Timer Element

The timer is a container that is useful for timing actions in the skin. For example, you can use a timer to hide a Welcome Screen (or splash screen) after 5 seconds.

Timer


Type


The type of trigger that will start the timer.

  • Images Ready – The timer will activate once the cube faces are loaded.

  • Start – The timer will activate once the timer element is loaded.

  • Player inactive – The timer will activate once interaction with the player
    stops.

  • Manual – Manually set the timer to activate using the
    Set Value action.

Timeout


Set the active time of the timer. Once the timer ends, it will hide its contents
(run time). This behavior can be changed with the
visible logic block.

Repeat


Choose if the timer repeats itself or not.

  • One Time – The timer will be active for its Timeout time and then
    immediately inactive. It will have only an initial run.

  • Toggle – The timer will be active for its Timeout time and then inactive
    for the same amount of time, then it returns to being active and so forth,
    repeating itself in this pattern.

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.

★ Tip  Click the warning symbol to create a unique ID for that element.

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.

★ Tip  Double-click the arrows to set X and Y to 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:

  • 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: Set the 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.

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:

  • 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 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
      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.
  • 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;

Image with added CSS border
Image with added CSS 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.

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.

Using Timers and Logic


https://www.youtube.com/watch?v=MJkJ9BKiQVI

See also…


Last modified: Feb 3, 2022