Working with built-in SketchFlow behaviors
SketchFlow is available only in Expression Studio Ultimate.
You can use built-in behaviors to quickly extend the functionality of a SketchFlow prototype. The following behaviors are available in the Behaviors category on the Assets panel.
You can also use any of the behaviors that are available for the rest of Microsoft Expression Blend when working in a SketchFlow project.
For more information about other Expression Blend behaviors, see Working with built-in behaviors.
You can create easy, frame-based click-throughs by using the SketchFlow Animation panel, including play, pause, and resume functionality. You can further enhance your SketchFlow animation by using SketchFlow animation behaviors.
**PlaySketchFlowAnimationAction **Use the PlaySketchFlowAnimationAction behavior if you want to play a SketchFlow animation in response to a user's interaction with your prototype.
For more information about this behavior, see PlaySketchFlowAnimationAction.
You can add conditions to behaviors if the behavior is an action.
For more information about adding conditions, see Add a condition to a behavior.
You can create prototypes that display data by using the sample data feature in Microsoft Expression Blend. You can use data behaviors to represent user interaction with data.
**RemoveItemInListBoxAction **A common scenario for data-based prototypes is to create a list box, and then demonstrate removing an item from the list box. You can use the RemoveItemInListBoxAction behavior to easily create that scenario.
The RemoveItemInListBoxAction behavior works only inside a data template, and only to remove the list-box item that it is associated with from the from the data-bound list box in which it resides.
For more information about this behavior, see RemoveItemInListboxAction.
You can use navigation behaviors to help define navigation or to navigate through the site following a path other than what the prototype designer may have specified. You can also easily add Back and Forward navigation by using behaviors.
**NavigateBackAction **Use the NavigateBackAction behavior to navigate back to a screen you were previously viewing. The NavigateBackAction behavior functions in the same way as the Back button in the SketchFlow Player.
For more information about this behavior, see NavigateBackAction.
**NavigateForwardAction **Use the NavigateForwardAction behavior to navigate forward to a screen you were viewing before navigating back to a previous screen. The NavigateForwardAction behavior functions in the same way as the Forward button in the SketchFlow Player.
For more information about this behavior, see NavigateForwardAction.
**NavigateToScreenAction **Use the NavigateToScreenAction behavior to specify navigation between screens.
For more information about this behavior, see NavigateToScreenAction.
**NavigationMenuAction **The NavigationMenuAction behavior associates a particular state with a particular screen. This is particularly useful if you are trying to mimic user navigation while preserving the navigation path and visual states that represent the user's interaction with a navigation menu.
For more information about this behavior, see NavigationMenuAction.
When you add a behavior to the artboard in Expression Blend, an EventTrigger is created by default. You can use any of the additional built-in triggers in Expression Blend by changing the trigger type. To change the trigger type, click New in the Trigger category in the Properties panel.
**EventTrigger **Use the EventTrigger trigger to invoke an action based on an event such as a mouse click, a page loading, or another interaction.
For more information about this trigger, see EventTrigger.
**SketchFlowAnimationTrigger **Use the SketchFlowAnimationTrigger trigger to trigger a particular action, for example, playing a sound when the animation pauses or triggering a state change.
For more information about this behavior, see SketchFlowAnimationTrigger.
For more information about triggers, see Add or modify a trigger.
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