| Classes | |
| class | SceneHookData | 
| Macros | |
| #define | PLUGINFLAG_SCENEHOOK_NOTDRAGGABLE | 
| #define | PLUGINFLAG_SCENEHOOK_SUPPORT_DOCUMENT_DESCRIPTION | 
| #define | PLUGINFLAG_SCENEHOOK_SUPPORT_ANIMATION | 
| Functions | |
| Bool | RegisterSceneHookPlugin (Int32 id, const maxon::String &str, Int32 info, DataAllocator *g, Int32 priority, Int32 disklevel) | 
| Bool RegisterSceneHookPlugin | ( | Int32 | id, | 
| const maxon::String & | str, | ||
| Int32 | info, | ||
| DataAllocator * | g, | ||
| Int32 | priority, | ||
| Int32 | disklevel | ||
| ) | 
Registers a scene hook plugin.
| [in] | id | A unique plugin ID. Must be obtained from http://www.plugincafe.com | 
| [in] | str | The name of the plugin. To affect the order that plugins are displayed in menus add "#$n" as a prefix to this name, where n is a number. Lower numbers are displayed before higher numbers. If name is "--" it will show up as a menu separator. | 
| [in] | info | The scene hook plugin info flags: PLUGINFLAG_SCENEHOOK PLUGINFLAG | 
| [in] | g | The allocator for the scene hook plugin. This is a pointer to a function that creates a new instance of SceneHookData with NewObj(). | 
| [in] | priority | The interaction priority (Draw/MouseInput/KeyboardInput/GetCursorInfo). | 
| [in] | disklevel | The plugin level is similar to a version number. The default level is 0. Increase this for new revisions of a plugin to allow for forward and backward compatibility. As an example you may have updated a plugin. If you now need to write additional information for new settings or changed types for old settings increase the level. During loading either a 0 is passed (if the file was written by the old plugin) or 1 (if the file was written by the new plugin). This allows to easily write/read new values. For forward and backward compatibility to work any existing read order from a given level must not be changed. Cinema 4D skips any new settings automatically if they have not been read. disklevel is only useful if variables are written/read in NodeData::Write/ NodeData::Read. |