Property types reference

This table lists all default property types available in Kanzi. See Property system, Creating custom property types, and Node and resource reference.

Name Display Name Inherited Attachable Description
Action.Delay Action Delay (ms) No No The time in milliseconds after which the message is dispatched.
Ambient Ambient Color Yes Yes The color of the material when no light are present
AnimationBindingProcessor.Animation Animation Item Path No No The animation binding processor applies this animation when the binding is updated.
ApplicationType Application Type No Yes Type of the application.
BlendIntensity Blend Intensity Yes Yes Controls the intensity how materials are blended on top of the existing color.
Attached property enables overriding of the blend intensity of the used materials at render pass or object node level
BlendMode Blend Mode Yes Yes Controls how blending is performed. Attached property enables overriding of the blend mode of the used materials at render pass or object node level.
Use "Alpha: Automatic" setting to use premultiplied or non-premultiplied alpha depending on the value of "Use Premultiplied Alpha by Default" project setting.
Brush.HorizontalTiling Brush Horizontal Tiling No Yes Horizontal Tiling for the brush. Affects the scale of texture coordinates.
Brush.ModulateColor Brush Modulate Color No Yes Modulation color for brush. Effects brush rendering that needs color modulation.
Brush.VerticalTiling Brush Vertical Tiling No Yes Vertical Tiling for the brush. Affects the scale of texture coordinates.
ButtonConcept.AutoClickInterval Auto Press Interval No Yes An interval in milliseconds after which a held down button sends a button click message.
Set to 0 to disable.
ButtonConcept.IndexInGroup Index In Group No Yes Defines the index in the group that the button will have. The group must have the button in its tree.
The button searches for the group upwards. When the value is -1 the button picks the nearest group.
ButtonConcept.IsPressed Is Down No Yes Whether the button is in down state.
ButtonConcept.LongPressInterval Hold Interval No Yes Occurs when the button is in down state for the set amount of milliseconds.
Set to 0 to disable.
ButtonConcept.PressOnHover Button Down On Hover No Yes When enabled, hovering the pointer over the button sets it into down state.
ButtonConcept.ToggleState Toggle State No Yes The current toggle state of the toggle button.
ButtonConcept.ToggleStateCount Toggle State Count No Yes The number of toggle states of the toggle button.
Camera.AspectRatio Aspect Ratio No Yes The aspect ratio of the camera.
Camera.DisableAspectRatio Use Viewport Aspect Ratio No Yes Whether to use the aspect ratio setting from the viewport in render pass. If not, you can set the aspect ratio in the camera.
Camera.Fov FOV No Yes The field of view of the camera in degrees.
Camera.FovType FOV Type No Yes Defines the direction of the field of view to either x or y.
Camera.OrthogonalCoordinateSystemType Orthogonal Type No Yes Defines the type of the orthogonal coordinate system.
In the absolute mode the camera uses pixel coordinates.
In the relative mode the camera displays an area whose width is -1..1 scaled with the value set by the Orthogonal Plane Size property.
Camera.OrthogonalPlaneHeight Orthogonal Plane Size No Yes The value used for scaling the view area of a relative orthographic camera.
Camera.ProjectionType Projection Type No Yes Defines the camera type to either perspective or orthographic camera.
Camera.ZFar Z Far No Yes The distance of the camera far clipping plane. The camera shows only the objects that are closer than the value set in this property.
Camera.ZNear Z Near No Yes The distance of the camera near clipping plane. The camera shows only the objects that are farther away than the value set in this property.
ColorBrush.Color Brush Color No Yes Color for brush. Set alpha to 0 to disable brush.
ColorBufferClearColor Clear Color No No The color used to clear the color buffer
ColorBufferClearEnabled Color Clear Enabled No No Whether or not to clear the color buffer before writing new color values
ColorWriteMode Color Write Mode No No Options: None/RBG/RGBA. None: writing to color buffer is disabled.
ComposerEnabled Enabled No Yes This determines if composer is rendered (enabled by default).
ConstraintInWorldCoordinates Constraint In World Coordinates No Yes Specifies if the object constraining is done in world coordinates (when false, done in local coordinates).
ConstraintOrientation Constraint Orientation No Yes Makes an object node where the property is attached to obtain orientation from target object
ConstraintPosition Constraint Position No Yes Makes an object node where the property is attached to obtain position from target object
CullMode Cull Mode No No Whether to use culling of the triangle faces in the rendered meshes (NONE / BACK (Default) / FRONT).
In backface culling the triangles whose normal points away from the camera are not rendered.
Frontface culling drops the triangles whose normal points to the direction of the camera.
DepthBufferClearEnabled Depth Clear Enabled No No Whether or not to clear depth buffer
DepthBufferClearValue Depth Clear Value No No The value used for clearing the depth buffer
DepthBufferTestEnabled Depth Test Enabled No No Whether or not the depth test is enabled
DepthBufferWriteEnabled Depth Write Enabled No No Whether or not the writing of the depth buffer is enabled
Diffuse Diffuse Color Yes Yes The color of the material when it is lit by a light
DirectionalLight Directional Light No Yes Directional light settings
DirectionalLightColor Color No Yes The color of the direction light
DispatchMessageAction.MessageType Message Type No No The name of the a message type
DispatchMessageAction.RoutingTarget Routing Target No No Specifies the target item where to the message will be dispatched. If the target resides within scene graph, and the message type has tunneling and bubbling enabled, the message is tunneled and bubbled through the parents of the target.
DispatchMessageAction.RoutingTargetLookup Routing Target (Lookup) No No Allows to look up routing target via this property (RoutingTarget.Property).
DockLayoutConcept.LastItemFill Last Item Fill Yes Yes Whether the last item of the dock layout is given the remaining free space.
DockLayoutConcept.Side Side Yes Yes The docking side of an item in the dock layout.
Emissive Emissive Color Yes Yes The color of the light that is emitted from the material surface
ExpressionBindingProcessor.Argument1 Argument 1 No No The first argument in the binding expression.
ExpressionBindingProcessor.Argument1Field Argument 1 Field No No The property attribute for the first argument.
ExpressionBindingProcessor.Argument2 Argument 2 No No The second argument in the binding expression.
ExpressionBindingProcessor.Argument2Field Argument 2 Field No No The property attribute for the second argument.
ExpressionBindingProcessor.Operation Operation No No The operation in the expression.
ExpressionBindingProcessor.Output Output No No The temporary register to write the result to.
ExpressionBindingProcessor.OutputField Output Field No No The property attribute of the output register.
ExternalTexture External Texture No No Require support for extenal texture extension
FaceToCamera Face to Camera Yes Yes Sets the node to rotate around all axes to turn towards the preview camera.
FaceToCameraIsBillboarding and FaceToCameraCylindral affect how the node turns to the camera.
FaceToCameraCylindral Face to Camera Cylindrical Yes Yes Sets the node to always turn to face the camera
according to the cylinder on the y axis.
FaceToCameraIsBillboarding Face to Camera is Billboarding Yes Yes Sets the node to rotate with the rotation of the preview camera.
FaceToCameraTargetCamera Face To Camera Target Camera No Yes The target camera specified for the Face to Camera.
When NULL, the property uses the Scene default camera.
FlowLayoutConcept.PrimaryDirection Primary Direction Yes Yes The direction along which the layout arranges items until the layout limit in that direction is reached.
FlowLayoutConcept.SecondaryDirection Secondary Direction Yes Yes The direction along which the flow layout arranges lines of the primary direction.
FlushAfterRender Flush After Render No Yes This determines if GPU pipeline is flushed after rendering of this composer has occurred, to prevent GPU pipeline stall.
FrustumCullingOn Frustum Culling No No Whether or not to use frustum culling. When frustum culling is enabled the objects not overlapping with the viewing frustum of the camera are not rendered.
FrustumCullMargin Frustum Cull Margin No Yes Used to increase (or decrease) the margin of the frustum cull radius of given object. Useful when for example vertex shaders modify the geometry, and too early frustum culling is wanted to be prevented.
GlobalAmbient Global Ambient Color No Yes The color that is multiplied automatically with the
"Ambient" property of the materials in the scene.
GlyphTexture Glyph Texture No Yes The automatic texture of the glyph cache
GridLayoutConcept.Column Column No Yes The column into which grid layout places the item.
GridLayoutConcept.ColumnDefinitions Columns No Yes Defines the number of columns in a grid layout and how the grid layout distributes the content in columns.
GridLayoutConcept.ColumnSpan Column Span No Yes Defines the number of columns an item in a grid layout occupies.
GridLayoutConcept.Direction Layout Direction No Yes The direction in which the items are arranged when you add them to a grid layout.
GridLayoutConcept.Row Row No Yes The row into which grid layout places the item.
GridLayoutConcept.RowDefinitions Rows No Yes Defines the number of rows in a grid layout and how the grid layout distributes the content in rows.
GridLayoutConcept.RowSpan Row Span No Yes Defines the number of rows an item in a grid layout occupies.
GridListBoxConcept.CalculatedOffset Current Offset in Grid List Box Yes Yes Current relative offset of object in a grid list box, in proportional range [0, 1].
GridListBoxConcept.CellHeight Cell Height No Yes Height of one list box cell
GridListBoxConcept.CellWidth Cell Width No Yes Width of one list box cell
GridListBoxConcept.Direction Layout Direction No Yes The direction in which the grid list box arranges its items.
When you change the layout direction you also change
the scroll axis of the grid list box.
GridListBoxConcept.ItemAreaBegin Item Area Begin No Yes Proportional offset where the area meant for items starts
GridListBoxConcept.ItemAreaEnd Item Area End No Yes Proportional offset where the area meant for items ends
GridListBoxConcept.Scrolling Scrolling No Yes Is the grid list box currently scrolling (read-only).
GridListBoxConcept.ScrollPosition Scroll Position No Yes The current scroll value of grid list box (read-only).
GridListBoxConcept.ScrollSpeed Scroll Speed No Yes The current scroll speed of grid list box (read-only).
GridListBoxConcept.ScrollTargetPosition Scroll Target Position No Yes The current target scroll value of grid gist box (read-only).
GridListBoxDraggingAccelerationCoefficient Dragging Acceleration No Yes How fast scrolling accelerates when dragging.
GridListBoxDraggingDragCoefficient Dragging Drag No Yes How much drag affects scrolling when dragging.
GridListBoxDraggingImpulseFactor Dragging Impulse No Yes How much impulse is generated from pointing device movement when dragging.
GridListBoxRecognitionThreshold Recognition Threshold No Yes How much the pointing device has to move for scrolling to start.
GridListBoxScrollAxis Scroll Axis No Yes Direction of Scroll View's primary axis
GridListBoxSensitivity Scroll Sensitivity No Yes How much the scroll value changes relative to pointing device movement on the scroll view plane.
GridListBoxSlidingAccelerationCoefficient Sliding Acceleration No Yes How fast scrolling accelerates when sliding.
GridListBoxSlidingDragCoefficient Sliding Drag No Yes How much drag affects scrolling when sliding.
GridListBoxSwipeDistance Swipe Distance No Yes How far a swipe sends the scroll value, relative to pointing device speed.
HalfFloatColorAttachment Half-Float Color Attachment No No Require support for half float color attachment
HalfFloatTextureFormat Half-Float Texture Format No No Require support for half float texture format
Image2D.Image Image No Yes The image to display.
InputMessageArguments.HitTest.Point InputMessageArguments.HitTest.Point No No
InputMessageArguments.HitTest.RayDirection InputMessageArguments.HitTest.RayDirection No No
InputMessageArguments.HitTest.RayOrigin InputMessageArguments.HitTest.RayOrigin No No
InputMessageArguments.Manipulator.Point InputMessageArguments.Manipulator.Point No No
InputMessageArguments.Manipulator.RayDirection InputMessageArguments.Manipulator.RayDirection No No
InputMessageArguments.Manipulator.RayOrigin InputMessageArguments.Manipulator.RayOrigin No No
Instantiator3D.Node Instantiated Node No No The node to instantiate.
IsAssetInAssetPackage Export in Asset Package No Yes When enabled, this item is exported into asset package if this project is saved as one.
IsDisabled Disable KZB Export No Yes Disables the exporting of the item into KZB. Can be used for, e.g. letting items out from certain profiles. The disabled items are always included in preview.
IsUsedByCode Is Used by Code No Yes Whether or not the application code uses this asset. Used for determining unused assets.
LevelOfDetail3D.MinimumArea Minimum Area No Yes When using #LodTypeScreenArea in the parent level of detail, use this property
in the child of the level of detail to set the minimum screen area
covered by the child in proportion to the screen size in range [0, 1].
LevelOfDetail3D.MinimumDistance Minimum Distance No Yes When using #LodTypeDistance in the parent level of detail, use this property
in the child of the level of detail to set the minimum distance from
the camera to the level of detail in range [0, Inf].
LevelOfDetail3D.Type Type No No Defines the type of the level of detail:
- Distance sets the level of detail to use the minimum z distance from the camera to the level of detail.
- Screen area sets the level of detail to use the minimum screen area covered by the child node in proportion to the screen size.
LightColorScale Light Color Scale No Yes Scales light color.
LightEnabled Light Enabled No Yes Whether the light is switched on or off. Only lights that are switched on affect rendering.
LightTypeName Light Type Name No Yes The property type name of the light.
ListBoxConcept.ItemContainerGeneratorTypeName Item Container Generator No Yes Name of the item container generator type to use for providing item containers dynamically for the list box.
ListBoxConcept.ItemContainerTemplate Item Container Template No Yes If set, the the default item container generator uses this to instantiate item containers.
ListBoxConcept.ItemGeneratorTypeName Item Generator No Yes Name of the item generator type to use for providing items dynamically to the list box.
ListBoxConcept.ItemPrototype Item Prototype No Yes If set, the prototype prefab overrides list box item sizes in layouting.
ListBoxConcept.KeepAliveItemCount Keep Alive Item Count No Yes Size of the buffer for invisible list box items. Invisible items that don't fit the buffer are returned to the Object Generator.
ListBoxConcept.LoopAlongX Loop Along X No Yes Is list box looping (X axis)
ListBoxConcept.LoopAlongY Loop Along Y No Yes Is list box looping (Y axis)
ListBoxConcept.SelectedItemIndex Selected Item Index No Yes Index of selected list box item.
ListBoxConcept.SelectionBehavior Selection Behavior No Yes Specifies the behavior for the list box scroll when an item is clicked.
ListBoxItemContainer.Selected Selected No Yes Indicates if list box item container is selected. This property is set by list box on container of an item which was selected.
LoadOnDemand Load On Demand No Yes When turned on, the property delays the loading of the associated asset until it is needed by other assets. Can be used to reduce initial loading time.
LookAt Look At No Yes Makes a node to always face the node set in this property.
MaterialBrush.Material Material No Yes Material used when drawing with the brush
MeshMorphTargetWeight Weight No No A weight value for a morph target
Message.Button.Cancel Button: Cancel No Yes Occurs when a finger is lifted outside of a button that was previously pressed.
Message.Button.Click Button: Click No Yes Occurs when a finger is lifted on top of a button that was previously pressed and when a pressed button's repeat interval expires.
Message.Button.Down Button: Down No Yes Occurs when the button is pressed.
Message.Button.Enter Button: Enter No Yes Occurs when a finger that presses a button enters the button's area.
Message.Button.Leave Button: Leave No Yes Occurs when a finger that presses a button leaves the button's area.
Message.Button.LongPress Button: Long Press No Yes Occurs when a long press on the button happens.
Message.Button.ToggleState Button: Toggle State No Yes Occurs when the button's toggle state changes.
Message.Click Click No Yes Occurs when the pointer is pressed and is released on top of the component and no other gesture has been recognized.
Message.ClickBegin Click Begin No Yes Occurs when the pointer is pressed down on top of the component.
Message.ClickCancel Click Cancel No Yes Occurs when a started click cancels. This occurs, for example, when user pressed button down and slides finger away and releases press.
Message.ClickEnter Click Enter No Yes Occurs when the pointer or touch enters the click manipulator.
Message.ClickLeave Click Leave No Yes Occurs when the pointer or touch leaves the click manipulator.
Message.DragAndDrop.Finished Drag And Drop Finished No No
Message.DragAndDrop.Moved Drag And Drop Moved No No
Message.DragAndDrop.Started Drag And Drop Started No No
Message.KeyDown Key Down No Yes
Message.KeyUp Key Up No Yes
Message.ListBox.ItemHidden List Box: Item Hidden No Yes Occurs when an item becomes hidden.
Message.ListBox.ItemSelected List Box: Item Selected No Yes Occurs when an item is selected.
Message.ListBox.ItemVisible List Box: Item Visible No Yes Occurs when an item becomes visible.
Message.ListBox.TargetChanged List Box: Target Changed No Yes Occurs when list box gets a new target item.
Message.LongPress Long Press No Yes Occurs when the pointer is pressed down on the button and 500ms has been passed.
Message.MultiClick Double Click No Yes Occurs when the pointer is pressed and released twice within 250ms on top of the control and no other gesture has been recognized.
Message.Page.Activated Page Activated No Yes Page has been activated.
Message.Page.Deactivated Page Deactivated No Yes Page has been deactivated.
Message.Page.Navigate Navigate To Page No No Navigates to the specified page, sets it as active.
Message.Page.NavigateNext Navigate To Next Subpage No No Navigates to the next subpage.
Message.Page.NavigateParent Navigate To Parent Page No No Navigates to the parent page.
Message.Page.NavigatePrevious Navigate To Previous Subpage No No Navigates to the previous subpage.
Message.Page.NavigationFinished Navigation Finished No Yes Page host has finished navigation process.
Message.Page.NavigationStarted Navigation Started No Yes Page host has started navigation process.
Message.Pan.Finished Pan Finished No No
Message.Pan.Moved Pan Moved No No
Message.Pan.Started Pan Started No No
Message.Pinch.Finished Pinch Finished No No
Message.Pinch.Moved Pinch Moved No No
Message.Pinch.Started Pinch Started No No
Message.PreloadingOfResourcesCompleted On Preloading of Resources Completed No Yes Triggered when the loading of resources you selected in the Preload Resources action is completed.
Message.PreloadResources Preload Resources No No Preloads all resources in given resource dictionaries.
Message.RangeConcept.ValueChanged Range Concept: Value Changed No Yes Occurs when the range value has changed.
Message.RangeConcept.ValueChangeFinished Range Concept: Value Change Finished No Yes Occurs when the range value stops changing.
Message.RangeConcept.ValueChangeStarted Range Concept: Value Change Started No Yes Occurs when the range value starts changing.
Message.ScrollView.Scrolled Scroll View: Scrolled No Yes Occurs when the scroll position of a scroll view changes.
Message.ScrollView.ScrollEnded Scroll View: Scroll Ended No Yes Occurs when the scroll position of a scroll view stops changing.
Message.ScrollView.ScrollStarted Scroll View: Scroll Started No Yes Occurs when the scroll position of a scroll view starts changing.
Message.ScrollView.SetScroll Scroll View: Set Current Scroll No No Sets the current scroll position of the scroll view.
Message.ScrollView.SetScrollTarget Scroll View: Set Scroll Target No No Sets the scrolling target of the scroll view.
Message.ScrollView.SnapRequest Scroll View: Snap Request No Yes Occurs when a scroll view requests snapping target from hosting component.
Message.ScrollView.UserScrollEnded Scroll View: User Scroll Ended No Yes Occurs when the user stops scrolling a scroll view.
Message.ScrollView.UserScrollStarted Scroll View: User Scroll Started No Yes Occurs when the user starts scrolling a scroll view.
Message.StateManager.GoToNextDefinedState State Manager: Go To Next Defined State No No Attempts to go to a state that is defined after the current one in a state manager
Message.StateManager.GoToPreviousDefinedState State Manager: Go To Previous Defined State No No Attempts to go to a state that is defined before the current one in a state manager
Message.StateManager.GoToState State Manager: Go To State No No Attempts to go to a state in a state manager
Message.ToggleButton.ToggledOff Toggle Button: Toggled Off No Yes Occurs when the toggle button is toggled off.
Message.ToggleButton.ToggledOn Toggle Button: Toggled On No Yes Occurs when the toggle button is toggled on.
Message.ToggleButtonGroupConcept.Toggled Toggle Button Group: Toggled No Yes Occurs when a button in the group is toggled on.
Message.TransitionLayer.StartTransition Transition View: Start Transition No No Starts a transition between 2D nodes.
Message.TransitionLayer.TransitionFinished Transition View: Transition Finished No Yes Transition has been finished between 2D nodes.
Message.TransitionLayer.TransitionStarted Transition View: Transition Started No Yes Transition has been started between 2D nodes.
Message.WriteLog Write Log No No Write message into log
MessageArgument. Key MessageArgument.Key No No
MessageArgument. PlayAnimation.Animation Target Animation No No The target animation
MessageArgument. PlayAnimation.DurationScale Length Scale No No Defines the duration of the animation defined in the animation clip.
For example:
- When set to 1, the animation is of the same length as it is defined in the animation clip.
- When set to 0,5, the animation is half as long as it is defined in the animation clip.
- When set to 2, the animation is twice as long as it is defined in the animation clip.
MessageArgument. PlayAnimation.PlaybackMode Playback Mode No No Normal plays the animation as it is defined in the animation clip.
Ping pong first plays the animation as it is defined in the animation clip and then plays the animation in reverse.
Reverse plays the animation defined in the animation clip in reverse.
MessageArgument. PlayAnimation.RepeatCount Repeat Count No No The amount of times the target animation will be played (1 for one time playback). Endless loop can be defined using 'Infinite' checkbox.
MessageArgument. PlayAnimation.RestoreOriginalValuesAfterPlayback Restore Original Values After Playback No No Defines whether the values of the animated properties return to their initial values when the animation in the animation clip ends.
MessageArgument. PreloadResources.ResourceDictionaries Resource Dictionaries For Preloading No No Use the drop-down menu to select the resource dictionaries you want to preload.
MessageArgument. PreloadResources.TaskName Task Name No No Name of the preload task.
MessageArgument. ScrollView.ScrollPosition Position No No The new scroll position of a scroll view
MessageArgument. ScrollView.ScrollPositionX Position X No No The X coordinate of the new scroll position of a scroll view
MessageArgument. ScrollView.ScrollPositionY Position Y No No The Y coordinate of the new scroll position of a scroll view
MessageArgument. ScrollView.ScrollSpeed Speed No No The new scrolling speed of a scroll view
MessageArgument. ScrollView.ScrollTarget Scroll Target No No The target position for scrolling
MessageArgument. ScrollView.SnapDirection Snap Direction No No The direction of a snap request
MessageArgument. ScrollView.SnapPosition Snap Position No No The target of a snap request
MessageArgument. StateManager.Immediate Immediate No No Immediate change
MessageArgument. StateManager.LoopStates Loop State No No Loop states
MessageArgument. StateManager.State State No No State Manager State
MessageArgument. StateManager.StateGroup State Group No No State Manager State Group
MessageArgument. Timer.BatchCount Timer Batch Count No No How many times the subscription interval has passed.
MessageArgument. TransitionLayer.StartTransition.Mode Transitioning Mode No No Where to transition to (next, previous or specify child)
MessageArgument. TransitionLayer.StartTransition.TargetLayer Layer to Transition to No No The target layer to transition to (if transition mode is DEFINED). The selected value must be one of the child layers of the routing target.
MessageArgument. WriteLog.Message Log Message No No The message to be written into log
MessageLimitPerFrame Message Limit Per Frame No No The maximum number of messages sent in a frame. This can be used to detect an infinite loop in a state manager. Set to zero to disable the limit.
MessageTrigger.MessageSource Message Source No No A filter that makes possible to intercept events only for a certain source node. Empty string intercepts messages from all sources.
MessageTrigger.RoutingMode Routing Mode No No The routing phase where the message is going to be intercepted.
MessageTrigger.SetHandled Set Message Handled No No When enabled the trigger intercepts the message, marks it as handled, and prevents further message delivery.
MessageType Message Type No No The name of the message type
Model3D.DrawnAsBoundingBox Drawn as Bounding Box Yes Yes When enabled the object is drawn its solid bounding box.
Model3D.Material Material No Yes Use this material to override the materials defined in the clusters of the mesh.
Model3D.Mesh Mesh No No The mesh resource used by the model.
MultiExpressionPropertyBindings Bindings No Yes The list of expression property bindings the item is part of
NinePatchImage2D.ImageBottom Bottom Image No Yes The image to use in middle of the bottom row.
NinePatchImage2D.ImageBottomLeft Bottom-Left Image No Yes Image to use in the bottom-left corner.
NinePatchImage2D.ImageBottomRight Bottom-Right Image No Yes The image to use in the bottom-right corner.
NinePatchImage2D.ImageCenter Center Image No Yes The image to use in the center.
NinePatchImage2D.ImageLeft Left Image No Yes The image to use in the center-left.
NinePatchImage2D.ImageRight Right Image No Yes The image to use in the center-right.
NinePatchImage2D.ImageTop Top Image No Yes The image to use in the middle of the top row.
NinePatchImage2D.ImageTopLeft Top-Left Image No Yes The image to use in the top-left corner.
NinePatchImage2D.ImageTopRight Top-Right Image No Yes The image to use in the top-right corner.
NinePatchImage2D.StretchTypeBottom Stretch Type Bottom No Yes Control the display of the bottom image:
- Stretch. Scale the image to fill the space between the bottom-left and bottom-right images.
- Wrap. When the width of the space between the bottom-left and bottom-right images exceeds
the width of the image, either extend the last column of pixels in the image or tile the image.
Depends on the value of the texture's Wrap Mode property.
NinePatchImage2D.StretchTypeCenter Stretch Type Center No Yes Control the display of the center image:
- Stretch. Scale the image to fill the width and height of the center of the nine patch image.
- Wrap. When the height and width of the center exceed the size of the image, either
extend the last row or column of pixels in the image or tile the image.
Depends on the value of the texture's Wrap Mode property.
NinePatchImage2D.StretchTypeLeft Stretch Type Left No Yes Control the display of the left image:
- Stretch. Scale the image to fill the space between the top-left and bottom-left images.
- Wrap. When the height of the space between the top-left and bottom-left images exceeds
the height of the image, either extend the last row of pixels in the image or tile the image.
Depends on the value of the texture's Wrap Mode property.
NinePatchImage2D.StretchTypeRight Stretch Type Right No Yes Control the display of the right image:
- Stretch. Scale the image to fill the space between the top-right and bottom-right images.
- Wrap. When the height of the space between the top-right and bottom-right images exceeds
the height of the image, either extend the last row of pixels in the image or tile the image.
Depends on the value of the texture's Wrap Mode property.
NinePatchImage2D.StretchTypeTop Stretch Type Top No Yes Control the display of the top image:
- Stretch. Scale the image to fill the space between the top-left and top-right images.
- Wrap. When the width of the space between the top-left and top-right images exceeds
the width of the image, either extend the last column of pixels in the image or tile the image.
Depends on the value of the texture's Wrap Mode property.
Node.ActualDepth Actual Layout Depth No Yes The calculated size of the node in depth direction when used in a layout.
Node.ActualHeight Actual Layout Height No Yes The calculated height of the node when used in a layout.
Node.ActualWidth Actual Layout Width No Yes The calculated width of the node when used in a layout.
Node.ClipChildren Clip Children No Yes Specified whether or not the children should be clipped. Children whose bounding box is completely outside the bounding box of the parent are clipped.
The property is to be used with layout nodes. The children should only use transformation that contain only translation.
Node.ContentStretch Content Stretch No Yes Sets how the content that belongs to this node is stretched (as opposed to manipulating the actual node size).
Node.DataContext Data Context Yes Yes Source of data for this node and it's descendants
Node.Depth Layout Depth No Yes The size of the node in depth direction when used in a layout. Overrides the default bounds of the item.
Node.DepthAlignment Depth Alignment No Yes The alignment in depth direction the node should use when it resides under a layout.
Node.DepthMargin Depth Margin No Yes The margin in depth direction the node should use when it resides under a layout
Node.EnableClick Click Enabled No Yes Whether to install a click manipulator that generates click messages.
Node.Enabled Enabled No Yes When disabled, the scene graph node doesn't receive input
Node.EnableMultiClick Double-Click Enabled No Yes Whether to install a multi-click manipulator that generates double-click messages.
Node.Focusable Focusable No Yes When enabled the object node can receive focus.
Node.Focused Focused No No When enabled the object node has focus.
Node.Font Font Yes Yes The font used to render the text.
Node.Height Layout Height No Yes The height of the node when used in a layout. Overrides the default bounds of the item.
Node.HitTestable Hit Testable Yes Yes When enabled, users can pick the object node from the active scene's default 3D camera. For example, hit testing is needed for button components to work.
Node.HitTestableContainer Hit Testable Container No Yes When enabled, the layout bounds are used as the hit testing geometry
Node.HorizontalAlignment Horizontal Alignment No Yes The alignment in horizontal direction the node should use when it resides under a layout.
Node.HorizontalMargin Horizontal Margin No Yes The margin in horizontal direction the node should use when it resides under a layout
Node.Locale Locale Yes No Node locale
Node.Opacity Opacity No Yes Opacity of the node.
Node.Path Node.Path No Yes Node full path.
Node.Projection2DTo3DScale 2D to 3D Projection Scale No Yes Scale factor to project pixels to 3D size. If scale is 1, then the size of the pixel is 1 3D space unit
Node.StateManager State Manager No Yes State Manager applied to the current node
Node.Style Style No Yes Style applied to the current node
Node.VerticalAlignment Vertical Alignment No Yes The alignment in vertical direction the node should use when it resides under a layout.
Node.VerticalMargin Vertical Margin No Yes The margin in vertical direction the node should use when it resides under a layout
Node.Width Layout Width No Yes The width of the node when used in a layout. Overrides the default bounds of the item.
Node.Visible Visible No Yes When disabled the scene graph node is not rendered
Node.VisibleAmountInParent Visible Amount in Parent Yes Yes Describes how much of an object is inside its parent. Can be used in shaders to implement fades. Calculated by the parent node.
Node2D.AspectRatio Aspect Ratio No Yes Determines the proportion of width and height. You cannot set both the Aspect Ratio and both, Width and Height.
Node2D.BackgroundBrush Background Brush No Yes The background brush to paint the background of 2D nodes.
Node2D.CacheChildren Cache Children No Yes Cache child nodes into a render target. See also Cache Self.
Node2D.CacheResult Cache Result No Yes Cache final result (combination of itself and its children) into a render target.
Node2D.CacheSelf Cache Self No Yes Cache node contents into a render target. See also Cache Children.
Node2D.CompositionBrush Composition Brush No Yes The brush to use to compose 2D nodes to screen.
Node2D.DisableRenderTargetClear Disable Render Target Clear Color No Yes Do not clear render target buffers before rendering into it even if necessary.
Node2D.ForceComposition ForceComposition No Yes Force rendering to composing target even if not otherwise necessary.
Node2D.ForegroundBrush Foreground Brush No Yes The foreground brush to paint the foreground of 2D nodes.
Node2D.ForegroundHint Foreground Hint No Yes Give a hint of the type of the foreground of 2D nodes:
- None renders the background brush after rendering the node.
- Translucent renders the background brush before the content of the node.
- Occluding renders the background brush.
Node2D.LayoutTransformation Layout Transformation No Yes The 2D transformation to be applied before layouting.
Node2D.OffscreenRendering Off-Screen Rendering No Yes When set and the node has an explicitly set render target, do not render the resulting framebuffer to screen.
Node2D.PixelFormat Pixel Format No Yes The pixel format of the node if rendering to a texture.
Node2D.RenderSelf Render Self No Yes Whether the node renders itself. Does not affect the rendering of child nodes.
Node2D.RenderTarget Render Target No Yes Forces the node to be rendered into a given render target texture. When set to "No Target",
regular conditions whether node is rendered to a texture, such as opacity and rotation, are applied.
Node2D.RenderTargetMinimumHeight Render Target Minimum Height No Yes Sets the minimum height of implicitly generated render targets.
Node2D.RenderTargetMinimumWidth Render Target Minimum Width No Yes Sets the minimum width of implicitly generated render targets.
Node2D.RenderTargetReallocationLimit Render Target Reallocation Limit No Yes The change in size that triggers reallocation of a render target.
Node2D.RenderTransformation Render Transformation No Yes The 2D transformation to be applied after layouting.
Node2D.RenderTransformationOrigin Render Transformation Origin No Yes Sets the render transform origin in relative coordinates.
Node2D.SnapToPixel Snap to Pixel No Yes Snap the translation of the node and its size into pixel boundary.
Node3D.FinalTransformation Final Transformation No Yes The combined location, orientation and scale of the node and its ancestor nodes.
Automatically calculated by the system.
Node3D.LayoutTransformation Layout Transformation No Yes The location, orientation and scale of the node relative to its parent node.
Layout Transformation affects the layout. If you do not want to affect the layout, use Render Transformation.
Node3D.RenderTransformation Render Transformation No Yes The location, orientation, and scale of the node relative to its parent node.
Render transformation does not affect the layout of the node.
ObjectDepthTest Object Depth Test Yes Yes Enables or disables depth testing on per-object basis. Overrides depth test property of a render pass.
ObjectDepthWrite Object Depth Write Yes Yes Enables or disables depth write on per-object basis. Overrides depth write property of a render pass.
ObjectScissorAreaWidthHeight Object Scissor Area Width Height Yes Yes Scissor Area Width and Height
ObjectScissorAreaXY Object Scissor Area XY Yes Yes Scissor Area X and Y
ObjectScissorEnabled Object Scissor Enabled Yes Yes Whether scissor area is enabled in object or not. When scissor area is enabled rendering is done only inside the specified relative scissor area.
OnAttached On Attached No Yes This trigger is set off when the item is initialized. For example, when you
add a node to the scene graph, or enter a state that contains this trigger.
OnPropertyChanged On Property Change No Yes Occurs when a property is changed
OnPropertyChangedTrigger.SourceNode Node No No The node for which this trigger monitors property changes.
OnPropertyChangedTrigger.SourcePropertyType Property Type No No The property type the changes of which trigger this trigger.
OnTimer On Timer No Yes Occurs when timer interval is elapsed
Page.AutoActivate Keep Active No Yes Always activate this Page node when its parent is active.
Page.DefaultSubPage Default Subpage No Yes The default subpage to be activated, when this Page node is active.
Page.Host Host Other Pages No Yes This Page node can host a group of Page nodes and manages
the navigation between Page nodes within its subtree.
Page.LoopSubPages Loop Subpages No Yes Loop the subpages when navigating to the next or previous subpage.
Page.State Activation State No No Whether this Page node is active.
Page.TransitionDirection Transition Direction No Yes Direction of the state transition (0 = out, 1 = in).
Page.TransitionPhase Transition Phase No Yes Phase of the page transition, used for pixel-based effects.
PanManipulator.PanDelta PanManipulator.PanDelta No No
PinchManipulator.PinchRotation PinchManipulator.PinchRotation No No
PinchManipulator.PinchScale PinchManipulator.PinchScale No No
PointLight Point Light No Yes Point light settings
PointLightAttenuation Point Light Attenuation No Yes Defines the effect of a point light on objects that are farther away. Consists of constant, linear, and quadratic coefficients.
PointLightColor Point Light Color No Yes The color of the point light
PointLightRadius Point Light Radius No Yes Sphere light radius.
PreviewWindowBackgroundColor Preview Background Color No No The color of the area in the preview window that is not covered by screen.
ProgressiveRenderingViewport2D.Animation Animation No Yes The animation to play in Progressive Rendering Viewport 2D
ProgressiveRenderingViewport2D.Composer Composer No Yes Composer that defines render passes that the Progressive Rendering Viewport 2D iterates and render one in each frame.
RangeConcept.CommonMessageArguments.Value Range Value No No Range Value
RangeConcept.IsValueChanging Is Value Changing No Yes Whether or the value is currently changing.
RangeConcept.MaximumValue Maximum Value No Yes The maximum value that the range allows.
RangeConcept.MinimumValue Minimum Value No Yes The minimum value that the range allows.
RangeConcept.NormalizedValue Normalized Value No Yes The current value normalized to range [0, 1].
RangeConcept.Step Step Value No Yes The minimum amount that the value of the range can change at a time.
RangeConcept.Value Value No Yes The current value.
RenderOnce Render Once No No This determines if render pass is only rendered once (by default rendered every frame).
RenderPassCamera Camera No No The camera that is used for rendering the render pass. "Scene Default Camera" -option uses the default 3D camera setting from the active scene.
RenderPassMaterial Override Material No No The material used for overriding all the materials in the objects that are rendered within the render pass. Defaults to "No Material" for no material overriding.
RenderPassObjectSource Object Source No No The object source for the render pass
RenderPassRenderTarget Render Target No No The render target of the render pass. Render passes can render into screen or into a render target texture.
RenderPassScissorEnabled Scissor Enabled No No Whether scissor area is enabled in render pass or not. When scissor area is enabled rendering is done only inside the specified scissor area.
RenderPassScissorType Scissor Type No No Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates).
ResourceKeepAliveBehavior Keep Alive Behavior No Yes The keep-alive behavior of this resource. Can be used to deny unloading of the resource.
Scene.Camera Camera No Yes The camera for displaying the scene.
Scene.Composer Composer No Yes Specifies the composer to be used in the scene. Defaults to default composer that renders the scene using a single render pass.
Scene.HitTestCamera Hit Testing Camera No Yes The camera used in hit testing the objects in the scene. When not set, the default camera is used.
Screen.ClearColor Screen Clear Color No Yes If screen has a clear color, screen will be cleared with the specified color before all other rendering. Depth will be cleared to 1.0f and stencil will be cleared to 0.
Screen.HostName Host Name No No Containes the name of the host the node originates from.
ScrollViewConcept.DraggingAccelerationCoefficient Dragging Acceleration No Yes How fast scrolling accelerates when dragging.
ScrollViewConcept.DraggingDragCoefficient Dragging Drag No Yes How much drag affects scrolling when dragging.
ScrollViewConcept.DraggingImpulseFactor Dragging Impulse No Yes How much impulse is generated from pointing device movement when dragging.
ScrollViewConcept.RecognitionThreshold Recognition Threshold No Yes How much the pointing device has to move for scrolling to start.
ScrollViewConcept.ScrollAxis Scroll Axis No Yes Direction of a scroll view's primary axis.
ScrollViewConcept.ScrollBoundsMaximum Scroll Bounds Maximum No Yes Coordinates of right-bottom corner of scroll bounds rectangle.
ScrollViewConcept.ScrollBoundsMinimum Scroll Bounds Minimum No Yes Coordinates of left-top corner of scroll bounds rectangle.
ScrollViewConcept.Scrolling Scrolling No Yes Is the scroll view currently scrolling (read-only).
ScrollViewConcept.ScrollPosition Scroll Position No Yes The current scroll value (read-only).
ScrollViewConcept.ScrollSpeed Scroll Speed No Yes The current scroll speed (read-only).
ScrollViewConcept.ScrollTargetPosition Scroll Target Position No Yes The current target scroll value (read-only).
ScrollViewConcept.Sensitivity Scroll Sensitivity No Yes How much the scroll value changes relative to pointing device movement on the scroll view plane.
ScrollViewConcept.SlidingAccelerationCoefficient Sliding Acceleration No Yes How fast scrolling accelerates when sliding.
ScrollViewConcept.SlidingDragCoefficient Sliding Drag No Yes How much drag affects scrolling when sliding.
ScrollViewConcept.SwipeDistance Swipe Distance No Yes How far a swipe sends the scroll value, relative to pointing device speed.
SliderConcept.MaxDistanceFromCurve Maximum Distance From Curve No Yes The distance from the curve where hit testing succeeds.
SortBatchesByShader Sort Batches by Shader No No This determines if render pass batches are sorted by their batches to reduce shader switches.
SpecularColor Specular Color Yes Yes The color of the specular reflection
SpecularExponent Specular Exponent Yes Yes Determines the size of the specular highlight
SpotLight Spot Light No Yes Spot light settings
SpotLightAttenuation Spot Light Attenuation No Yes Defines the effect of a spot light on objects that are farther away. Consists of constant, linear, and quadratic coefficients.
SpotLightColor Spot Light Color No Yes The color of the spot light
SpotLightCutoffAngle Cutoff No Yes The angle of the light cone in degrees.
SpotLightExponent Exponent No Yes Defines how fast a fully lit area at the center of the light cone turns into an unlit area.
StackLayoutConcept.Direction Direction Yes Yes Defines the axis along which the stack layout arranges its items.
StackLayoutConcept.Reversed Reversed Yes Yes Defines whether the stack layout arranges its items in reverse order.
StateGroupInitialState Initial State No Yes Allows to define a startup state for a group, if there is no controller property defined.
StencilBufferClearEnabled Stencil Clear Enabled No No Whether or not to clear the stencil buffer
StencilBufferClearValue Stencil Clear Value No No The value used for clearing the stencil buffer
StencilBufferTestEnabled Stencil Test Enabled No No Whether or not the stencil test is enabled
StencilFailOperation Stencil Fail Operation No No Operation which is performed when stencil test fails
StencilFunction Stencil Function No No The function used to control whether a fragment is discarded or not by the stencil test
StencilFunctionReferenceMask Stencil Function Reference Mask No No Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done
StencilFunctionReferenceValue Stencil Function Reference Value No No Specifies the reference value for the stencil test
StencilPassDepthFailOperation Stencil Pass Depth Fail Operation No No Operation which is performed when stencil test fails and depth test passes
StencilPassDepthPassOperation Stencil Pass Depth Pass Operation No No Operation which is performed when stencil test fails and depth test fails
TextBlock3D.Baseline Baseline No Yes Font baseline in 3D space units.
TextBlock3D.TwoPassRendering Two Pass Rendering Yes Yes Defines whether the Text Block 3D is rendered in two passes.
Disabling the two pass rendering improves performance, but can cause invalid rendering results when glyph bounds overlap.
TextBlockConcept.CharacterSpacing Character Spacing Yes Yes Defines the character spacing in device independent pixels.
TextBlockConcept.FontColor Font Color Yes Yes The color of the text.
TextBlockConcept.FontMaterial Font Material Yes Yes The material whose shader is used to render the text. To use the shader, it has to include GlyphTexture uniform.
To use this shader load the <KanziInstallation>/Studio/Asset Library/MaterialTypes/General/FontTexture.kzmat material type.
TextBlockConcept.FontSize Font Size Yes Yes The size of the font in device independent pixels.
TextBlockConcept.LineSpacing Line Spacing Yes Yes Defines the line spacing in multiples of the normal line height of the selected font.
TextBlockConcept.Overflow Overflow No Yes Defines the characters that represent the clipped text when the text string to be rendered is too long to fit in the node.
TextBlockConcept.Text Text No Yes Defines the text content that the TextBlock renders.
Press Shift+Enter to create a line break.
TextBlockConcept.TextHorizontalAlignment Text Horizontal Alignment Yes Yes Defines the horizontal alignment of the text.
TextBlockConcept.TextVerticalAlignment Text Vertical Alignment Yes Yes Defines the vertical alignment of the text.
Texture Texture Yes Yes The texture of the material
TextureBrush.Texture Brush Texture No Yes Texture for brush.
TimerTrigger.Interval Timer Interval (ms) No No The interval in milliseconds on which the trigger is triggered.
ToggleButtonGroupConcept.CurrentButtonIndex Current Button Index No Yes The index of the currently toggled button.
TrajectoryLayoutConcept.AlignToTangent Align To Tangent No Yes When set, aligns arranged items to match the tanged of the trajectory. Vertical trajectories are not supported.
TrajectoryLayoutConcept.CalculatedOffset Calculated Offset Yes Yes Current offset of item caluclated by the trajectory layout in proportional range [0, 1] (read-only).
TrajectoryLayoutConcept.ItemAreaBegin Item Area Begin No Yes Defines the starting point of the trajectory segment in which the layout items are considered fully visible.
The value is in [0, 1] range where 0 is the beginning and 1 is the end of the trajectory.
Used for property VisibleAmountInParent.
TrajectoryLayoutConcept.ItemAreaEnd Item Area End No Yes Defines the ending point of the trajectory segment in which the layout items are considered fully visible.
The value is in [0, 1] range where 0 is the beginning and 1 is the end of the trajectory.
Used for property VisibleAmountInParent.
TrajectoryLayoutConcept.OverrideDistance Override Distance No Yes When set the value overrides the distance between items, which otherwise the trajectory layout calculates automatically.
TrajectoryLayoutConcept.OverrideOffset Trajectory Override Offset Yes Yes Current offset of item manually set, which is otherwise calculated by the trajectory layout.
TrajectoryLayoutConcept.StartOffset Start Offset No Yes Defines the starting offset on the trajectory from where the items are laid out.
The value is in [0, 1] range, where 0 is the beginning and 1 is the end of the trajectory spline.
TrajectoryLayoutConcept.Stretch Stretch Yes Yes Scale the trajectory to match layout size.
TrajectoryLayoutConcept.Trajectory Trajectory No Yes The trajectory to use in a trajectory layout.
TrajectoryListBoxConcept.AlignToTangent Align To Tangent No Yes If set, aligns laid out items to match the trajectory's tangent. Vertical trajectories are not supported.
TrajectoryListBoxConcept.CursorOffset Cursor Offset No Yes Offset of the position that is used for selecting the active object, in proportional range [0,1].
TrajectoryListBoxConcept.ItemAreaBegin Item Area Begin No Yes Offset of starting point of the area in which the child object is fully visible. Used for property VisibleAmountInParent.
TrajectoryListBoxConcept.ItemAreaEnd Item Area End No Yes Offset of ending point of the area in which the child object is fully visible. Used for property VisibleAmountInParent.
TrajectoryListBoxConcept.Spacing Spacing No Yes Distance between items in a trajectory list box.
TrajectoryListBoxConcept.Trajectory Trajectory No Yes The trajectory to use.
TrajectoryListBoxDraggingAccelerationCoefficient Dragging Acceleration No Yes How fast scrolling accelerates when dragging.
TrajectoryListBoxDraggingDragCoefficient Dragging Drag No Yes How much drag affects scrolling when dragging.
TrajectoryListBoxDraggingImpulseFactor Dragging Impulse No Yes How much impulse is generated from pointing device movement when dragging.
TrajectoryListBoxRecognitionThreshold Recognition Threshold No Yes How much the pointing device has to move for scrolling to start.
TrajectoryListBoxScrollAxis Scroll Axis No Yes Direction of Scroll View's primary axis
TrajectoryListBoxSensitivity Scroll Sensitivity No Yes How much the scroll value changes relative to pointing device movement on the scroll view plane.
TrajectoryListBoxSlidingAccelerationCoefficient Sliding Acceleration No Yes How fast scrolling accelerates when sliding.
TrajectoryListBoxSlidingDragCoefficient Sliding Drag No Yes How much drag affects scrolling when sliding.
TrajectoryListBoxSwipeDistance Swipe Distance No Yes How far a swipe sends the scroll value, relative to pointing device speed.
TransitionLayerAnimation Transition Animation No Yes Animation to use for the transition
TransitionLayerContentTexcoord0 Transition View Content Texcoord 0 No Yes First content texture coordinates of transition view material
TransitionLayerContentTexcoord1 Transition View Content Texcoord 1 No Yes Second content texture coordinates of transition view material
TransitionLayerDuration Duration No Yes Duration of the transition in seconds. Only meaningful if using default linear animation that is created if animation clip is not specified.
TransitionLayerMaterial Material Type No Yes The material whose shader is used in transition. The shader must contain texture uniforms by names
specified in "Uniform Name for First Texture" and "Uniform Name for Second Texture" properties
and a float uniform with name specified by "Uniform Name for Phase" property.
TransitionLayerMaterialFirstContentTexcoord Uniform Name for First Content Texcoord No Yes The name of the first content texcoord uniform in a transition view shader
TransitionLayerMaterialFirstTexture Uniform Name for First Texture No Yes The name of the first texture uniform in a transition view shader
TransitionLayerMaterialSecondContentTexcoord Uniform Name for Second Content Texcoord No Yes The name of the second content texcoord uniform in a transition view shader
TransitionLayerMaterialSecondTexture Uniform Name for Second Texture No Yes The name of the second texture uniform in a transition view shader
TransitionLayerPhase Phase No Yes Phase of the transition in range [0,1] from source layer to target layer. Can be controlled either via program code or using animation.
TransitionLayerSource Source Node No Yes The source layer from which the transition is performed to the target layer
TransitionLayerTarget Target Node No Yes The target layer to perform transition into from the source layer
TransitionLayerTexture0 Transition View Texture 0 No Yes First texture of transition view material
TransitionLayerTexture1 Transition View Texture 1 No Yes Second texture of transition view material
Viewport2D.Camera Camera No Yes Sets which camera to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the camera in the scene.
Viewport2D.Composer Composer No Yes Sets which composer to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the composer used by the scene.
Viewport2D.HitTestCamera Hit Test Camera No Yes Sets which hit test camera to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the camera in the scene.
Viewport3D.Material Material No Yes The material used to render the plane.
Viewport3D.Prefab Displayed Prefab No Yes 2D prefab to use on this viewport.
ViewportType Viewport Type No No When absolute, the viewport settings are read in pixel coordinates, when relative the settings are read as proportional values from top-left (0,0) corner to bottom-right (1,1) corner.
Window.MetricsType Metrics Type No No Defines the type of the coordinate system for the window metrics.
Window.Orientation Orientation No No The orientation of the window.