You can set how Kanzi Studio shows your custom nodes and how users interact with them:
In a Kanzi Engine plugin you can create custom nodes with custom property types. You can set how Kanzi Studio shows and lets users interact with these nodes.
To create a custom node with custom property types:
...
KZ_METACLASS_END();
static PropertyTypeEditorInfoSharedPtr makeEditorInfo();
...PropertyTypeEditorInfoSharedPtr MyPlugin::makeEditorInfo()
{
return PropertyTypeEditorInfoSharedPtr(
KZ_PROPERTY_TYPE_EDITOR_INFO(
[]() -> PropertyTypeEditorInfo::AttributeDictionary {
PropertyTypeEditorInfo::AttributeDictionary dict;
// Set the name that you want to use for your node in Kanzi Studio.
dict.displayName = "My Node";
// Set the tooltip that you want to use in the Kanzi Studio Create menu.
dict.tooltip = "This example custom node uses custom properties.";
// Add the Horizontal Alignment and Vertical Alignment properties to the node.
dict["AutomaticallyAddedProperties"] = "Node.HorizontalAlignment, Node.VerticalAlignment";
// Add the State Manager property as a frequently used property which users can add by clicking
next to the property name.
dict["FrequentlyAddedProperties"] = "Node.StateManager";
// Let the user add the Focus Scope property using the Add Property context menu or the context tab of the Add Properties window.
dict["ContextProperties"] = "FocusManager.FocusScope";
return dict;
}()));
}

Create the custom property types and their metadata.
For example:
KZ_METACLASS_BEGIN(MyPlugin, Node3D, "CustomComponentType");
KZ_METACLASS_END();with
// String property
static PropertyType<string> StringProperty;
// String reference to a node
static PropertyType<string> NodeRefByStringProperty;
// String reference to a prefab
static PropertyType<string> PrefabRefByStringProperty;
// Shared pointer reference to a prefab
static PropertyType<ResourceSharedPtr> PrefabRefBySharedPtrProperty;
// Shared pointer reference to a material
static PropertyType<ResourceSharedPtr> MaterialRefBySharedPtrProperty;
KZ_METACLASS_BEGIN(MyPlugin, Node3D, "MyNode");
// Add the property types to the class metadata.
KZ_METACLASS_PROPERTY_TYPE(StringProperty);
KZ_METACLASS_PROPERTY_TYPE(NodeRefByStringProperty);
KZ_METACLASS_PROPERTY_TYPE(PrefabRefByStringProperty);
KZ_METACLASS_PROPERTY_TYPE(PrefabRefBySharedPtrProperty);
KZ_METACLASS_PROPERTY_TYPE(MaterialRefBySharedPtrProperty);
KZ_METACLASS_END();// Creates a string property.
// This example does not set the editor. If you do not set the editor, Kanzi Studio uses
// the default editor for this property type.
PropertyType<string> MyPlugin::StringProperty(kzMakeFixedString("MyPlugin.String"), "", 0, false,
KZ_DECLARE_EDITOR_METADATA
(
metadata.displayName = "String";
));
// Creates a string reference to a node.
PropertyType<string> MyPlugin::NodeRefByStringProperty(kzMakeFixedString("MyPlugin.NodeRefByString"), "", 0, false,
KZ_DECLARE_EDITOR_METADATA
(
metadata.displayName = "Node Reference by String";
// When you set valueProvider to ProjectObject:Node3D,
// Kanzi Studio automatically uses the Node 3D selector editor.
metadata.valueProvider = "ProjectObject:Node3D";
));
// Creates a string reference to a prefab resource.
PropertyType<string> MyPlugin::PrefabRefByStringProperty(kzMakeFixedString("MyPlugin.PrefabRefByString"), "", 0, false,
KZ_DECLARE_EDITOR_METADATA
(
metadata.displayName = "Prefab Reference by String";
// When you set valueProvider to ProjectObject:PrefabTemplate,
// Kanzi Studio automatically uses the Prefab template selector editor.
metadata.valueProvider = "ProjectObject:PrefabTemplate";
));
// Creates a shared pointer reference to a prefab resource.
PropertyType<ResourceSharedPtr> MyPlugin::PrefabRefBySharedPtrProperty(kzMakeFixedString("MyPlugin.PrefabRefBySharedPtr"), ResourceSharedPtr(), 0, false,
KZ_DECLARE_EDITOR_METADATA
(
metadata.displayName = "Prefab Reference by Shared Pointer";
// When you set valueProvider to ProjectObject:PrefabTemplate,
// Kanzi Studio automatically uses the Prefab template selector editor.
metadata.valueProvider = "ProjectObject:PrefabTemplate";
));
// Creates a shared pointer reference to a material resource.
PropertyType<ResourceSharedPtr> MyPlugin::MaterialRefBySharedPtrProperty(kzMakeFixedString("MyPlugin.MaterialRefBySharedPtr"), ResourceSharedPtr(), 0, false,
KZ_DECLARE_EDITOR_METADATA
(
metadata.displayName = "Material Reference by Shared Pointer";
// When you set valueProvider to ProjectObject:Material,
// Kanzi Studio automatically uses the Material dropdown editor.
metadata.valueProvider = "ProjectObject:Material";
));


metadata.host attribute. See host.
To pass to Kanzi Studio information about the custom property types you create in a Kanzi Engine plugin, you declare metadata that describe these property types. The metadata enables Kanzi Engine plugin users to interact with the plugin content in Kanzi Studio. See Reference for showing Kanzi Engine plugin custom types in Kanzi Studio.
For example, to create the metadata for the custom property type VideoFileNameProperty to allow Kanzi Studio user to select a video file:
PropertyType<string> VideoView2D::VideoFileNameProperty(kzMakeFixedString("VideoView2D.VideoFileName"), "video.mp4", 0, false, KZ_DECLARE_EDITOR_METADATA ( // Set the name of the property type the way you want to show it in Kanzi Studio. metadata.displayName = "Video Filename"; // Set the tooltip for the property type. metadata.tooltip = "Video file to be played"; // Set the category under which this property type is listed in the Properties. metadata.category = "Video"; // Set the editor you want the user to use to edit the value of this property type. // BrowseFileTextEditor editor contains a text box with a Browse button next to it. metadata.editor = "BrowseFileTextEditor"; // Set the default value of the property in Kanzi Studio. // The Kanzi Engine default value is set in the first line of this example. metadata["DefaultValue"] = "video.mp4"; ));
When the user adds a new VideoView2D node, Kanzi Studio
adds to the properties of the node in the category Video the Video Filename property, which has a text editor with a Browse button, a tooltip, and the default value set to video.mp4.
To pass to Kanzi Studio information about the custom message types you create in a Kanzi Engine plugin, you declare metadata that describe these message types. The metadata enables Kanzi Engine plugin users to interact with the plugin content in Kanzi Studio. See Reference for showing Kanzi Engine plugin custom types in Kanzi Studio.
For example, to create the metadata for the custom message type Message.Knob.UpdateLevel to allow Kanzi Studio user to add a trigger called Knob: Update Level.
MessageType<Knob::UpdateMessageArguments> Knob::UpdateMessage(kzMakeFixedString("Message.Knob.UpdateLevel"),
KZ_DECLARE_EDITOR_METADATA
(
// Set the name of the message the way you want to show it in Kanzi Studio.
metadata.displayName = "Knob: Update Level";
// Set the tooltip for the message.
metadata.tooltip = "Kanzi sets off this trigger when the user turns the knob.";
// Set the category under which this message is listed in the triggers list.
metadata.category = "Custom Controls";
// Do not show the message in the trigger actions dropdown menu.
metadata["Sendable"] = "False";
));
If you do not set the icon for your node type, Kanzi Studio uses the default icon (
). To make it easier for Kanzi Studio users to visually keep track of the nodes in the Project, you can set your own icons for your nodes.
To set the icon for your node type:

For an example where a custom node type uses its own icon, see Node2D plugin example.
Reference for showing Kanzi Engine plugin custom types in Kanzi Studio
