Action | Actions are small operations that Kanzi executes when the trigger event that contains that action occurs and the trigger conditions are met |
Activity | Activity is a part of an application UI that is responsible for a task |
Animations | Animations change the properties of objects and map input values to output property values |
Application | Kanzi application provides behavior and functionality that you can configure and customize to meet your application requirements |
Bindings | Bindings set the value of a property or property field with the value from another property, property field, or a data source |
Brushes | Brushes are graphics objects that describe how Kanzi draws 2D content |
Button nodes | Button nodes provide an area that receives keyboard and touch input which Kanzi translates to state events |
Clock | Time utilities |
Content Controls | Content control nodes display content in the application |
▼3D Graphics | |
Camera | Camera node defines a view transform that Kanzi uses to render a 3D scene |
Level Of Detail Node | Level Of Detail node shows different appearances of the same object, or different object, based on the viewing distance of the Level of Detail node |
Lights | Light nodes act as a sources of light for a Scene in your Kanzi application |
Scene | Scene node shows 3D content in your Kanzi application |
Skinning | Skinning is the process of binding a 3D mesh to a skeleton that consists of a hierarchical set of connected bones and which you can use to animate the mesh |
Instantiator | Instantiator node replicates the appearance of a 3D node or a tree of 3D nodes that the Instantiator node targets |
▼2D Graphics | |
Composition | Composition makes it possible to draw layered graphics where you can control the look of each layer, which depends on the look of its underlying layer |
Input and Focus | Input and focus handling |
Interoperability library | Interoperability library implements a thin C-like wrapper API over the Kanzi Runtime API for use by language-specific bindings |
Interactivity Controls | Interactivity controls recognize user input |
Layout nodes | Layout control nodes arrange content |
▼Logging | |
Assertion macros | In the debug build, use assertion macros to terminate the application and log the error message when the assertion is failed |
Default loggers | The default loggers |
Logging macros | Use logging macros to write messages to the log |
Log category utility macros | Use these macros to define new log categories and operate on existing ones |
Log categories | Default log categories |
Log level utility macros | Use these macros to define new log levels and operate on defined log levels |
Log levels | Use log levels to classify log messages based on the severity of the information that they carry |
Default logArgumentToString specializations | Logging subsystem specialization of logArgumentToString for user-defined types |
Math | Math utilities |
Meshes | Mesh stores the geometry data for rendering Model3d nodes |
Messages | Messages carry information between UI objects in a Kanzi application |
Nodes | Node tree defines the content structure and its layout on the screen |
▼Node Components | Node components add functionality to a node |
Animation Players | Animation players play keyframe animations and interpolate property values to dynamic target values |
Input Manipulators | Input manipulator components enable gesture recognition for nodes |
Plugins | Kanzi plugins provide the means to extend the functionality of Kanzi and customize Kanzi to fit your application development requirements |
Prefabs | Prefabs are prefabricated templates that you use to structure your application and to create consistent interfaces |
▼Profiling | This group of classes implements the profiling used internally by Profiling macros |
Profiling macros | Use profiling macros to instrument the code for runtime performance profiling |
Main loop profiling | |
Resource profiling | Use the resource profiling subsystem to measure during runtime how long it takes to load and deploy resources |
Domain profiling | |
Startup profiling | |
Property | Properties provide the means to specify and examine the state, appearance, and behavior of nodes |
▼Rendering | |
Filters | Filters collect and reorganize 3D nodes in your Kanzi project |
Object Sources | Object sources and filters tell a Draw Objects Render Pass which nodes in your Kanzi application you want to render |
Render Pass | Render passes perform singular render pass operations in 3D scenes |
Tags | Tags provide the means to group, find, and filter nodes in your project |
Resources | Resources are items that you can reuse in different parts of your application |
Screen | The Screen node in a Kanzi application describes the metrics and the content of the screen of the target device on which the Kanzi application is shown |
State Manager | State Manager provides the means to create different states in your Kanzi application |
Styles | Styles set the property values of one or more nodes of a certain type |
Text | Text nodes display and receive text input in the application |
Texture | Textures are digital images that you can use to show content in Image nodes, to set the look of textured materials, and to show content in Texture Brush brushes |
Triggers | Triggers define events, conditions, and actions for content-driven logic programming |
▼Utilities | General Kanzi utility classes and functions |
File utilities | File handling utility classes |
Viewports | Viewport nodes set the size of a render target surface onto which content is projected |
Windowing | Handles windows for different platforms |