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Element Settings

Each element has the following set of settings (except where noted).

When a group of elements is selected, all their common settings will be displayed so you can change them as a batch.

Position

ID – Give the element a unique ID or name. An ID is given automatically and will be numerically ordered when more than one are added. If an ID is already used by another element, a warning symbol will appear next to the input field.

★ Click the warning symbol to have Pano2VR create a unique ID for you.

Position – The X and Y coordinates for the element.

An element’s position is relative to its parent (the Canvas is the parent to top level elements) and to its anchored position.

For example, a rectangle anchored and placed in the middle of the canvas or a container will have its anchor set to center and X and Y set to 0. So, if the element is anchored to the horizontal center, the X coordinate is measured from the center of the parent to the horizontal center of the element. Likewise, if an element is anchored right, the x coordinate is measured from the right side of the parent to the right side of the element.

This makes it easier to precisely position elements, especially on the edges of the player. For example, to keep an element positioned on the bottom center of the player and a certain distance from the edge, set the anchor to center bottom and set the Y value to 20 pixels and X to 0.

Choose between Pixels and Percentage:

  • Percentage - Unit to Set the position of the element based on the player’s size/window.

  • Pixels - Unit to set the actual location of the element within the skin.

  • CSS - Select CSS as a unit to allow for changing units when a logic block has been added or to use calculations.

    • Example: Position an element 50 pixels from the top and then set the height to calc(100% - 50px). The element will then always have the same distance of 50px from the top and will extend straight down to the bottom.
  • Anchor - Use this grid to “stick” the element to a section of the player window.

Logic Block available.

Size – Adjust the element’s size (width and height) in pixels. (Not available for: Hotspot Template, Node Marker)

  • Percentage - Unit to set the size of the element based on the player’s size/window.

  • Pixels - Unit to sets the actual size of the element.

  • Lock Aspect Ratio - Click the link icon to lock the element’s size aspect ratio when resizing in the canvas and on output.

  • CSS - Select CSS as a unit to allow for changing units when a logic block has been added or to use calculations.

    • Example Set x position unit to CSS. Enter, 100px in the edit field. Add a logic block, choose a trigger and add 20% for the size, effectively switching units.
  • Reset Size – Click to return to the image’s original size. (Available for: Images, SVGs)

  • Reset Size/2 - Use this when you want to add a PNG or JPG to your project but still want it looking sharp in Hi-DPI displays. For example, if the skin requires a 32px image, use a 64px image and then click, Reset Size/2. This will then make it 32px in the skin but will still have all the pixels for a high resolution display. (Available: for Images, SVGs)

Logic Block available.

Appearance

Scaling – Scales the button along the x and y axes. Doubling the value on either axis, for instance, will double the size of the element. If a scaling modifier is enabled, this scaling setting is ignored.

  • Center - Use this grid to determine how the button element scales. The default is set to the center so the element will scale in or out from its center. If you anchor the scaling to the upper left corner, for example, the scaling will center from this point.

Logic Block available.

Angle – Use this parameter to adjust the angle of the element. It will use the Center grid (above) as its axis. For example, if the center is chosen, it will rotate around its center. If the bottom left corner is selected, the button will rotate around that corner.

Logic Block available.

Visible – Select or deselect to keep the button visible or invisible. Visibility or invisibility can be changed and toggled with actions.

Logic Block available.

Alpha – The transparency of the button. A setting of 1.000 is opaque. Lowering this number will increase the button’s transparency.

Logic Block available.

Hand Cursor – Select to have the hand cursor show when the mouse rolls over the button. This makes it more obvious to the user that the area or button is interactive.

Advanced

Z-Index – Set the CSS z-index property. Use numbers to set the stacking order or leave the setting at Default. Default will use the stacking order set in the Tree.

This is used to ensure that hotspot images and their text fields or pop-up images are displayed in the correct stacking order especially when close or overlapping.

Permeable – Select to make sure the element does not accept mouse clicks. This is useful for when you want to include an element in the skin but don’t want it to hinder the ability to interact with the panorama. For example, you could add a vignette or logo or border that when clicked on, will allow interaction with the panoramas.
Container, Timer, and Cloner all have this selected by default.

Hotspot Proxy ID – Enter the corresponding hotspot ID. The ID should come from the hotspot’s ID field in the hotspot properties. Hotspot proxies give you the ability to link skin elements to specific hotspots. This means that the element will receive the same mouse and touch events as the hotspot. You can also add {} to use node ID as hotspot proxies. Learn more.

CSS Classes – Enter the CSS class names for the selected element. You can enter more than one class separated by spaces. If you need more space, click the Edit button to the right of the field for a larger text field.

CSS Styles – Enter the CSS style attributes for the selected element. You can enter more than one style separated by semi-colons. If you need more space, click the Edit button to the right of the field for a larger text field.

CSS Styles Inner Element – Enter CSS style attributes for the selected element’s inner element (Some skin elements have an inner element nested inside the element’s main <div>, like the image element, the external loader, the video element, etc.). For example, an image element can have a border: border-radius: 20px; border: 5px solid red;.
This can also be entered with a line break:
border-radius: 20px;
border: 5px solid red;

Image element with a red border

Keyboard Shortcut – Enter the preferred key to control the action defined to the element. For example, select the text field, hit the up key on the keyboard. Then add a Mouse Click action. The element, when clicked or when the up key is pressed, will perform the assigned action.

Actions

Actions or a set of directions can be applied to any element added to the skin to create interactivity.

Double-click in the Actions area or click the plus sign to the right to open the Action Settings.

See Skin Actions, for details on all actions.

Modifiers

Adding modifiers allows you to make elements move, scale or rotate when the panorama is being panned, tilted, zoomed or loaded. A good example of a use of a modifier is for a loading bar that scales in relation to how much of the panorama has been loaded. You can see how this is done by opening one of our default skins.

Double-click in the Modifiers area or hit the plus sign to the right to open the Modifier Settings.

See Skin Modifiers, for more details on all modifiers.

Context Menu

Any element that has been added to the Canvas will have the following options:

  • Cut and Copy

  • Lock in Canvas – Lock the element in Canvas. Once the element is locked, it cannot be selected in the Canvas (only in the Tree) and therefore the context menu will not be available. You can unlock the element by right-clicking it in the Tree, or via the Edit menu, or with Command-L [macos]/Control-L [win]. When the element is selected in the Tree, then its parameters can be changed.

  • Hide in Canvas – Hide the element in the Canvas. This will only hide the element, it does not remove the element.

  • Reveal in Tree – This will highlight the element in the tree. If the element is a child element, the parent will be expanded to reveal it.

  • Align, Distribute Elements – These menus help to align and arrange the elements. More.

  • Center Element in Canvas – Centers the element both horizontally and vertically.

  • Match Size of Elements – Match the size of selected elements to the active element. More.

  • Create Component from Selection – Create a component from the element or group of elements.


See also

2019-10-09 10:34:29