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Customizing Widgetset Generation
Customizing Widgetset Generation For adding your own behaviors and widgets to the default widget set, it is required to specify them in the widget set definition (WidgetSet.cpp), which is finally accessed by SceneComposer to provide all exported behaviors and...
Candera Version Validation
To ensure, that an application like the Player always refers to the proper Candera version, following CMake configurations can be used: <CANDERA_DIR>/CgiStudioCanderaConfig.cmake: This file specifies the actual version of Candera, e.g.: set(CGI_CANDERA_VERS...
Using Player on 64 bit Systems
For Player, the CMake project generator should be of type Win64 (e.g. Visual Studio 15 2017 Win64) and it should be built with the "COURIER_PLATFORM_CONFIG" setting set to "x64". This is the only way to build a SCHost.dll that can be used in SceneComposer
Debugging Hints
Debugging Player For debugging the Player set "Player" as startup project in the Player solution and start debugging. With CMake, the required Debugging configurations are preconfigured as following: Debugging Widget Life Cycle in SceneCompos...
Select Features
CMake feature switches have been renamed for V3.x releases, see Change Log Select Candera Features Build settings for the Candera Engine are specified by the following CMake variables: Name Description Possible values ...
3rd Party Software: FreeType2 Configuration
3rd party software FreeType2 is used by the Candera Engine and can be configured in CMake like this: Name Description Possible values FREETYPE2_CUSTOMIZE Enable or disable FreeType2 customization. ON/OFF FREETYPE2_FORCE_DEFAULT_CONFIG ...
Candera Device Packages
Supported Device Packages Candera provides device implementations for following device types: Name Description Possible values Other proprietary devices Can be provided upon special request ON/OFF Device-Specific...
Integrate Candera into Custom Build Environments
Integrate Candera into Custom Build Environments For building Candera as part of the Player demo application, please refer to Building the Player. If a custom application should include Candera libraries, this chapter explains the CGI-Studio library build pr...
Features
The build system facilitates CMake capabilities to enable easy creation of customer application builds and to provide centralized build configuration and user settings. Makefile / solution compilation incl. 3rd party components Makefile / solution gene...
Build System Structure
CGI-Studio Build System Structure The build system is a modular environment for CGI-Studio components, automatically detecting Candera, Courier and FeatStd libraries to provide easy application inclusion. This information is outdated with the new cmake envir...
Candera Architecture Overview
Introduction Candera Graphic Engine enables embedded applications to render and control externally designed content, especially 3D content. Applications typically do not manipulate content directly but provide widgets which basically translate high-level even...
Interfaces & Namespaces
Interfaces The Candera public interfaces are covered by the namespaces Candera and various subnamespaces of namespace Candera. All namespaces containing either Internal or Private in the name cover private namespaces, which are not recommended to...
Candera MISRA Compliance
Candera tries to be MISRA compliant as much as possible. For checking MISRA compliance, Coverity® Static Analysis together with the supported MISRA rule set is used. For some reasons we cannot fulfil all MISRA rules, a set of Candera MISRA Rules for Coverity® ...
Startup and Asset Management
Description This tutorial leads through all required steps to initialize and prepare a Candera application for loading a SceneComposer generated asset and accessing content provided by the asset. Initializing AssetLoader and Animations AssetLoader ...
Asynchronous Asset-Loading
Description This tutorial describes Asynchronous Asset-Loading and provides short examples on how to load a bitmap. Asynchronous Asset-Loading Asset Loading, especially reading from the asset repositories, can be a time consuming task, which blocks the CPU ...
9-patch image
For full description of the 9-patch check 9-patch image chapter. BitmapNode sample Import an image in Solution Explorer window. To configure the image as a 9patch image, click on my_image from the Solution Explorer window and change in the Properties...
Overview
This chapter gives and overview of Lua-Scripting. What is Lua-Scripting? Lua-Scripting is an extension of the base scripting system binding Lua to Candera. It gives you the opportunity to manipulate graphical objects using the Candera engine API. Compared t...
Create an own Script
This chapter provides an explanation of how a new Lua-Script can be created to make it ready to be usable in the SceneComposer. How to create a new Script. In difference to a Widget or a Behavior Lua-Scripts are completely generated in the SceneComposer by o...