Render Pass

Render Pass available properties

Name

Description

Inherited

Exported to Kanzi Engine

Addressing Mode

Sets how Kanzi handles the texture coordinates of the automatically generated composition target textures outside of the [0, 0] - [1, 1] rectangle: - Repeat sets the texture to repeat outside of these coordinates. This is the default value. - Mirror sets the texture to repeat, but mirrors every other repetition. - Clamp confines the texture to these coordinates and outside of these texture coordinates repeats the edge texels of the texture. -Mirror once sets the texture to repeat once in the negative direction, and after that clamps the texture.

No

Yes

Blend Intensity

Controls the intensity of materials that are blended on top of an existing color. Attached property enables overriding of the blend intensity of the used materials at render pass or object node level.

No

Yes

Blend Mode

Sets how to blend colors.

Color Blending: - Additive adds the source pixels to the destination pixels. - Multiply multiplies the source and destination pixels. - Screen adds the source and destination pixels and subtracts from the result the product of the source and destination. - Alpha: Automatic uses premultiplied or non-premultiplied alpha depending on the value of the "Premultiply Alpha" property in the project or an image. - Alpha: Non-premultiplied is a legacy mode. For non-premultiplied input use the Alpha: Mixed mode. - Alpha: Premultiplied expects premultiplied alpha RGBA in the source pixels and blends the source pixels on top of the destination pixels. This is the default and recommended mode for alpha blending. - Alpha: Mixed expects non-premultiplied alpha RGBA in the source pixels, and blends the source pixels with the destination framebuffer.

Alpha Compositing: - Opaque disables blending and replaces the destination pixels with the source pixels. - Clear sets the destination pixels to transparent black. - Exclusive Or draws the non-overlapping source and destination pixels. - Source Atop discards those source pixels that do not cover destination pixels and draws the rest of the source pixels over destination pixels. - Source In draws those source pixels that cover destination pixels and discards all destination pixels. - Source Out draws the source pixels with alpha reduced by the inverse of the destination alpha, and discards all destination pixels. - Destination Atop discards those destination pixels that are not covered by source pixels, and draws the rest of the destination pixels over source pixels. - Destination In draws only those destination pixels that intersect with the source pixels, and discards all source pixels. - Destination Out draws the destination pixels with alpha reduced by the inverse of the source alpha, and discards all source pixels. - Destination Over draws the destination pixels over the source pixels.

Advanced Color Blending: - Multiply (advanced khr) is similar to the Multiply mode but it screens the alpha. - Overlay multiplies dark pixels and screens light pixels. - Darken compares the destination and source pixels and selects the darker one. - Lighten compares the destination and source pixels and selects the lighter one. - Color Burn darkens the destination to reflect the color of the source. - Color Dodge lightens the destination to reflect the color of the source. - Hard Light multiplies with dark source color and screens with light source color. - Soft Light burns with dark source color and dodges with light source color. - Difference uses the difference of the source and destination pixels. - Exclusion is similar to difference but the result is lower in contrast. - HSL Hue uses the hue of the source, and the luminosity and saturation of the destination. - HSL Saturation uses the saturation of the source, and the hue and luminosity of the destination. - HSL Color uses the hue and saturation of the source, and the luminosity of the destination. - HSL Luminosity uses luminosity of the source, and the jue and saturation of the destination.

The advanced color blending modes require the GL_KHR_blend_equation_advanced and GL_KHR_blend_equation_advanced_coherent OpengGL extensions.

No

Yes

Blend Mode

Overrides the blend mode set in each node that this render pass renders.

No

Yes

Calculated Camera Matrix

Camera matrix calculated during DrawObjectsRenderPass rendering.

No

Yes

Calculated Projection Matrix

Projection matrix calculated during DrawObjectsRenderPass rendering.

No

Yes

Calculated Projection Near / Far Planes.

Near / far planes calculated during DrawObjectsRenderPass rendering.

No

Yes

Camera

Sets the Camera node that you want to use to render the nodes. To use the default Camera node in that Scene node, do not set the value for this property.

No

Yes

Clear Color 0

Sets the color that you want the Clear Render Pass to use to clear the first (default) color buffer.

No

Yes

Clear Color 1

Sets the color that you want the Clear Render Pass to use to clear the second color buffer.

No

Yes

Clear Color 2

Sets the color that you want the Clear Render Pass to use to clear the third color buffer.

No

Yes

Clear Color 3

Sets the color that you want the Clear Render Pass to use to clear the fourth color buffer.

No

Yes

Clear Depth

Sets the depth that you want the Clear Render Pass to use to clear the depth buffer.

No

Yes

Clear Stencil

Sets the clear stencil that you want the Clear Render Pass to use to clear the stencil buffer.

No

Yes

Color Write Mode

Sets which channels the render pass writes to the color buffer. To disable the color write, set the property to None.

No

Yes

Composition Target

Sets the target to which you want to render the result of this Cubemap Render Pass.

No

Yes

Composition Target 0

Sets the first color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Target 1

Sets the second color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Target 2

Sets the third color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Target 3

Sets the fourth color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Cull Mode

Sets the culling of the triangle faces in the rendered meshes. Set to: - Back to render the triangles whose normal points towards a Camera node - Front to render the triangles whose normal points away from a Camera node

No

Yes

Depth Compare Function

Sets the comparison function to be used with comparison samplers of the Composition Target Render Pass' depth target.

No

Yes

Depth Compare Function

Sets the comparison function to be used with comparison samplers of the Cubemap Render Pass' depth target.

No

Yes

Depth Format

Sets the format of the automatically created depth render buffer used for the cubemap rendering. If this property is not set, the depth requirement and format are autodetected.

No

Yes

Depth Renderbuffer Format

Sets the format of the automatically created depth renderbuffers. When you do not set this property, Kanzi sets the depth renderbuffer format automatically to the best available format, in most cases the 32-bit float format. To create depth textures, set the Depth Texture Format property. The value of the Depth Texture Format property overrides the value of this property.

No

Yes

Depth Target

Sets the depth target to which you want to render the result of the child render passes of this render pass.

No

Yes

Depth Test Function

Controls whether the depth test discards a fragment.

No

Yes

Depth Texture Format

Sets the format of the automatically created Result Depth Texture.

No

Yes

Depth Write Enabled

Sets whether the render pass writes to the depth buffer.

No

Yes

Description

Add a description of the purpose of this item. To export descriptions to a plain text file, select File > Export > Export Descriptions. When you export the kzb file, this description is not included in the exported file.

No

No

Directional Lights

Use this property to bind the directional light set for rendering.

No

Yes

Disable KZB Export

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.

No

No

Enabled

This determines if composer is rendered (enabled by default).

No

Yes

Enabled

Whether Kanzi executes this render pass and its child render pass tree.

No

Yes

Engine Factory Name

The factory name for this composer. Can be used to instantiate composer or render pass from plugin.

No

No

Filter

Sets the filter that the Node List Render Pass uses to filter or sort a list of incoming nodes.

No

Yes

Filter Mode

Sets how Kanzi handles accessing the texture samples of the automatically generated composition target: - Nearest takes the color from the nearest sample. - Linear interpolates color from neighboring samples. This is the default value.

No

Yes

Filter Mode

Sets how Kanzi handles accessing the texture samples of the automatically generated composition cubemap target: - Nearest takes the color from the nearest sample. - Linear interpolates color from neighboring samples. This is the default value.

No

Yes

Flush After Render

This determines if GPU pipeline is flushed after rendering of this composer has occurred, to prevent GPU pipeline stall.

No

Yes

Frustum Culling

Enable to disable rendering objects that are not inside the view frustum. Trades GPU rendering time for CPU cull test time.

No

Yes

Height

Sets the absolute height for the automatically created composition target textures. If this property is not set, the size is taken from the current composition stack state using the values of the Resolution Multiplier and Resolution Divisor properties.

No

Yes

Input Viewport Area

Reports the viewport area relative to the composition space as passed from the parent render pass.

To access the Input Viewport Area property fields in a binding, use: - X for the offset along the x axis relative to the composition space - Y for the offset along the y axis relative to the composition space - Z for the width of the viewport - W for the height of the viewport

No

Yes

Material

Sets to the Material that you want a Blit Render Pass to use to blit one or more textures.

No

Yes

Material

Sets the material that will be used to render all nodes rendered by this DrawObjectsWithMaterialRenderPass.

No

Yes

Material

Sets the material that will have all other Material Setup Render Pass properties set to.

No

Yes

Mipmap Mode

Sets the mipmap mode of the automatically created composition target. To enable mipmaps set the property value to Linear or Nearest. Enabling mipmaps introduces the runtime cost of generating mipmaps after rendering. To disable mipmaps remove the property.

No

Yes

Mipmap Mode

Sets the mipmap mode of the automatically created composition cubemap target. To enable mipmaps set the property value to Linear or Nearest. Enabling mipmaps introduces the runtime cost of generating mipmaps after rendering. To disable mipmaps remove the property.

No

Yes

Multisample Level

Sets the number of samples you want to use for each output pixel of the automatically generated composition target textures. To disable multisampling, remove the property or set the property value to 1.

No

Yes

Node List

Input node list range. Set by a binding from nearest parent node list.

No

Yes

Object Source

Sets the object source which collects the nodes that you want to render with this render pass. To render all nodes in a Scene node (Root Object Source), do not set the value for this property.

No

Yes

Output Directional Lights

Kanzi uses this property to allow binding to directional light set.

No

Yes

Output Node List

Output node list range. Set by Node List Render Pass as result of filtering the Input Node List.

No

Yes

Output Point Lights

Kanzi uses this property to allow binding to point light set.

No

Yes

Output Spot Lights

Kanzi uses this property to allow binding to spot light set.

No

Yes

Override Camera

Sets the Camera node that you want to use to render the nodes to the composition cubemap texture. To use the default Camera node in that Scene node, do not set the value for this property.

No

Yes

Pixel Format

Sets on the GPU the target pixel format of the automatically created composition cubemap target textures.

No

Yes

Pixel Format 0

Sets on the GPU the target pixel format of the first automatically created composition target texture.

No

Yes

Pixel Format 1

Sets on the GPU the target pixel format of the second automatically created composition target texture.

No

Yes

Pixel Format 2

Sets on the GPU the target pixel format of the third automatically created composition target texture.

No

Yes

Pixel Format 3

Sets on the GPU the target pixel format of the fourth automatically created composition target texture.

No

Yes

Point Lights

Use this property to bind the point light set for rendering.

No

Yes

Polygon Depth Offset

Sets the polygon depth offset to apply to the element that the Pipeline State Render Pass renders: - Derivative multiplier sets the multiplier for the depth change derivative for the fragment. - Constant multiplier multiplies the smallest measurable unit of depth, dependent on the target platform.

You can use the offset to render decals on the surfaces of filled polygons. Kanzi typically shows nearer the camera those polygons that have a negative offset.

No

Yes

Render Pass Prefab

Sets the Render Pass Prefab that this Render Pass View instantiates.

No

Yes

Rendering Viewport

Viewport applied by DrawObjectsRenderPass rendering.

No

Yes

Resolution

Sets the dimensions of the automatically created composition cubemap target textures. The default value is 64.

No

Yes

Resolution Divisor

Sets the resolution divisor for the automatically created composition target textures. Together with the Resolution Multiplier property this property sets the size of the composition target in relation to the size of the current Viewport 2D node. For more fine-grained control, bind from the InputViewport property to Width and Height properties.

No

Yes

Resolution Multiplier

Sets the resolution multiplier for the automatically created composition target textures. Together with the Resolution Divisor property this property sets the size of the composition target in relation to the size of the current Viewport 2D node. For more fine-grained control, bind from the InputViewport property to Width and Height properties.

No

Yes

Resolve Immediately

Whether to resolve multisamples and generate mipmaps for the composition target texture immediately after rendering. By default the Composition Target Render Pass resolves multisamples and generates mipmaps immediately. When you continue rendering to the composition target in another Composition Target Render Pass that performs the resolve, disable this property.

No

Yes

Resolve Immediately

Whether to generate mipmaps for the composition target texture immediately after rendering. By default the Cubemap Render Pass generates mipmaps immediately. When you continue rendering to the composition target in another Cubemap Render Pass that performs the resolve, disable this property.

No

Yes

Result Depth Texture

The depth texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Depth Texture

The cubemap depth texture to which the Cubemap Render Pass renders its content.

No

Yes

Result Texture

The result cubemap texture that was rendered to by the Cubemap Render Pass.

No

Yes

Result Texture 0

The first color texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture 1

The second color texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture 2

The third color texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture 3

The fourth color texture to which the Composition Target Render Pass renders its content.

No

Yes

Scissor Area

Sets the scissor test within the current rendering Viewport node. You can define the scissor in either relative or absolute coordinates, the default is relative. Use the Scissor Mode property to set the coordinate type.

No

Yes

Scissor Mode

Sets the scissor test coordinate mode.

No

Yes

Spot Lights

Use this property to bind the spot light set for rendering.

No

Yes

Stencil Fail Operation

Sets the operation that the render pass performs when the stencil test fails.

No

Yes

Stencil Function Mask

Sets a mask on which the AND operation is executed with both the reference value and the stored stencil value when the test is done.

No

Yes

Stencil Function Reference Value

Sets the reference value for the stencil test.

No

Yes

Stencil Pass Depth Fail Operation

Sets the operation that the render pass performs when the stencil test passes, but the depth test fails.

No

Yes

Stencil Pass Depth Pass Operation

Sets the operation that the render pass performs when both, the stencil and the depth test, pass.

No

Yes

Stencil Test Function

Controls whether the stencil test discards a fragment.

No

Yes

Stencil Write Enabled

Sets whether to enable writing to the stencil buffer.

No

Yes

Texture 0

Sets the first texture you want the Blit Render Pass to blit.

No

Yes

Texture 1

Sets the second texture you want the Blit Render Pass to blit.

No

Yes

Texture 2

Sets the third texture you want the Blit Render Pass to blit.

No

Yes

Texture 3

Sets the fourth texture you want the Blit Render Pass to blit.

No

Yes

Viewport Area

Modifies the current rendering Viewport node. You can define the Viewport in either relative or absolute coordinates, the default is relative. Use the Viewport Mode property to set the coordinate type.

No

Yes

Viewport Mode

Sets the coordinate type for the Viewport node.

No

Yes

Width

Sets the absolute width for the automatically created composition target textures. If this property is not set, the size is taken from the current composition stack state using the values of the Resolution Multiplier and Resolution Divisor properties.

No

Yes

Render Pass messages

Name

Description

Inherited

Exported to Kanzi Engine

Activity Host: Activity Prefab Attached

An Activity Host sends this message when it attaches the prefab of the Activity that is activated.

No

Yes

Activity Host: Activity Prefab Detached

An Activity Host sends this message when it detaches the prefab of the Activity that is deactivated.

No

Yes

Activity: Activated

An Activity sends this message when it is activated.

No

Yes

Activity: Activating

An Activity sends this message when it is in the activating state.

No

Yes

Activity: Deactivated

An Activity sends this message when it is deactivated.

No

Yes

Activity: Deactivating

An Activity sends this message when it is in the deactivating state.

No

Yes

Activity: Status Changed

An Activity sends this message when the value of its Activity Status property changes.

No

Yes

Animation Player: Completed

Occurs when animation player completes animation playback.

No

Yes

Animation Player: Started

Occurs when animation player starts animation playback.

No

Yes

Animation Player: Stopped

Occurs when animation player stops animation playback.

No

Yes

Button: Cancel

Occurs when a user lifts their finger outside of a Button that they previously pressed.

No

Yes

Button: Click

Occurs when a user lifts their finger on top of a Button that they previously pressed and when the time set by the Auto Press Interval property in the pressed Button expires.

No

Yes

Button: Down

Occurs when the user presses down the Button.

No

Yes

Button: Enter

Button: Enter trigger is set off: - When the user presses down the button. - When the user presses down the button, moves the pointer outside of the button area, and then moves the pointer back to the button area while still holding down the pointer.

No

Yes

Button: Leave

Button: Leave trigger is set off: - When the user presses down the button and then lifts the pointer. - When the user presses down the button and then moves the pointer outside of the button area. - When the user sets off a Button : Long Press trigger.

No

Yes

Button: Long Press

Occurs when the user presses down a Button and holds the Button pressed for the amount of milliseconds defined in the Hold Interval property of that Button.

No

Yes

Click: Begin

Occurs when the user presses a hit-testable node with a Click Manipulator.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Cancel

Occurs when the user first presses a hit-testable node with a Click Manipulator, then moves the pointer outside of the node area, and lifts the pointer.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Click

Occurs when the user presses and releases a hit-testable node with a Click Manipulator, while the pointer is still within the node area and Kanzi does not recognize another gesture.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Enter

Occurs when the user presses a hit-testable node with a Click Manipulator and then every time the user moves the pointer on top of that node while still holding down the pointer.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Leave

Occurs when the user presses a hit-testable node with a Click Manipulator and then every time the user moves the pointer outside of that node.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Command: Command

Command message arguments

No

Yes

Data Trigger

Monitors changes in properties and data source values. Use a Data Trigger to apply an action to either set a property value of a target node or activate an Activity node.

No

Yes

Drag and Drop Manipulator: Drag and Drop Canceled

Occurs when focus moves away from the node during the drag-and-drop gesture.

No

Yes

Drag and Drop Manipulator: Drag and Drop Finished

Occurs when the user lifts their finger after starting the drag-and-drop gesture.

No

Yes

Drag and Drop Manipulator: Drag and Drop Moved

Occurs when the user moves their finger after starting the drag-and-drop gesture.

No

Yes

Drag and Drop Manipulator: Drag and Drop Started

Occurs when the user holds their finger for 500ms on the node.

No

Yes

Focus: About To Gain Focus

Kanzi sends this message before a focusable node receives focus.

No

Yes

Focus: About To Lose Focus

Kanzi sends this message before the focused node loses focus.

No

Yes

Focus: Focus Entered Focus Scope

When focus enters a focus scope, Kanzi sends this message to the focus scope node that contains the node that gains focus.

No

Yes

Focus: Focus Gained

Kanzi sends this message to the node that received focus.

No

Yes

Focus: Focus Left Focus Scope

When focus leaves a focus scope, Kanzi sends this message to the focus scope node that contains the node that loses focus.

No

Yes

Focus: Focus Lost

Kanzi sends this message to the node that lost focus.

No

Yes

Focus: Input Outside Overlay

Kanzi sends this message to an overlay focus scope when the application area outside the boundaries of that overlay receives input.

No

Yes

Focus: Overlay Brought To Front

Occurs when an overlay focus scope becomes the foremost overlay scope in the overlay focus scope stack.

No

Yes

Focus: Overlay Gained Focus

When an overlay scope gains focus, Kanzi sends this message to the overlay scope node that contains the node that gains focus.

No

Yes

Focus: Overlay Lost Focus

When an overlay scope loses focus, Kanzi sends this message to the overlay scope node that contains the node that loses focus.

No

Yes

Focus: Overlay Sent To Back

Occurs when an overlay focus scope is no longer the foremost overlay scope in the overlay focus scope stack.

No

Yes

Focus: Scope Brought To Front (deprecated)

Occurs when an overlay focus scope is brought to front. Deprecated. Use Overlay Brought To Front instead.

No

Yes

Focus: Scope Sent To Back (deprecated)

Occurs when a foremost overlay focus scope is sent to back. Deprecated. Use Overlay Sent to Back instead.

No

Yes

Key Input: Key Canceled

Occurs when Kanzi recognizes a key-canceled gesture. A key-canceled gesture occurs when Kanzi recognizes that the user canceled a gesture.

No

Yes

Key Input: Key Navigation Canceled

Occurs when the key-pressed gesture is canceled for the navigation direction.

No

Yes

Key Input: Key Navigation Finished

Occurs when Kanzi recognizes the key-released gesture for the navigation direction. To capture key navigation gestures for a node, create a Navigation Manipulator component in that node.

No

Yes

Key Input: Key Navigation Started

Occurs when Kanzi recognizes the key-pressed and key repeat gestures for the navigation direction. To capture key navigation gestures for a node, create a Navigation Manipulator component in that node.

No

Yes

Key Input: Key Pressed

Occurs when Kanzi recognizes a key-pressed gesture. A key-pressed gesture occurs when Kanzi recognizes a key event that contains all the elements that compose that gesture.

No

Yes

Key Input: Key Released

Occurs when Kanzi recognizes a key-released gesture. A key-released gesture occurs when Kanzi recognizes the release of one of the elements that compose that gesture.

No

Yes

List Box: Item Hidden

Occurs when an item is unloaded from the working memory. To set how many items you want to keep loaded in the working memory at a time, use the Keep Alive Item Count property.

No

Yes

List Box: Item Selected

Occurs when an item is selected.

No

Yes

List Box: Item Visible

Occurs when an item is loaded to the working memory. To set how many items you want to keep loaded in the working memory at a time, use the Keep Alive Item Count property.

No

Yes

List Box: Scroll Finished

Occurs when the List Box stops scrolling.

No

Yes

List Box: Scroll Started

Occurs when the List Box starts to scroll.

No

Yes

List Box: Scrolled

Occurs when the List Box scrolls.

No

Yes

List Box: Target Changed

Occurs when List Box gets a new target item.

No

Yes

List Box: User Scroll Finished

Occurs when the application user stops scrolling the List Box.

No

Yes

List Box: User Scroll Started

Occurs when the application user starts to scroll the List Box.

No

Yes

Long Press: Long Press

Occurs when the user presses a hit-testable node with a Long-Press Manipulator and holds the press for the time that you set in the Long-Press Manipulator.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Long Press: Long Press Cancel

Occurs during the long-press gesture when the user moves the focus away from a hit-testable node with a Long-Press Manipulator.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Message Trigger

No

Yes

Multi-Click: Intermediate Click

Occurs when the user presses and releases a hit-testable node with a Multi-Click Manipulator that is set to send messages for intermediate clicks.

To set a Multi-Click Manipulator to send messages for intermediate clicks, in the Multi-Click Manipulator enable the Send Intermediate Click Messages property.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Multi-Click: Multi-Click

Occurs when the user presses and releases a hit-testable node with a Multi-Click Manipulator a specified number of times (default 2) within a set amount of time (default 250 ms) between presses.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Multi-Click: Multi-Click Canceled

Occurs during the multi-click gesture when the user moves the focus away from a hit-testable node with a Multi-Click Manipulator.

You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

On Attached

This trigger is set off when the item is initialized. For example, when you add a node to the node tree, or enter a state that contains this trigger.

No

Yes

On Property Change

Occurs when a property is changed

No

Yes

On Timer

Occurs when timer interval is elapsed

No

Yes

Page Host: Page Navigation Finished

Page host has finished navigation process.

No

Yes

Page Host: Page Navigation Started

Page host has started navigation process.

No

Yes

Page: Activated

Page has been activated.

No

Yes

Page: Deactivated

Page has been deactivated.

No

Yes

Pan Manipulator: Pan Canceled

Occurs when focus moves away from the node during the pan gesture.

No

Yes

Pan Manipulator: Pan Entered

Occurs when the pan gesture enters the node the manipulator is attached to.

No

Yes

Pan Manipulator: Pan Finished

Occurs when the user lifts their finger after Kanzi recognizes a pan gesture.

No

Yes

Pan Manipulator: Pan Left

Occurs when the pan gesture leaves the node the manipulator is attached to.

No

Yes

Pan Manipulator: Pan Moved

Occurs when the user changes the position of their finger and that change exceeds the recognition thresholds.

No

Yes

Pan Manipulator: Pan Started

Occurs when the user presses down their finger on the node. If the user lifts their finger before exceeding the position change threshold, Kanzi cancels the pan gesture.

No

Yes

Pinch Manipulator: Pinch Canceled

Occurs when focus moves away from the node during the pinch gesture.

No

Yes

Pinch Manipulator: Pinch Finished

Occurs when the user lifts their finger after Kanzi recognizes a pinch gesture.

No

Yes

Pinch Manipulator: Pinch Moved

Occurs when the user changes the position of their finger and that change exceed the scale or rotation threshold.

No

Yes

Pinch Manipulator: Pinch Started

Occurs when the user presses down their finger. If the user lifts their finger before it exceeds the scale or rotate threshold, Kanzi cancels the pinch.

No

Yes

Prefab View: Asynchronous Load Completed

Occurs when asynchronous loading of resources from a prefab has been finished.

No

Yes

Property Target Easing Interpolator: Easing Interpolation Completed

Occurs when Property Target Easing Interpolator completes its interpolation.

No

Yes

Property Target Interpolator: Interpolation Completed

Occurs when property target interpolator completes interpolation.

No

Yes

Range: Value Change Finished

Occurs when the range value stops changing.

No

Yes

Range: Value Change Started

Occurs when the range value starts changing.

No

Yes

Range: Value Changed

Occurs when the range value has changed.

No

Yes

Scroll View: Scroll Ended

Occurs when the scroll position of a Scroll View node stops changing.

No

Yes

Scroll View: Scroll Started

Occurs when the scroll position of a Scroll View node starts changing.

No

Yes

Scroll View: Scroll Zoomed

Occurs when the zoom level of a Scroll View node changes.

No

Yes

Scroll View: Scrolled

Occurs when the scroll position of a Scroll View node changes.

No

Yes

Scroll View: Snap Request

Occurs when a Scroll View node requests snapping target from the hosting component.

No

Yes

Scroll View: User Scroll Ended

Occurs when the user stops scrolling a Scroll View node.

No

Yes

Scroll View: User Scroll Started

Occurs when the user starts scrolling a Scroll View node.

No

Yes

State Manager: Entered State

Occurs when a state manager has entered a state.

No

Yes

State Manager: Left State

Occurs when a state manager has left a state.

No

Yes

State Manager: Transition Finished

Occurs when a state manager finishes a transition to a state.

No

Yes

State Manager: Transition Started

Occurs when a state manager begins a transition to a state.

No

Yes

Text Box: Composition Text Changed

Occurs when the text produced in an Input Method Editor is updated in a Text Box node.

No

Yes

Text Box: Composition Text Committed

Occurs: - When the text produced in an Input Method Editor is committed to the cached text in a Text Box node. - When a trigger executes the Commit Composition Text action.

No

Yes

Text Box: Cursor Moved

Occurs when the user moves the cursor in a Text Box node.

No

Yes

Text Box: Editing Finished

Occurs when a Text Box node leaves the editing state after the user modified the text content.

No

Yes

Text Box: Editing Started

Occurs when the user makes the first modification to the text in a Text Box node that is in the editing state.

No

Yes

Text Box: Entered Editing State

Occurs when a Text Box node enters the editing state.

No

Yes

Text Box: Input Method Action

Occurs when the user taps the action button on their on-screen keyboard while editing the text in a Text Box node.

No

Yes

Text Box: Input Method Available

Occurs when an input method becomes available to a Text Box node. For example, an on-screen keyboard becomes available when it appears on the screen.

No

Yes

Text Box: Input Method Unavailable

Occurs when the input method that is composing text in a Text Box node becomes unavailable. For example, an on-screen keyboard becomes unavailable when the user hides it.

No

Yes

Text Box: Left Editing State

Occurs when a Text Box node leaves the editing state

No

Yes

Text Box: Selection Changed

Occurs when the user changes the text selection in a Text Box node.

No

Yes

Text Box: Selection Cleared

Occurs when the user clears or resets the text selection in a Text Box node.

No

Yes

Text Box: Selection Started

Occurs when the user starts selecting text in a Text Box node.

No

Yes

Text Box: Text Changed

Occurs when the user changes the text in a Text Box node.

No

Yes

Text Box: Text Composition Canceled

Occurs: - When the text composition in a Text Box node is canceled by Input Method that is in text composition state. - When a trigger executes the Cancel Text Composition action.

No

Yes

Toggle Button Group: Toggled

Occurs when the toggle state of a Toggle Button node in a Toggle Button Group node changes.

No

Yes

Toggle Button: State Toggled

Occurs when the toggle state of the Button changes.

No

Yes

Toggle Button: Toggled Off

Occurs when the Button is toggled off.

No

Yes

Toggle Button: Toggled On

Occurs when the Button is toggled on.

No

Yes

See also

Rendering