GlossaryΒΆ
- Activity node
Use an Activity node to create a part of application UI which is responsible for a task. For example, a media player application can have Activity nodes, such as radio, music player, and AUX. See Activity nodes.
- Alias
Use an Alias to get consistent access to a node. You can use aliases to access nodes both in Kanzi Studio and using the Kanzi Engine API. See Using aliases.
- Angle Trajectory
Use an Angle Trajectory to create a path where two straight lines form an angle in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using angle trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Animation Child Clip
Use an Animation Child Clip to create hierarchical animations. Animate the target node with an Animation Clip. See Creating keyframe animations and Editing animation clips.
- Animation Clip
Use an Animation Clip to combine Animation Data resources into more complex animations. You can reuse the same Animation Data resources in different Animation Clip items. Use an Animation Child Clip to create hierarchical animations. See Creating keyframe animations and Editing animation clips.
- Animation Data
Use an Animation Data resource to define the keyframes and target property of a keyframe animation. One Animation Data resource can target only one property or property field. Animation Data resources are independent from the nodes they target. This allows you to reuse Animation Data resources to animated different nodes. See Creating keyframe animations and Editing animation clips.
- Animation Player
Use an Animation Player to play and control the playback of keyframe animations. See Using keyframe animations.
- Arc Trajectory
Use an Arc Trajectory to create a path in the shape of an arc in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using arc trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Asset Packages
Kanzi Studio asset packages are collections of ready-made content that you can import to your Kanzi Studio projects. With asset packages you can create an asset library with content, such as UI components, materials, brushes, styles, and textures. See Asset packages.
- Bindings
Use a binding to update properties and property fields in response to a change in another property or property field in the same or other nodes, or the occurrence of some external event. See Bindings.
- Blit Render Pass
Use a Blit Render Pass to blit one or more textures or render passes on the screen using a specific material. See Blit Render Pass.
- Bookmark
Use a Bookmark to quickly access resources in your Kanzi Studio projects. See Using bookmarks.
- Brushes
Use Brushes to set the appearance of the foreground and background of 2D nodes. For example, with brushes you can define the color of text in a Text Block 2D node, fill a background of a 2D node with an image pattern, or apply a material effect of 2D content. See Using brushes.
- Button nodes
Use a Button node, Toggle Button node, and Toggle Button Group nodes to create interactions through clicking or tapping. See Buttons.
- Camera node
Use a Camera node to show the content of a Scene in your Kanzi Studio project and in your Kanzi application. See Camera nodes.
- Circle Trajectory
Use a Circle Trajectory to create a path in the shape of a circle in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using circle trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Clear Render Pass
Use a Clear Render Pass to clear some or all of the color, depth, and stencil buffers of the current render context. See Clear Render Pass.
- Click Manipulator
Use a Click Manipulator node component to enable users to click nodes in your application. See Using the Click Manipulator and Handling user input.
- Code Behind
Code Behind is a workflow where you associate code with an instance of an Activity node instead of a type. See Programming Activity nodes with Code Behind.
- Color Brush
Use a Color Brush to fill 2D content with a solid color. See Filling 2D nodes with a solid color.
- Color workflow
Use the color workflow to set the color space in which Kanzi operates on color values. In the linear color workflow Kanzi operates on color values in linear color space. In the legacy color workflow Kanzi operates on color values in nonlinear gamma color space. See Color workflow.
- Combine Object Source
Use a Combine Object Source to collect and combine nodes from one or more input sources. See Using object sources.
- Compose and Blit Pass
Use a Compose and Blit Pass to create the render pass structure that enables you to blit to the screen Composition Target Render Pass render passes or textures using a specific material. See Using Kanzi Studio render pass presets and Rendering content to composition targets.
- Composition Target Render Pass
Use a Composition Target Render Pass to render to a composition target. See Rendering content to composition targets.
- Contains Property Filter
Use a Contains Property Filter to collect nodes that contain, or do not contain a specific property. See Using the Contains Property Filter.
- Content Layout node
Use a Content Layout node to present content in a UI control as a single item. See Using the Content Layout nodes.
- Cubemap Render Pass
Use a Cubemap Render Pass to reflect the environment on the surface of 3D nodes. See Creating cubemap reflections.
- Cubemap Texture
Use a Cubemap Texture to combine six square-shaped images into one texture to represent reflections of the environment. Each image represents the scenery in one of the six directions along the x, y, and z axes from the viewpoint of the cubemapped object. See Using cubemap textures.
- Data-Driven Exclusive Activity Host
Use a Data-Driven Exclusive Activity Host node to create Activity nodes using a data source. For example, you can define the content of menus in a data source and use a Data-Driven Exclusive Activity Host node to create the menus in your application. See Data-Driven Exclusive Activity Host nodes.
- Default Render Pass
You can use a Default Render Pass as the starting point for your render pass tree. Default Render Pass contains the render passes and filters you need to first render opaque nodes, and then transparent nodes. See Using the Default Render Pass.
- Directional Light node
Use a Directional Light node to emit light only in one direction. For example, it is suitable for modeling the sunlight. See Using the light nodes.
- Dock Layout node
Use the Dock Layout nodes to place nodes relative to each other along the sides of a Dock Layout node. See Using the Dock Layout nodes.
- Drag-And-Drop Manipulator
Use the Drag-And-Drop Manipulator to enable users to drag and drop nodes in your Kanzi application See Using the Drag-And-Drop Manipulator and Handling user input.
- Draw Objects Render Pass
Use a Draw Objects Render Pass to render one object source using the camera from the Scene. See Draw Objects Render Pass.
- Draw Objects With Material Render Pass
Use a Draw Objects With Material Render Pass to render 3D nodes with a specific material. See Setting materials for rendering.
- Effects
Use Effects to apply post-processing effects to 2D nodes. See Effects for 2D nodes.
- Ellipse Trajectory
Use an Ellipse Trajectory to create a path in the shape of an ellipse in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using ellipse trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Empty Node node
Use an Empty Node node to group nodes and to set property values of their child nodes. See Using the Empty Node nodes.
- Exclusive Activity Host node
An Activity Host node defines the rules for when an Activity node is active. Exclusive Activity Host node can have only one of its child Activity nodes active at a time. When one child Activity node of an Exclusive Activity Host node is active, all other Activity nodes of that Exclusive Activity Host node are inactive. For example, you can use an Exclusive Activity Host node to toggle between views in your application. See Exclusive Activity Host nodes.
- Filters
Use filters to determine which nodes to render in different render passes. Filters collect and reorganize nodes in your project. See Filters.
- Flow Layout node
Use a Flow Layout node to arrange nodes along a line. When a line runs out of space, the Flow Layout node places its child nodes in a new line. See Using the Flow Layout nodes.
- Font
Use a Font to render text. The default font in Kanzi is Fira Sans Regular. To use your own font, import it to your Kanzi Studio project. See Importing fonts.
- Gather Lights Render Pass
Use a Gather Lights Render Pass to collect from a list of nodes the light nodes for lighting 3D nodes in a scene. See Using lights in rendering.
- Grid Layout node
Use a Grid Layout node to arrange nodes in a grid. See Using the Grid Layout nodes.
- Grid List Box node
Use a Grid List Box node to create scrollable lists of items arranged in a grid. See Using the Grid List Box nodes.
- Group Render Pass
Use a Group Render Pass to group render passes so that you can refer to a single group render pass in your Scene or Viewport 2D. See Group Render Pass and Creating and using render passes.
- Image node
Use an Image node to show a bitmap image. See Using the Image node.
- Input Manipulators
Use Input Manipulators components to enable gesture recognition for nodes. You can create Input Manipulators components in the Node Components window. See Using input manipulators.
- Instantiator node
Use an Instantiator node to replicate the appearance of a 3D node or a tree of 3D nodes that the Instantiator node targets. See Using the Instantiator node.
- Key Manipulator
Use a Key Manipulator node component to set the keyboard keys that the user can use to navigate your application. For example, you can override the default focus navigation keys and use a specific key to set focus to a node, set a key to open or close a popup-type window, or move focus in the focus chain. See Using the Key Manipulator and Handling user input.
- Layouts
Use layout nodes to position nodes in relation to the application screen and other nodes. Layout consists of properties alignment, margins, and layout size and can be defined either specific to a node or as general rules imposed on child nodes by specific layout containers. See Layout control nodes and Layouts.
- Level of Detail node
Use a Level of Detail node to show different appearances of the same object, or different object, based on the viewing distance of the Level of Detail node. See Using the Level of Detail node.
- Library window
Use the Library window to see all the resources in your project, such as animation clips, brushes, fonts, materials, mesh data, textures, render passes, state managers, themes, and styles. See Library views.
- Light nodes
Use the light nodes to create sources of light for a Scene in your Kanzi application. Kanzi has Directional Light, Point Light, and Spot Light nodes. See Using the light nodes.
- Line trajectory
Use a Line trajectory to create a path with a single straight line in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using line trajectories, Trajectories, and Using the Trajectory Layout nodes.
- List Box Item Container
Use a List Box Item Container prefab to set the appearance and behavior of items in a Grid List Box node or a Trajectory List Box 3D node. See Using the List Box Item Container prefabs.
- Locale
Localization Table uses locales as an ID to select the resources associated with a language and location. See Using locales.
- Localization Table
Kanzi uses localization tables to keep track of locales and localized resources. See Localizing applications.
- Log window
In the Log window you can see the state of your application, such as trigger messages, links to the binary files when Kanzi Studio creates an application from your project, shader compiler errors, warnings, and errors. See Logging.
- Long-Press Manipulator
Use a Long-Press Manipulator node component to enable users to long-press nodes in your application. For example, use the Long-Press Manipulator to open a context menu. See Using the Long-Press Manipulator and Handling user input.
- Material
Use materials to set the appearance of Model nodes and Material Brush brushes. See Using materials.
- Material Brush
Use a Material Brush to apply a material to 2D content. See Filling 2D nodes with a material.
- Material Setup Render Pass
Use a Material Setup Render Pass to set properties for a material so that all successive rendering with that material uses the property values that you set in this render pass. See Setting materials for rendering.
- Material Type
Use a Material Type to define the property type of a material. By adjusting property values set by a Material Type, you set the appearance of a material. Each Material Type has a vertex shader and a fragment shader, which set the type of properties you can use in a material. See Using material types.
- Message
Use messages to carry information between Kanzi Engine systems, such as input and animation systems, and objects in Kanzi application. See Using messages and Triggers.
- Model node
Use a Model node to show the imported meshes in your Kanzi application. See Using meshes.
- Modifiers bindings
Use a modifier binding to set the value of a property field, or to access a value source in a binding expression. See Bindings.
- Morph
Use a Morph to change one shape into another through a seamless transition. See Using Morph resources.
- Multi-Click Manipulator
Use a Multi-Click Manipulator node component to enable users to multi-click nodes in your application. See Using the Multi-Click Manipulator and Handling user input.
Use the Navigation Manipulator to set the keyboard keys that the user can use to navigate to different directions in your application. See Using the Navigation Manipulator and Handling user input.
- Nine Patch Image node
Use a Nine Patch Image node to create a scalable button background that scales with the size of the Nine Patch Image content. See Using the Nine Patch Image node.
- Node Components window
In the Node Components window you can see the triggers and actions, animation players, and input manipulator components for the selected node. Use node components to add functionality to a node.
For example, add triggers and actions to create interactions, or an Animation Player to play keyframe animations.
See Node components.
- Node List Render Pass
Use a Node List Render Pass to filter and hold a list of 3D nodes that you want to render using other render passes. See Collecting nodes for rendering.
- Node Tree window
In the Node Tree window you can see the structure of your Kanzi project, create and organize content, and manage your project. See Presentation.
- Object Type Filter
Use an Object Type Filter to collect nodes based on their type. See Using the Object Type Filter.
- Page node
Use a Page node to add structure to your Kanzi application. For example, if your Kanzi application contains several applications, such as a music player, a photo album, and a calendar, create each on its own Page, and then use Page nodes to create the structure for each of these applications. See Using the Page and Page Host nodes.
- Page Host node
Use a Page Host node to handle the navigation and transitions between Page nodes. See Using the Page and Page Host nodes.
- Pan Manipulator
Use a Pan Manipulator node component to enable users to move nodes in your application. For example, you can use the Pan Manipulator to enable users to move a map. See Using the Pan Manipulator and Handling user input.
- Parallel Activity Host node
An Activity Host node defines the rules for when an Activity node is active. Parallel Activity Host node can activate more than one of its child Activity nodes at a time. When you activate an Activity node, a Parallel Activity Host node brings that Activity node to the front. For example, you can use a Parallel Activity Host to implement the showing of critical messages, such as engine failure, in front of regular notifications, such as a phone call notification. See Parallel Activity Host nodes.
- Pinch Manipulator
Use the Pinch Manipulator to enable users to zoom and rotate nodes in your Kanzi application. See Using the Pinch Manipulator and Handling user input.
- Pipeline State Render Pass
Use a Pipeline State Render Pass to set depth and stencil testing, transparency, and culling for the child render passes. See Pipeline State Render Pass.
- Plane node
Plane node is a primitive mesh node in the shape of a 2D plane and is centered in the origin. See Using meshes.
- Plugins
Use Kanzi plugins to extend the functionality of Kanzi and customize Kanzi to fit your application development requirements. When you create a Kanzi plugin you can share the extended functionality with any Kanzi user. See Kanzi Engine plugins and Kanzi Studio plugins.
- Point Light node
Use a Point Light node to emit light from a specific location uniformly to all directions (360 degrees). See Using the light nodes.
- Prefab Placeholder node
Use a Prefab Placeholder node to instantiate a prefab which you do not intend to change during application runtime. See Prefab Placeholder and Prefab View nodes.
- Prefab View node
Use a Prefab View node to dynamically change a prefab, or to asynchronously load the resources which the prefab uses. See Prefab Placeholder and Prefab View nodes.
- Prefabs
Use Prefabs (prefabricated templates) to structure your application and to create consistent interfaces. Prefabs allow you to create the building blocks of your application and make the application easier to maintain. See Using node prefabs.
- Preview window
In the Preview window you can see in real time what the Kanzi project you are working on looks like. In the Preview window you can directly move, scale, and rotate nodes, and see structural information for your project and individual nodes. See Preview.
- Project
Use one or more Kanzi Studio projects to create your Kanzi application. See Projects.
- Property Driven Animation Player
Use the Property Driven Animation Player to use a property type instead of time to control a keyframe animation. For example, with property-driven animations you can control the position of a gauge needle with a property type using a keyframe animation. See Creating property-driven animations.
- Property Is Equal Filter
Use a Property Is Equal Filter to collect nodes that contain, or do not contain a specific property the value of which matches a specific value. See Using the Property Is Equal Filter.
- Property Target Easing Interpolator
Use the Property Target Easing Interpolator to dynamically set the target value for a property and interpolate the current value to the target value over time using an easing function. Easing functions enable you to create lifelike animations that offer a more pleasant user experience.
For example, use the Property Target Easing Interpolator to create a welcome animation which moves the fuel and battery needles first to their maximum position and then to the current position.
- Property Target Interpolator
Use the Property Target Interpolator to dynamically set the target value for a property and interpolate the current value to the target value over time. For example, use the Property Target Interpolator to interpolate the rotation of a gauge needle to a target value regardless of its current position. See Interpolating property values.
- Rectangle Trajectory
Use a Rectangle Trajectory to create a path in the shape of a rectangle in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using rectangle trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Render Target Texture
Use a Render Target Texture to render dynamic content from layers into textures. You can use the Render Target Texture like any other texture. See Using render target textures.
- Render to Texture Pass
Use a Render to Texture Pass to create the render passes and Render Target Texture you need for rendering to a texture. See Rendering to texture.
- Resource Files
Resource file items are project items that represent the files in the resource file directories of the project directory. Kanzi Studio synchronizes files listed in the Resource Files with those found in the project resource directory. See Resource files.
- Scene node
Use a Scene node to show 3D content in your Kanzi application. See Using the Scene node.
- Screen node
Use a Screen node to set the metrics and the content of the screen of the target device on which the Kanzi application is rendered. See Setting the Screen node.
- Scroll View node
Use a Scroll View node to define an area where to generate scrolling messages in response to user input and physics-based animation. See Using the Scroll View nodes.
- Shaders
Use shaders to produce appropriate levels of light and color within an image, to produce special effects, or to do post-processing. See Shaders.
- Single Texture
Use a Single Texture to use a single image for a texture. See Using single textures.
- Slider node
Use a Slider node to allow users to change numerical values using a visual indicator between a minimum and a maximum value. See Using the Slider nodes.
- Sorting Filter
Use a Sorting Filter to either order nodes by their position on the z axis or to group them by their material type. See Using the Sorting Filter.
- Spiral Trajectory
Use a Spiral Trajectory to create a path in the shape of a spiral in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using spiral trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Spline Trajectory
Use a Spline Trajectory to import a trajectory defined by a set of points and control points in 3D space you created in a third-party tool. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using spline trajectories, Trajectories and Using the Trajectory Layout nodes.
- Spot Light node
Use a Spot Light node to emit light from a specific location towards a specified direction in the shape of a cone. See Using the light nodes.
- Stack Layout node
Use a Stack Layout node to arrange nodes next to each other on the selected axis. See Using the Stack Layout nodes.
- State Managers
Use State Managers to define the states for controls in your application. For example, you can define the appearance and behavior of a button during different states, such as how the button reacts when a user selects, presses, holds, or releases the button. State manager.
- Styles
Use a Style to set the property values of one or more nodes of a certain type. You can set a Style so that it applies to all nodes of a certain type in the selected scope, or to individual nodes. See Using styles.
- Tag Filter
Use a Tag Filter to collect nodes that have a specific tag assigned. See Using the Tag Filter.
- Tags
Use tags to group, find, and filter nodes in your project. You can assign multiple tags to a single node. See Using tags.
- Text Block node
Use a Text Block node to show a small amount of text in your application. See Using the Text Block nodes.
- Text Box node
Use a Text Box node to add single-line text input to your application. See Using the Text Box nodes.
- Texture Brush
Use a Texture Brush to fill a 2D area with a texture. See Filling 2D nodes with a texture.
- Theme Group
Use a Theme Group to define a collection of themes. See Using Themes.
- Theme
Use a Theme to set the resources which define the look and feel of your application. Themes enable you to use a single Kanzi Studio project for multiple variants of your product. See Tutorial: Theme your application and Using Themes.
- Timeline Entry
Use a Timeline Entry to manipulate animations, including repetition, scaling, targeting, and blending, and to define the type of animation input: time or property value. See Editing timeline sequences.
- Timeline Sequence
Use a Timeline Sequence to combine a set of Timeline Entry resources. Timeline entries can target specific items inside the scope of a Timeline Sequence. See Editing timeline sequences.
- To Source bindings
Use a To Source binding to push a property value to another node or render pass. See Bindings.
- Toggle Button Group node
Use a Toggle Button Group node to allow users to select only one option from a set of options that are mutually exclusive. See Using the Toggle Button Group nodes and Buttons.
- Toggle Button node
Use a Toggle Button node to create interactions through buttons that can have multiple toggle states. See Using the Toggle Button nodes and Buttons.
- Trajectory Layout node
Use a Trajectory Layout node to arrange items along a trajectory path. See Using the Trajectory Layout nodes and Trajectories.
- Trajectory List Box 3D node
Use a Trajectory List Box 3D node to create scrollable lists of items arranged along a trajectory. See Using the Trajectory List Box 3D node and Trajectories.
- Trapezoid Trajectory
Use a Trapezoid Trajectory to create a path in the shape of a trapezoid in 3D space. Use trajectories as paths along which Trajectory Layout 3D and Trajectory Layout 2D nodes arrange their child nodes, and along which Trajectory List Box 3D nodes move their items. See Using trapezoid trajectories, Trajectories, and Using the Trajectory Layout nodes.
- Triggers
Use triggers to create interactions based on user input. With triggers you can set actions, such as printing to the Log window, setting a property to a certain value, activating an Activity, or playing an animation. See Triggers.
- Value Sources bindings
Use a value source binding to set the value of an entire property. Value source binding provides the value for the property during application runtime. See Bindings.
- Viewport node
Use a Viewport node to set the size of a render target surface onto which content is projected. See Using the Viewport nodes.