Search Docs
Loading...
Skip to content

Concepts

Key Concepts and principles of CE.SDK.

Key Concepts Explore CE.SDK’s key features—manual editing, automation, templates, AI tools, and full UI and API control.
Key Capabilities Explore CE.SDK’s key features—manual editing, automation, templates, AI tools, and full UI and API control.
Architecture Understand how CE.SDK is structured around the CreativeEngine and its six interconnected APIs.
Terminology Definitions for the core terms and concepts used throughout CE.SDK documentation, including Engine, Scene, Block, Fill, Shape, Effect, and more.
Editing Workflow Control editing access with Creator, Adopter, Viewer, and Presenter roles using global and block-level scopes for tailored permissions.
Blocks Learn how blocks define elements in a scene and how to structure them for rendering in CE.SDK.
Scenes Create, configure, save, and load scenes—the root container for all design elements in CE.SDK.
Pages Structure Android scenes with consistent pages, shared dimensions, and page-level properties in CE.SDK.
Assets Understand the Android asset system in CE.SDK, including asset definitions, custom asset sources, queries, and apply flows.
Editor State Control how users interact with content by switching between edit modes like transform, crop, and text.
Templating Understand how templates work in CE.SDK—reusable designs with variables for dynamic text and placeholders for swappable media.
Events Subscribe to block creation, update, and deletion events to track changes in your CE.SDK scene.
Buffers Use buffers to store temporary, non-serializable data in CE.SDK via the CreativeEngine API.
Working With Resources Preload resources, find transient data, detect MIME types, and relocate URLs in CE.SDK for Android.
Undo and History Manage undo and redo stacks in CE.SDK using multiple histories, callbacks, and API-based controls.
Design Units Configure design units (pixels, millimeters, inches) and DPI settings for print-ready output in CE.SDK.
Font Size Unit Configure how font sizes are interpreted (Pixel vs Point) per scene in the CE.SDK Android engine.
Headless Use the engine directly, without any prebuilt UI.