpeedBased".

Interpolation Time
UInt32

Time in ms the InterpolateProcessValueBehavior changes its internal value.

This Property can only be set when AnimationMode is set to "TimeBased"

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.

This property can only be set when AnimationMode is set to either "SpeedBased" or "Timebased".

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.

Map Value

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 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.

Map Value Normalized

Maps the numeric value received via 'ProcessValueEvent' within an arbitrary range to the normalized range from 0.0 to 1.0 and dispatches 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.

Process Value Changed Event

This behavior 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 Optional<FeatStd::Variant> Minimum threshold of the processed values.
Maximum
Optional<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.

Render a Range

This 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.

Property Name Type Description
OperationMode OperationModeType Enum When set to MultipleNodes, EnableNodesProcessValueBehavior will enable the first N children of Group Node. When Operation Mode is set to SingleNode, only Nth node is enabled. N is a number from 0 to number of all children nodes of Group Node. It corresponds linearly to the value EnableNodesProcessValueBehavior receives.
Minimum Optional< FeatStd::Variant > Minimum of the Variant value which gets mapped between 0 and 1.
Maximum
Optional< FeatStd::Variant > Maximum of the Variant value which gets mapped between 0 and 1.

 

Send ChangeValue on receiving ProcessValue event

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 receiving 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.

Set Selected State

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.

Smooth Value

Class Reference

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 output 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.

Render Child Nodes

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

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.

Format String

'Format String' modifies the Text of a TextNode Node and provides the Text as property for Controls. It supports formatted 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 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.
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 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.

Track Angle on Drag

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.

Drag on Track to Value

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.

Action on Value

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 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.

Value

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.


Value Generator

The Value Generator is a demo behavior. It allows you to configure minimum and maximum values, period, and update interval, and is used for UI verification and simulation purposes. It appears in the tool when CONTROLS_DEMO_BEHAVIORS_ENABLED is enabled via CMake.

Common Properties

Property Name Type Description
GeneratorFunction Enum The type of function used to generate values (linear, sin, etc.)
Minimum Float The minimum for the generated values.
Maximum Float The maximum for the generated values.
OffsetMs Int The time offset where the function is evaluated.
PeriodMs Int The time period after which the generated values repeat.
SamplerateMs Int The update rate of the generated value.
GenerateValues bool

Set this flag to true to generates values at sample rate. If set to false, no values are generated.

Event Dispatch Strategy EventDispatchStrategyType::Enum

The way the event gets sent.

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

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.

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.