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Behaviors and Events
This chapter explains how the Event-System in Behaviors work. General Behaviors communicate via Events with each other and with other components of the application. For each action a specific event is implemented. An Event can carry any data or none at all. ...
Predefined Behaviors
This chapter gives an explanation of the Behaviors that come with CGI Studio. Different types of Behaviors Behaviors are sorted into different categories, which are: Actions: Example Behaviors are: Play Animation, Start Timer, Set Color, Set Image, ...
Behavior Building Blocks - Behavior Blocks
Description This chapter describes how to work with behavior building blocks - in short: behavior blocks. Behaviors can be nested and this way combined to a reusable behavior building block. These behavior blocks offer the possibility to configure, which of t...
Behavior Definition
Behavior Definition While SceneComposer can be used to compose the static structure and properties of a scene, with Behaviors it is possible to add dynamics to a static scene structure. A Behavior is defined by behavior attributes: Name, Type, Proper...
EventHandler Tab
Every control needs an EventHandler in order to handle user events and take appropriate actions.Events, Conditions and Actions for a node can conveniently be edited in SceneComposer in the EventHandler Tab, which is located in the properties view. Using the Ev...
Implementation
This page gives an overview of how Behaviors can be implemented. How to implement a Behavior There is very little difference between implementing a Widget and implementing a Behavior. Though there are some difference which will be explained below. Base Clas...
CGI-Studio Default Behaviors
CGI-Studio already provides multiple Behaviors by default which can already be used in projects. While they are also just Behaviors the follow a new concept for development which has been made possible by the new features of Behaviors. Basic Concept ...
Examples Using Predefined Behaviors
Thermometer Example 1. Drag&drop a Slider Control and a Text Value Control from the Controls Panel of the Toolbox to the Scene Editor or the Scene Tree. 2. Set the Slider's Minimum to "-50,00" and the maximum to "+50,00". 3. Ch...
Action Behaviors
Animation Action Behaviors Configure and Play Animation Class Reference Starts, stops, pauses, resumes animations and offers additional properties for configuration. Also sends AnimationEvents with the state of the animation. These Events can be received ...
Condition Behaviors
Control Condition Behaviors Check Animation State Checks the current state of an animation (for example, play, paused, or direction changed) from the Configure and Play Animation behavior and triggers an action behavior when the condition is met. Co...
Control Behaviors
Construction Kit Control Behaviors Map Control Behaviors Map Provides the map rendering and navigation functionality. Common Properties Property Name Type Description TouchableId String Touchable Id of the behavior. Bearing Float ...
Mixed Reality Behaviors
Internal Poi Metadata Handler Behavior that handles the meta data of a single poi. This behavior is available for 3D scenes only. Common Properties Property Name Type Description IconNodes ArrayProperty<Candera::AbstractNodePointer> A proce...
Graph
Bar Graph Creates a bar graph based on a provided list of numeric values, with configurable bar width, height, spacing between bars, and color for each value. This behavior is available for 2D scenes only. Common Properties Property Name Type De...
Layer
Switch Layer Image Sets on an Image Layer. This special functionality is only available for Amber and Traveo2 platform due to hardware support. This behavior is available for 2D scenes only. Common Properties Property Name Type Description ...
Map
Geocoding Provides forward and reverse geocoding functionality. About implicit roles of ChildNodes For forward geocoding the text from a child node with name "Name" is used. For backward geocoding the text from a child node with name "Address" is used. ...
Scripting Behaviors
Enable Scripting System Enables or disables the scripting system. For example, dragging and dropping to the scene tree disables script system execution at runtime using a checkbox, and it can be enabled again using the same checkbox. Property Name Typ...
State Machine Behaviors
State Machine A state machine is able to implement the complex states of a node/scene/application (including sub state machines and history state machines). Transitions with conditions and actions are used to change between states. Common Properties ...
Streaming Behaviors
Video Stream Class Reference Displays a video stream from a given source on a texture. Reacts on VideoControl events (see also Configure and Play Stream), and emits VideoState events (see also Check Video State). Common Properties Property Na...