Dialog without CommandData
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On 08/11/2016 at 02:13, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R18
Platform: Windows ;
Language(s) : C++ ;---------
Hello.Is it necessary for a GeDialog to be attached to a CommandData plugin ?
It seems that I cannot use the strings defined in my_dialog.str.What should I do differently to have dialog that starts by pressing a button in my MaterialData plugin ?
Can I use res and str files ?
Is there any limitation ?Thank you.
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On 08/11/2016 at 04:28, xxxxxxxx wrote:
There's no such limitation. Only the dialog cannot be restored into the layout when it is not "attached" to
a CommandData plugin. -
On 09/11/2016 at 02:07, xxxxxxxx wrote:
Hi,
are we talking about a modal/synchronous or non-modal/asynchronous dialog here?
The first option would be possible, but is (for obvious reasons) not really recommended in NodeData based plugins.
For the second option, there's a little more to it than Niklas outlined. You'd need to store the dialog somewhere (i.E. in a member variable). But you'd also need to make sure, the dialog exists only once (something a CommandData guarantees). You'd have to consider all kinds of situations like copies of the material (CopyTo()) in case of rendering or undo. And you would also have to make sure to work with the dialog from main thread only. We'd recommend to not do this (and have all kinds of stability issues in mind) and rather go a slightly different route, like it is done for example in some of C4D's tags.
Implement a CommandData which is hosting the dialog and then in your MaterialData plugin use CallCommand() in reaction to the button.
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On 09/11/2016 at 12:18, xxxxxxxx wrote:
Hello.
I use Asynchronous dialogs (non-modals).
What I try to do is to create a helper/manual dialog like the one you have in Show Help... option after right-clicking an object in the hierarchy. It will show only one html page (which is stored in a customgui Html Viewer parameter).Thank you for your time and for your help.
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On 09/11/2016 at 12:22, xxxxxxxx wrote:
Originally posted by xxxxxxxx
You'd need to store the dialog somewhere (i.E. in a member variable).
Doesn't that go without saying? It's not like the C4D SDK is a mutation that doesn't inherit C++ restrictions.
Originally posted by xxxxxxxx
But you'd also need to make sure, the dialog exists only once (something a CommandData guarantees)
I am unsure about this one though. In what cases would this be a problem other than that you simply get multiple indepdent instances of your dialog?
-Niklas