Map Element
Maps and Floor Plans can be easily added to the skin by selecting the Map Element in the Toolbar and clicking in the Canvas to add.
Rectangle
Border
The border or outline of the text field. Click the Toggle Single/Separate
Values button next to each parameter to toggle between adjusting the entire
border or adjusting each edge of the border separately.
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Width – Defines how wide the border will be.
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Radius – Increasing this number will round the corners of the rectangle.
Could be used to create a circle. -
Color – Choose a color for the border. ✭
Logic Block
available.
Map
Map Type
Choose to add a Map or a Floor Plan. The settings will adjust to the type
chosen.
Map
Map – Choose the type of Google Map, or a Map added in the Tour Map:
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Google Roadmap
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Google Hybrid
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Google Satellite
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Google Terrain
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First Map in Project – Select this to show the first map in the project
(added to the Tour Map.). Use this in a component or skin that will
automatically use the first map in the project.
If a custom map has been added in the Tour Map,
then you will also be able to choose it here.
API – This option will become available if a custom map or floor plan has
been selected from the Maps menu. Choose from the following:
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Auto – Choose Auto to have Pano2VR detect the type of Map the use
appropriate API. For example, the Google API will be used for Google custom
maps and Google Maps, while the Leaflet API will be used for everything else. -
Google – If the Google API is chosen, an API key will be needed. See below.
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Leaflet – No key is needed for this Map API, which is open source.
Google API Key – Enter your Google API key to authenticate Google Maps. In
order for the map to work, you need to get an API key from Google. All the maps
you want to show using the Google API require a key; not just for Google Maps.
Learn how to create a key.
✭ When setting up this key, make sure to lock this key to your domain (HTTP
referrers). ✭ Do not use the same key you use for the Tour Map (for adding Place
IDs for Google Street View).
Initial Zoom – Set the map’s zoom level. The default is Marker Bounds
which will automatically set the zoom level to the map pin’s boundaries. The
level can also be defined between 0 and 23. 0 will show the whole world, while
23 is the maximum zoom.
Satellite Map – Visible only when Google Satellite is chosen as the Map.
Select Disable 45º view to disable the changing to Google’s 45º view when
zooming in.
UI – Settings for the map’s user interface.
- Map Controls – Select to show the map controls (zoom in/out).
- Fractional Zoom – Select to allow smaller zoom steps (between zoom levels).
Fractional Zoom works with mouse control and pinch to zoom. The map controls
will still change the zoom by a full level. ★ Available only for Leaflet API.
Node Change – Select, Center node, to keep the currently active node
always centered in the map. This way, if the user is zoomed in and moves through
the tour, the map will follow and always keep the current node centered in view.
Radar – Select Enabled to include a radar beam that shows the facing
direction.
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Color – Select the color of the radar beam.
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Size – Adjust the size of the radar beam.
Marker Clustering – Select, Enable, to cluster many nodes in an area
under a single marker. When the marker is clicked, the cluster is revealed.
Clone as Marker – Use this to select a custom image for a map marker.
Pin Order – Choose from the following to specify the order in which markers
are added to the map. This helps to prevent overlapping pin elements
(thumbnails, tooltips) by the pins themselves.
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Tour Browser – The order of the pins will be in the order set in the Tour
Browser. -
Top to Bottom – Pin order will be from the top to the bottom.
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Bottom to Top – Pin order will be from the bottom to the top.
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Left to Right – Pin order will be from the left to the right.
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Right to Left – Pin order will be from the right to the left.
Floor Plan Overlay – If you’ve added and geolocated floor plans, you can
choose to overlay one of them onto the map.
- Opacity – Define the floor plan image’s opacity.
Loading – Unload map on hide – Select to unload the map when it gets
hidden through a skin action. This means that when selected, when the map is
hidden and is shown again, the map resets and is centered around the tour pins.
If this is not selected, the map will stay in the same position as it was when
it was hidden.
Floor Plan
Floor Plan – Choose a floor plan that has been added to the
Tour Map. Choose First Floor Plan in Project in
a component or a skin to use the first floor plan rather than a specific floor
plan.
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Simple floor plan – When selected, the floor plan will not be able to be
zoomed or panned, will not require internet access, and will be scaled to fit
the map element. If deselected, the floor plan can be panned and zoomed but
will require internet access. -
Auto-switch floor plan – Select to have the floor plan automatically switch
based on the current node. Zoom level and position within the floor plan are
recalled.
Initial Zoom – Set the map’s zoom level. The default is Marker Bounds
which will automatically set the zoom level to the map pin’s boundaries. The
level can also be defined between 0 and 23. 0 will show the whole floor plan,
while 23 is the maximum zoom. (Not available if Simple floor plan is selected.)
UI – Select to show the map controls (zoom in/out). (Not available if
Simple floor plan is selected.)
Node Change – Select what should happen on a node change.
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Center node – Select to keep a node’s map pin centered in the floor plan
when the node changes. (Not available if Simple floor plan is selected.) -
Auto-switch Floor Plan – When selected, and a user moves to a node that is
not on the current floor plan, the map will automatically switch to the
current node’s floor plan. When this option is not selected, the floor plan
will not switch.
Radar – Select Enabled to include a radar beam that shows the facing
direction.
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Color – Select the color of the radar beam.
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Size – Adjust the size of the radar beam.
Clone as Marker – Use this to select a custom image for a floor plan
marker. Learn how.
Pin Order – Select which pins have priority over others. When there are
many nodes and the pins are clustered, you can use the pin order to influence
which pins get covered.
Alignment – Choose how the simple floor plan will be aligned within the
map element.
Loading – Unload map on hide – Select to unload the floor plan when it
gets hidden through a skin action. This means that when selected, when the floor
plan is hidden and is shown again, it resets and is centered around the tour
markers. If this is not selected, the floor plan will stay in the same position
as it was when hidden.
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.
Point Hotspot Templates will have a menu that
shows all the default template IDs as well as any template IDs used in the
project.
Position
The X and Y coordinates for the element.
An element’s position is relative to its parent and to its anchored position
(the Canvas is the parent to top level elements).
For example, a video that is anchored and placed in the middle of the Canvas
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 as indicated by the arrows.
0. 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.X and Y:
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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.
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CSS – Select CSS as a unit to allow for changing units when a logic block
has been added or to use calculations.- Example: Set the x position unit to CSS. Enter,
100pxin the edit field.
Add a logic block, choose a trigger and add20%for the size, effectively
switching units.
- Example: Set the x position unit to CSS. Enter,
Anchor
Use this grid to “stick” the element to a section of the player window. See
above, to learn how the Anchor influences Position.
Size
The Hotspot Template and Node Marker do not have a size parameter.
Adjust the element’s size (width and height) in pixels. Width and
Height:
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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.
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Lock Aspect Ratio – Click the link icon to lock the element’s size aspect
ratio when resizing in the Canvas or changing size values in the properties
panel. This button is reset to off when another element is selected. -
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
tocalc(100% - 50px). The element will then always have the same distance
of 50px from the top and will extend straight down to the bottom.
- Example: Position an element 50 pixels from the top and then set the height
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Reset Size – Available for Image, Button, and SVG elements. Click to return
to the image’s original size. -
Reset Size/2 – Available for Image, Button, and SVG elements. 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.
Appearance
Scaling
Scales the element 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 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.
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.
Visible
Select or deselect to keep the element visible or invisible. Visibility or
invisibility can be changed and toggled with actions.
Alpha
The transparency of the element. A setting of 1.000 is opaque. Lowering this
number will increase the elements’s transparency.
Cursor
Choose which cursor shows when the mouse rolls over the element.
Inherit – The element will inherit the cursor from its parent element. This
is the default for all elements except Button and Seekbar.
Hand – The hand cursor will show. This is the deafult for Button and
Seekbar elements. When selected, the cursor is not inherited from its parent
element.
Default – Choose this option to force the browser’s default cursor (usually
an arrow). When selected, the cursor is not inherited from its parent element.
Masking
Container and Rectangle elements only Select Enabled to activate masking.
Masking means that child elements of the container or rectangle will be clipped
at the container or rectangle’s boundaries.
Accessibility
Tab Index
To make skin elements controllable via keyboard, they have to be added to the
tab order of the web page. A tab index of -1 (the default) excludes the
element from the tab order. A tab index of 0 includes the element in the tab
order. Browsers will highlight the active element by putting a rectangle around
them. Once a skin element is the active element, indicated by the highlight, hit
the Enter/Return key to trigger its click action.
ARIA Label, Description, Details
These are attributes or propterties that are used to define the element and
support the Role.
Label – Defines or names the element.
Description – Provide a brief description of the element.
Details – Provide an extended, detailed description of the element.
ARIA Roles
ARIA Roles are used to define UI elements (button, loading bar, etc.). Choose
from the list which best defines the element.
Hidden
Select to hide all ARIA attributes.
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 elements 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.
Hotspot Proxy ID
Enter the corresponding ID. The ID
comes 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 (mouse
click, mouse double-click, mouse enter, and mouse leave). 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. No dot . needed.
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, like Image, Video and External Image, have an inner element nested
inside the element’s main <div>.)
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;
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.
Exclude from Translation
Select this option to not include this element in the skin’s translation file.
Safe Area
Available for the Container Element.
Select Use Safe Area for Position and Size to keep child elements of the
container inside the safe area of the device. This option makes sure that the
elements are always 100% visible and the skin will automatically react to the
device’s safe area.
Make sure Ignore Safe Area is not select in the
HTML template settings in the Web
Output.
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.
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.
Notes
Use this section to add information about the element. This is especially useful
if you have a component and want to explain the elements inside that component.
Notes will show up as tooltips in the Tree.