EventName : Selector ux
The name of the event to listen for. This corresponds to UserEvent.Name
Triggers when a UserEvent is raised.
Note: See this article for a more complete explanation of user events.
By default, OnUserEvent
will only listen for events that are
declared in one of its ancestor nodes. If you want to listen for
events coming from anywhere, set the Filter
property to Global
.
OnUserEvent
also lets you attach a JavaScript handler to the event.
<OnUserEvent EventName="myEvent" Handler="{myHandler}" />
The handler function is called with the arguments that were passed with the event as a plain JavaScript object.
This example defines a UserEvent and triggers it when the panel is clicked:
<Panel ux:Name="panel" Color="Blue">
<UserEvent Name="myEvent"/>
<OnUserEvent EventName="myEvent">
<Change panel.Color="Red" DurationBack="0.5" />
</OnUserEvent>
<Clicked>
<RaiseUserEvent EventName="myEvent" />
</Clicked>
</Panel>
This example illustrates how you can read the arguments that were passed with the event from a JavaScript handler.
<UserEvent ux:Name="myEvent" />
<Panel Color="#123">
<Clicked>
<RaiseUserEvent EventName="myEvent">
<UserEventArg Name="myArgument" StringValue="Some value" />
</RaiseUserEvent>
</Clicked>
</Panel>
<OnUserEvent EventName="myEvent" Handler="{eventHandler}" />
<JavaScript>
function eventHandler(args) {
console.log("myEvent raised with argument 'myArgument': " + args.myArgument);
}
module.exports = { eventHandler: eventHandler };
</JavaScript>
The name of the event to listen for. This corresponds to UserEvent.Name
Controls the scope of the UserEvents to consider
A handler to call when this event is raised.
Creates a new OnUserEvent
A list of actions that execute with the trigger. These may react on simple direction changes, or at specific time offsets.
If there is a transition between forward/backward playback and two timeilnes are being used (implicit or explicit) this specifies the cross-fade time.
true
if there is an explicit backward animation.
Play the trigger from where it currently is to the end.
Indicates the trigger is bound to the layout of a visual. This will keep the trigger in Bypass mode until after the first layout of the element is obtained. This is required since layout does not happen in the same root grouping/update phase as the creation of the element, yet not having a layout should qualify as part of the rooting period.
Stretches the duration of the animation to fill up this period of time.
Specifies a multiplier to the elapsed time for animation playback.
Nodes to add to the Parent when this trigger is any non-deactivated state (Progress > 0)
The list of bindings belonging to this node.
The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.
Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.
Whether rooting for this node is completed. Returns false if unrooting has started.
Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.
Run-time name of the node. This property is automatically set using the ux:Name attribute.
Returns the next sibling node of the given type.
If you override OnRooted
you must call base.OnRooted()
first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.
The parent Visual of this node. Will return null if the node is not rooted.
Returns the next sibling node of the given type.
A linked list holding data for extrinsic properties.
hide
hide
Interface for objects that can have a script engine representation
hide