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    GUI and Interaction Messages Manual

    About

    Communication between different parts of the Cinema 4D GUI happens through multiple messages. These messages are sent to GeDialog and GeUserArea elements:

    Messages are represented by BaseContainer objects that store the parameters of the message. The ID of the message is typically the ID of the BaseContainer (BaseContainer::GetId()). See BaseContainer Manual.

    For details on GeDialog and GeUserArea see GeDialog Manual and GeUserArea Manual.

    // This example catches a message to set the cursor when the mouse is over the user area.
    {
    // messages are identified by the BaseContainer ID
    switch (msg.GetId())
    {
    {
    result.SetString(RESULT_BUBBLEHELP, "This is an example GeUserArea"_s);
    return true;
    }
    }
    }
    Definition: c4d_basecontainer.h:48
    virtual Int32 Message(const BaseContainer &msg, BaseContainer &result)
    PyObject PyObject * result
    Definition: abstract.h:43
    maxon::Int32 Int32
    Definition: ge_sys_math.h:60
    @ BFM_GETCURSORINFO
    Definition: gui.h:560
    @ RESULT_BUBBLEHELP
    String Bubble help text.
    Definition: gui.h:564
    @ RESULT_CURSOR
    Int32 Mouse cursor: MOUSE
    Definition: gui.h:563
    static const Int32 MOUSE_POINT_HAND
    Point hand cursor.
    Definition: ge_prepass.h:2701
    const char const char * msg
    Definition: object.h:438

    Message Redirection

    All message are first sent to the object's "Message" function (GeDialog::Message(), GeUserArea::Message()). If the messages are not handled in the implementation of the "Message" function they will be also handled in the base-class. Certain messages are re-directed to dedicated functions.

    GeDialog

    Several messages sent to a GeDialog will invoke these member functions:

    MessageFunction
    BFM_INITGeDialog::CreateLayout()
    BFM_DESTROYGeDialog::DestroyWindow()
    BFM_INITVALUESGeDialog::InitValues()
    BFM_SYNC_MESSAGEGeDialog::CoreMessage()
    BFM_CORE_MESSAGEGeDialog::CoreMessage()
    BFM_ACTIONGeDialog::Command()
    BFM_CHECKCLOSEGeDialog::AskClose()
    BFM_TIMER_MESSAGEGeDialog::Timer()

    GeUserArea

    Several messages sent to a GeUserArea will invoke these member functions:

    MessageFunction
    BFM_INITGeUserArea::Init()
    BFM_INITVALUESGeUserArea::InitValues()
    BFM_CALCSIZEGeUserArea::GetMinSize()
    BFM_SIZEDGeUserArea::Sized()
    BFM_DRAWGeUserArea::DrawMsg()
    BFM_INPUTGeUserArea::InputEvent()
    BFM_TIMER_MESSAGEGeUserArea::Timer()
    BFM_SYNC_MESSAGEGeUserArea::CoreMessage()
    BFM_CORE_MESSAGEGeUserArea::CoreMessage()

    Return Values

    Messages can be sent to receive information from the target element. In some cases the message must explicitly state that it requests a result.

    // This example in a GeDialog requests the cursor position from a text edit field.
    // prepare message
    message.SetBool(BFM_REQUIRESRESULT, true);
    // send message
    const GeData res = this->SendMessage(3000, message);
    // get position
    const Int32 pos = res.GetInt32();
    Definition: c4d_gedata.h:83
    static String IntToString(Int32 v)
    Definition: c4d_string.h:497
    void Py_ssize_t * pos
    Definition: dictobject.h:50
    const char * message
    Definition: pyerrors.h:189
    Py_UCS4 * res
    Definition: unicodeobject.h:1113
    @ BFM_REQUIRESRESULT
    Set to true in the passed container for GeDialog::SendMessage to return a value from the message.
    Definition: gui.h:1031
    @ BFM_EDITFIELD_GETCURSORPOS
    Int32 Return the cursor position in an edit field.
    Definition: gui.h:992
    #define ApplicationOutput(formatString,...)
    Definition: debugdiagnostics.h:210

    User Interaction

    Cursor

    When the mouse cursor is moved over a GeDialog or GeUserArea a message is sent to these elements. The reaction to this message allows to define the cursor and some help text.

    • BFM_GETCURSORINFO: Message is sent to a GUI element when the cursor is moved over it.

    The parameters of the message are:

    Note
    The message BFM_GETCURSORINFO also contains BFM_DRAG_SCREENX and BFM_DRAG_SCREENY.
    // This example sets the cursor when the mouse is over the current GUI element.
    {
    result.SetString(RESULT_BUBBLEHELP_TITLE, "Bubblehelp Title"_s);
    result.SetString(RESULT_BUBBLEHELP, "This is the bubble help text."_s);
    return true;
    }
    @ RESULT_BUBBLEHELP_TITLE
    String Bubble help text title. Printed in bold for the bubble help, not visible in the status bar.
    Definition: gui.h:574

    Compare also ToolData::GetCursorInfo(), SceneHookData::GetCursorInfo(), etc.

    The message BFM_CURSORINFO_REMOVE can be sent by a custom callback function to inform a user area that the cursor has left the area:

    // This example user area registers a callback function with RemoveLastCursorInfo().
    // This function is called when the cursor leaves the user area. It is used to send the
    // message BFM_CURSORINFO_REMOVE back to the user area to inform it about the event.
    // declarations
    static void RemoveCursorInfo();
    class RemoveCursorUserArea;
    static RemoveCursorUserArea* g_userArea = nullptr; // static variable storing pointer to a user area
    // user area will display a different color depending if the cursor is over the area or not
    class RemoveCursorUserArea : public GeUserArea
    {
    public:
    RemoveCursorUserArea()
    {
    if (g_userArea == this)
    g_userArea = nullptr;
    };
    ~RemoveCursorUserArea() { };
    {
    // messages are identified by the BaseContainer ID
    switch (msg.GetId())
    {
    {
    // register RemoveCursorInfo() callback
    g_userArea = this;
    RemoveLastCursorInfo(RemoveCursorInfo);
    _cursorInside = true;
    Redraw();
    return true;
    }
    {
    // message "BFM_CURSORINFO_REMOVE" sent by RemoveCursorInfo()
    _cursorInside = false;
    Redraw();
    break;
    }
    }
    }
    void DrawMsg(Int32 x1, Int32 y1, Int32 x2, Int32 y2, const BaseContainer& msg)
    {
    SetClippingRegion(x1, y1, x2, y2);
    // gadget color is controlled by the cursor position
    if (_cursorInside)
    DrawSetPen(Vector(1.0, 0.0, 0.0));
    else
    DrawSetPen(Vector(0.0, 1.0, 0.0));
    DrawRectangle(x1, y1, x2, y2);
    }
    private:
    Bool _cursorInside = false; // set to true if the cursor is over the user area
    };
    // function will be called by the user area when the cursor left its area
    static void RemoveCursorInfo()
    {
    if (g_userArea == nullptr)
    return;
    // send message to the user area
    g_userArea->Message(BaseContainer(BFM_CURSORINFO_REMOVE), bc);
    }
    Bool RemoveLastCursorInfo(LASTCURSORINFOFUNC func)
    Definition: c4d_gui.h:172
    virtual void DrawMsg(Int32 x1, Int32 y1, Int32 x2, Int32 y2, const BaseContainer &msg)
    void Redraw(Bool threaded=false)
    void DrawSetPen(const Vector &color)
    void DrawRectangle(Int32 x1, Int32 y1, Int32 x2, Int32 y2)
    void SetClippingRegion(Int32 x, Int32 y, Int32 w, Int32 h)
    Bool OffScreenOn()
    maxon::Vec3< maxon::Float64, 1 > Vector
    Definition: ge_math.h:145
    maxon::Bool Bool
    Definition: ge_sys_math.h:55
    @ BFM_CURSORINFO_REMOVE
    Sent when mouse cursor has left a user area.
    Definition: gui.h:576

    Focus

    A GeDialog or GeUserArea is informed when it receives or looses the focus:

    // This example catches focus related messages in GeDialog::Message().
    // Depending on the focus, a gadget is enabled or disabled.
    {
    Enable(1000, true);
    break;
    }
    {
    Enable(1000, false);
    break;
    }
    @ BFM_LOSTFOCUS
    Item lost the focus.
    Definition: gui.h:643
    @ BFM_GOTFOCUS
    Item got the focus.
    Definition: gui.h:642

    Close Dialog

    A GeDialog is informed when it is about to be closed. One has to return false if it is safe to close the dialog.

    GeDialog Gadget Interaction

    A GeDialog is informed when any kind of interaction with some hosted gadget starts or ends:

    Note
    These messages are useful to stop threads that work on the scene or to create undo steps. See Undo System Manual.
    // This example catches two messages in GeDialog::Message()
    // to check if any interaction with a gadget started or ended.
    {
    ApplicationOutput("Interaction start"_s);
    break;
    }
    {
    ApplicationOutput("Interaction end"_s);
    break;
    }
    @ BFM_INTERACTSTART
    Definition: gui.h:924
    @ BFM_INTERACTEND
    Sent when user interaction ends.
    Definition: gui.h:943

    When a gadget or custom GUI element is changed by the user it sends the message BFM_ACTION to the parent dialog.

    The parameters of the message are:

    // This example sends the BFM_ACTION message from a GeUserArea to the parent GUI element.
    // This message can be caught in GeDialog::Message() or GeDialog::Command().
    action.SetInt32(BFM_ACTION_ID, GetId());
    SendParentMessage(action);
    @ BFM_ACTION_ID
    Int32 ID of the dialog element that triggered the action.
    Definition: gui.h:745
    @ BFM_ACTION
    One of the child elements made any action:
    Definition: gui.h:744
    // This example sends a message from a GeDialog (iCustomGui)
    // to the parent GeDialog to inform about change of stored value.
    // construct the message
    message.SetInt32(BFM_ACTION_ID, GetId());
    message.SetData(BFM_ACTION_VALUE, _value);
    // send the message
    SendParentMessage(message);
    @ BFM_ACTION_VALUE
    GeData Action value.
    Definition: gui.h:746
    // This example catches an interaction with an edit number field in GeDialog::Command().
    // If the user clicked with the right mouse button on the number field's arrows,
    // the value BFM_ACTION_RESET is set.
    if (id == ID_EDIT_NUMBER)
    {
    if (msg.GetBool(BFM_ACTION_RESET))
    {
    // right click on the number field's arrows
    // set the value to a pre-defined default value
    const Float defaultValue = 0.5;
    SetPercent(ID_EDIT_NUMBER, defaultValue, 0.0, 100.0, 1.0);
    }
    else
    {
    // just pass through the given value
    const Float value = msg.GetFloat(BFM_ACTION_VALUE);
    SetPercent(ID_EDIT_NUMBER, value, 0.0, 100.0, 1.0);
    }
    }
    PyObject * value
    Definition: abstract.h:715
    maxon::Float Float
    Definition: ge_sys_math.h:66
    @ BFM_ACTION_RESET
    Bool Reset to default value on right-click of input field arrows.
    Definition: gui.h:751

    Mouse and Keyboard Interaction

    Both GeDialog and GeUserArea are informed on keyboard and mouse user interaction events.

    The parameters of the message are:

    // This example checks in GeUserArea::InputEvent() if the right mouse button was pressed.
    const Int32 device = msg.GetInt32(BFM_INPUT_DEVICE);
    const Int32 channel = msg.GetInt32(BFM_INPUT_CHANNEL);
    // check if this is a mouse event triggered by the right mouse button
    const Bool deviceIsMouse = device == BFM_INPUT_MOUSE;
    const Bool channelIsRight = channel == BFM_INPUT_MOUSERIGHT;
    if (deviceIsMouse && channelIsRight)
    {
    ApplicationOutput("Right mouse button pressed.");
    const Int32 qualifier = msg.GetInt32(BFM_INPUT_QUALIFIER);
    if (qualifier & QCTRL)
    ApplicationOutput("Right mouse button with CTRL pressed.");
    return true;
    }
    @ BFM_INPUT_MOUSE
    Mouse.
    Definition: gui.h:710
    @ BFM_INPUT_QUALIFIER
    Int32 A bit mask with the qualifiers at the time when the event occurred: QUALIFIER
    Definition: gui.h:707
    @ BFM_INPUT_CHANNEL
    Int32 Contains the key or mouse button. See also KEY.
    Definition: gui.h:714
    @ BFM_INPUT_DEVICE
    Int32 Device:
    Definition: gui.h:709
    @ BFM_INPUT_MOUSERIGHT
    Right mouse button.
    Definition: gui.h:716
    @ QCTRL
    Definition: gui.h:41

    The input from keyboard interactions is either a character or some special key:

    // This example catches keyboard events in GeUserArea::InputEvent().
    const Int32 device = msg.GetInt32(BFM_INPUT_DEVICE);
    if (device == BFM_INPUT_KEYBOARD)
    {
    const Int32 channel = msg.GetInt32(BFM_INPUT_CHANNEL);
    if (channel == KEY_ENTER)
    ApplicationOutput("Enter!");
    const String key = msg.GetString(BFM_INPUT_ASC);
    // check if the String contains any content
    if (key.IsPopulated())
    ApplicationOutput("Key: " + key);
    return true;
    }
    PyObject * key
    Definition: abstract.h:289
    Definition: c4d_string.h:41
    @ BFM_INPUT_KEYBOARD
    Keyboard.
    Definition: gui.h:711
    @ BFM_INPUT_ASC
    String Contains the Unicode input from keyboard.
    Definition: gui.h:712
    @ KEY_ENTER
    Definition: gui.h:70

    Further details on the event are stored in these parameters:

    // This example handles some mouse interaction in GeUserArea::InputEvent().
    // get device and channel
    const Int32 device = msg.GetInt32(BFM_INPUT_DEVICE);
    const Int32 channel = msg.GetInt32(BFM_INPUT_CHANNEL);
    // check if this is a mouse event triggered by the left mouse button
    const Bool deviceIsMouse = device == BFM_INPUT_MOUSE;
    const Bool channelIsLeft = channel == BFM_INPUT_MOUSELEFT;
    if (deviceIsMouse && channelIsLeft)
    {
    // check if double click
    if (msg.GetBool(BFM_INPUT_DOUBLECLICK))
    {
    // get the cursor position
    Int32 mx = msg.GetInt32(BFM_INPUT_X);
    Int32 my = msg.GetInt32(BFM_INPUT_Y);
    Global2Local(&mx, &my);
    ApplicationOutput("Double click at " + String::IntToString(mx) + " - " + String::IntToString(my));
    return true;
    }
    }
    @ BFM_INPUT_MOUSELEFT
    Left mouse button.
    Definition: gui.h:715
    @ BFM_INPUT_Y
    Float Y value.
    Definition: gui.h:727
    @ BFM_INPUT_DOUBLECLICK
    Bool Double click.
    Definition: gui.h:739
    @ BFM_INPUT_X
    Float X value.
    Definition: gui.h:726

    Drag and Drop

    Both GeDialog and GeUserArea are informed on drag and drop operations onto their area:

    The parameters of the message are:

    Different types of elements can be dragged:

    See also Drag and Drop and Drag and Drop.

    // This example receives a drag & drop message in GeUserArea::Message().
    // If the dragged element is a command (from the "Customize Commands" dialog),
    // the command is executed.
    {
    // check drag area
    if (!CheckDropArea(msg, true, true))
    break;
    void* data = nullptr;
    // get the drag data
    if (!GetDragObject(msg, &type, &data))
    return false;
    {
    // check if the drag has finished
    if (msg.GetInt32(BFM_DRAG_FINISHED))
    {
    // end of drag
    // get command ID and execute the command
    const Int32 ID = msg.GetInt32(BFM_DRAG_DATA_NEW);
    return true;
    }
    else
    {
    // while in drag show cursor with question mark
    return SetDragDestination(MOUSE_QUESTION);
    }
    }
    return false;
    }
    void StopAllThreads()
    void CallCommand(Int32 id, Int32 subid=0)
    @ BFM_DRAG_FINISHED
    Bool Drag finished.
    Definition: gui.h:795
    @ BFM_DRAG_DATA_NEW
    ANY Internal drag data.
    Definition: gui.h:799
    @ DRAGTYPE_COMMAND
    Destination drag for command.
    Definition: gui.h:779
    @ BFM_DRAGRECEIVE
    Drag receive. (See DragAndDrop.)
    Definition: gui.h:772
    static const Int32 MOUSE_QUESTION
    Question cursor.
    Definition: ge_prepass.h:2687
    PyObject ** type
    Definition: pycore_pyerrors.h:34

    Description Notifications

    A custom GUI element can be used to display a parameter of a NodeData based plugin the in the Attribute Manager. It is possible to send a message from the custom GUI to that NodeData based plugin. This can be used to inform the plugin on what internal data specificity was changed.

    See also Attribute Manager Interaction.

    // This example shows some part of a custom GUI that has a color picker that defines
    // the color of some of it's elements. When this color is changed a message is sent
    // to the host NodeData based plugin (assuming that the custom GUI is used by the
    // Attribute Manager to display a parameter).
    // Update GUI
    this->InitValues();
    // get the current color
    Vector color;
    Float brightness;
    GetColorField(COLOR_ID, color, brightness);
    // store message data
    BaseContainer messageContent;
    messageContent.SetVector(MSG_DESCRIPTION_COLORSTRING_COLOR, color);
    // prepare message
    message.SetInt32(BFM_ACTION_ID, GetId());
    message.SetInt32(BFM_ACTION_VALUE, MSG_DESCRIPTION_COLORSTRING_COLORCHANGE);
    message.SetInt32(MSG_DESCRIPTION_CUSTOMGUI_NOTIFICATION_ID, ID_CUSTOMGUI_COLORSTRING);
    // send message
    SendParentMessage(message);
    void SetVector(Int32 id, const Vector &v)
    Definition: c4d_basecontainer.h:637
    #define MSG_DESCRIPTION_CUSTOMGUI_NOTIFICATION_ID
    The custom GUI ID in the message container for MSG_DESCRIPTION_CUSTOMGUI_NOTIFICATION.
    Definition: c4d_baselist.h:426
    #define MSG_DESCRIPTION_CUSTOMGUI_NOTIFICATION_CONTENT
    The used data in the message container for MSG_DESCRIPTION_CUSTOMGUI_NOTIFICATION.
    Definition: c4d_baselist.h:427
    #define MSG_DESCRIPTION_CUSTOMGUI_NOTIFICATION
    Sent by a custom GUI to the parent. The corresponding data is DescriptionCustomGuiNotification.
    Definition: c4d_baselist.h:425

    Layout Messages

    Layout Change

    A GeUserArea can inform the parent dialog when it changed its size:

    A GeDialog can be part of a layout and is created when that layout is loaded. To restore a given state of that GeDialog, internal data of that dialog must be stored with the layout. This internal data is received and reset using these messages:

    Note
    Typically the group weights are stored here. See Weights.
    // This example catches two layout messages in GeDialog::Message().
    // The messages are sent when the layout is saved to a file or when it is loaded from a file.
    {
    // store custom data
    result.SetInt32(1000, 123);
    return true;
    }
    {
    const BaseContainer* bc = msg.GetContainerInstance(BFM_LAYOUT_SETDATA);
    if (bc)
    {
    const Int32 custom = bc->GetInt32(1000);
    ApplicationOutput("Got custom data: " + String::IntToString(custom));
    return true;
    }
    break;
    }
    Int32 GetInt32(Int32 id, Int32 preset=0) const
    Definition: c4d_basecontainer.h:348
    @ BFM_LAYOUT_SETDATA
    Receive the container saved with BFM_LAYOUT_GETDATA when loading a layout.
    Definition: gui.h:984
    @ BFM_LAYOUT_GETDATA
    Definition: gui.h:982

    Weights

    A GeDialog defines its layout using groups with multiple columns/rows. The weights of a group define the relative scale of these columns/rows. When the user changes the scale a message is sent to the GeDialog:

    • BFM_WEIGHTS_CHANGED: Sent when group weights changed. The group ID is stored with this message ID.

    See also GeDialog Groups.

    // This example catches in GeDialog::Message() the event when the weights
    // of a group are changed. The current weights are stored in a BaseContainer.
    // When the layout is saved the weights are stored as custom layout data.
    // save the weights
    {
    GroupWeightsSave(WEIGHT_GROUP, _weights);
    break;
    }
    // store the weights
    {
    result.SetContainer(10000, _weights);
    return true;
    }
    // restore the weights
    {
    const BaseContainer* bc = msg.GetContainerInstance(BFM_LAYOUT_SETDATA);
    if (bc)
    {
    // access the sub-container with the ID 10000
    const BaseContainer* const weightsContainer = bc->GetContainerInstance(10000);
    if (weightsContainer)
    _weights = *weightsContainer;
    GroupWeightsLoad(WEIGHT_GROUP, _weights);
    return true;
    }
    break;
    }
    const BaseContainer * GetContainerInstance(Int32 id) const
    Definition: c4d_basecontainer.h:478
    @ BFM_WEIGHTS_CHANGED
    Group weights changed. The group ID is returned.
    Definition: gui.h:988

    Fading

    A GeUserArea can support a dynamic fading effect. After GeUserArea::ActivateFading() was called, Cinema 4D sends the BFM_FADE message to the user area for the duration of the fading operation.

    See Drawing Operations.

    // This example shows a GeUserArea that is "fading".
    // When the cursor is over the user area the fading is activated.
    // Cinema 4D will then send the message BFM_FADE to the user area so
    // it can interpolate a color and use this color to redraw itself.
    class FadingUserArea : public GeUserArea
    {
    public:
    FadingUserArea() { };
    ~FadingUserArea() { };
    {
    // messages are identified by the BaseContainer ID
    switch (msg.GetId())
    {
    {
    // cursor is over the user area
    // start fading
    return true;
    }
    case BFM_FADE:
    {
    // receive fade message and update the COLOR_BG used in DrawMsg()
    const Float percentage = msg.GetFloat(BFM_FADE);
    // redraw using the updated COLOR_BG
    Redraw();
    return true;
    }
    }
    }
    void DrawMsg(Int32 x1, Int32 y1, Int32 x2, Int32 y2, const BaseContainer& msg)
    {
    SetClippingRegion(x1, y1, x2, y2);
    // draw background with COLOR_BG
    DrawRectangle(x1, y1, x2, y2);
    // draw text
    DrawText("User Area"_s, 0, 0, DRAWTEXT_HALIGN_LEFT);
    }
    };
    @ COLOR_BG_HIGHLIGHT
    Definition: c4d_colors.h:329
    @ COLOR_TRANS
    Definition: c4d_colors.h:14
    @ COLOR_CONSOLE_TEXT
    Definition: c4d_colors.h:94
    @ COLOR_BG
    Definition: c4d_colors.h:16
    void DrawSetFont(Int32 fontid)
    void AdjustColor(Int32 colorid, Int32 highlightid, Float percent)
    void ActivateFading(Int32 milliseconds)
    void DrawText(const maxon::String &txt, Int32 x, Int32 y, Int32 flags=(0|(0<< 4)))
    void DrawSetTextCol(Int32 fg, Int32 bg)
    @ BFM_FADE
    Definition: gui.h:1007
    #define DRAWTEXT_HALIGN_LEFT
    Align to the left.
    Definition: c4d_gui.h:189
    @ FONT_MONOSPACED
    Monospaced font.
    Definition: gui.h:26

    Draw

    The message BFM_DRAW is sent to a GeUserArea to draw into the Cinema 4D GUI. The message will call GeUserArea::DrawMsg().

    The clipping dimensions are stored in these parameters:

    The draw reason is also stored:

    // This example in GeUserArea::DrawMsg() skips the redraw if only the focus has changed.
    const Int32 reason = msg.GetInt32(BFM_DRAW_REASON);
    // check if DrawMsg() was called because the focus changed
    const Bool reasonGotFocus = reason == BFM_GOTFOCUS;
    const Bool reasonLostFocurs = reason == BFM_LOSTFOCUS;
    if (reasonGotFocus || reasonLostFocurs)
    return;
    wchar_t size_t const char ** reason
    Definition: fileutils.h:23
    @ BFM_DRAW_REASON
    BaseContainer Message which started the redraw.
    Definition: gui.h:587

    Visibility

    Dialogs and user areas are informed when they become visible:

    • BFM_VISIBLE_ON: Sent when the element comes to front after tabbing invisible.
    • BFM_VISIBLE_OFF: Sent when the element went back (another tab becomes visible).

    Specific GUI Elements

    Some messages can only be sent to specific elements or are only sent by specific elements.

    Text Edit Fields

    Text edit field messages:

    // This example sets the string of a text edit gadget that is part of a GeDialog.
    // Then a message is sent to the gadget to set the cursor position.
    // set the text of the edit field.
    const String text { "Hello World" };
    SetString(ID_TEXTEDIT, text);
    // sets the cursor to the end of the new text
    bc.SetInt32(1, (Int32)text.GetLength());
    SendMessage(ID_TEXTEDIT, bc);
    // set focus
    Activate(ID_TEXTEDIT);
    void SetInt32(Int32 id, Int32 l)
    Definition: c4d_basecontainer.h:587
    @ BFM_EDITFIELD_SETCURSORPOS
    Definition: gui.h:994
    PyObject * text
    Definition: pycore_traceback.h:70

    Multi-line edit fields messages:

    Messages to access the internally stored undo stack of a multi-line edit field:

    It is also possible to send messages from the IDM list to the multi-line edit field.

    // This example GeDialog includes a multi-line edit field and two buttons.
    // The two buttons can be used to send "Undo" and "Redo" commands to the
    // multi-line field. The buttons are enabled or disabled depending on the
    // undo stack of the field.
    Bool CreateLayout()
    {
    SetTitle("Simple Script Manager"_s);
    // add a multi line text field
    AddMultiLineEditText(ID_MULTILINE_EDIT, BFH_SCALEFIT, 0, 200, style);
    // set some python code
    SetString(ID_MULTILINE_EDIT, "import c4d\n\nprint(\"hello world\")\n"_s);
    // add two buttons for "Undo" and "Redo"
    AddButton(ID_UNDO_BUTTON, BFH_SCALEFIT, 0, 10, "Undo"_s);
    AddButton(ID_REDO_BUTTON, BFH_SCALEFIT, 0, 10, "Redo"_s);
    // use a timer to check the undo stack of the text field
    this->SetTimer(250);
    return true;
    }
    Bool Command(Int32 id, const BaseContainer& msg)
    {
    if (id == ID_UNDO_BUTTON)
    {
    // when "Undo" button was pressed, send IDM_UNDO
    // to the multi line text field
    SendMessage(ID_MULTILINE_EDIT, BaseContainer(IDM_UNDO));
    CheckUndoState();
    }
    if (id == ID_REDO_BUTTON)
    {
    // when "Redo" button was pressed, send IDM_REDO
    // to the multi line text field
    SendMessage(ID_MULTILINE_EDIT, BaseContainer(IDM_REDO));
    CheckUndoState();
    }
    return GeDialog::Command(id, msg);
    }
    void Timer(const BaseContainer& msg)
    {
    CheckUndoState();
    }
    // ----------------------------------------------------------------------------------------
    // Checks the current undo stack of the multi-line edit text.
    // Depending on the stack the "Undo" and "Redo" buttons are enabled.
    // ----------------------------------------------------------------------------------------
    void CheckUndoState()
    {
    // send message to get data
    getUndoLevelMsg.SetBool(BFM_REQUIRESRESULT, true);
    const GeData res = SendMessage(ID_MULTILINE_EDIT, getUndoLevelMsg);
    // check if the message result is a BaseContainer
    if (res.GetType() == DA_CONTAINER)
    {
    const BaseContainer* stat = res.GetContainer();
    if (stat)
    {
    // get undo stack size and current level
    const Int32 undoStackCount = stat->GetInt32(BFM_EDITFIELD_UNDOSTAT_COUNT);
    const Int32 currentLevel = stat->GetInt32(BFM_EDITFIELD_UNDOSTAT_UNDOLEVEL);
    // enable and disable buttons accordingly
    if (currentLevel > 0)
    Enable(ID_UNDO_BUTTON, true);
    else
    Enable(ID_UNDO_BUTTON, false);
    // check if the current level is not the latest undo-level
    if (currentLevel < (undoStackCount - 1))
    Enable(ID_REDO_BUTTON, true);
    else
    Enable(ID_REDO_BUTTON, false);
    }
    }
    }
    void SetBool(Int32 id, Bool b)
    Definition: c4d_basecontainer.h:580
    virtual Bool Command(Int32 id, const BaseContainer &msg)
    @ BFM_EDITFIELD_UNDOSTAT_UNDOLEVEL
    Int32 The current undo level.
    Definition: gui.h:1029
    @ BFM_EDITFIELD_UNDOSTAT_COUNT
    Int32 The undo stack size.
    Definition: gui.h:1028
    @ DA_CONTAINER
    BaseContainer.
    Definition: c4d_gedata.h:49
    #define IDM_REDO
    Redo.
    Definition: ge_prepass.h:3851
    #define IDM_UNDO
    Undo.
    Definition: ge_prepass.h:3850
    @ DR_MULTILINE_MONOSPACED
    Monospaced font.
    Definition: gui.h:319
    @ DR_MULTILINE_PYTHON
    Python line return handling.
    Definition: gui.h:326
    @ DR_MULTILINE_SYNTAXCOLOR
    Python syntax highlighting.
    Definition: gui.h:320
    @ DR_MULTILINE_STATUSBAR
    Display a statusbar with the cursor position.
    Definition: gui.h:321
    @ DR_MULTILINE_WORDWRAP
    Word wrap multi-line field.
    Definition: gui.h:327
    @ BFH_SCALEFIT
    Scale fit. BFH_SCALE|BFH_FIT.
    Definition: gui.h:316
    @ DR_MULTILINE_HIGHLIGHTLINE
    Highlight lines.
    Definition: gui.h:322

    Status Bar

    The message BFM_SETSTATUSBAR can be sent to edit the status bar of a scroll group or a progress bar custom GUI element:

    The parameters of this message are:

    // This example sends a message to a CUSTOMGUI_PROGRESSBAR gadget to update the status bar.
    m.SetBool(BFM_STATUSBAR_PROGRESSON, true);
    m.SetFloat(BFM_STATUSBAR_PROGRESS, _progress);
    m.SetData(BFM_STATUSBAR_TINT_COLOR, Vector(1.0 - _progress, _progress, 0.0));
    SendMessage(ID_STATUSBAR, m);
    const char * m
    Definition: abstract.h:692
    @ BFM_STATUSBAR_PROGRESSON
    Bool Statusbar active.
    Definition: gui.h:840
    @ BFM_STATUSBAR_TINT_COLOR
    Int32 Color ID for the status bar, or as RGB value (Vector).
    Definition: gui.h:846
    @ BFM_SETSTATUSBAR
    To set a statusbar (e.g. inside a SCROLLGROUP (dialog element)):
    Definition: gui.h:838
    @ BFM_STATUSBAR_PROGRESS
    Float Between 0.0 and 1.0.
    Definition: gui.h:842
    // This example sends a message to a scroll group to set the text of its status bar.
    bc.SetData(BFM_STATUSBAR_TXT, "Some Text");
    bc.SetData(BFM_STATUSBAR_HELP, "More Text");
    SendMessage(ID_SCROLLGROUP, bc);
    Bool SetData(Int32 id, const GeData &n)
    Definition: c4d_basecontainer.h:274
    @ BFM_STATUSBAR_HELP
    String Second text. (Help.)
    Definition: gui.h:844
    @ BFM_STATUSBAR_TXT
    String First text.
    Definition: gui.h:841

    Pop Up

    A message is sent from a popup button:

    // This example adds a pop up button to the layout in GeDialog::CreateLayout().
    AddPopupButton(ID_POPUP, BFH_LEFT, 10, 10);
    AddChild(ID_POPUP, 1, "Child 0"_s);
    AddChild(ID_POPUP, 2, "Child 1"_s);
    @ BFH_LEFT
    Aligned to the left. 1<<3.
    Definition: gui.h:312
    // This example catches a message in GeDialog::Message() after the pop up button was pressed
    // (but before the pop up menu is created).
    {
    const Int32 ID = msg.GetInt32(BFM_ACTION_ID);
    if (ID == ID_POPUP)
    {
    ApplicationOutput("The pop up button was pressed"_s);
    }
    break;
    }
    @ BFM_POPUPNOTIFY
    Notification of popup before the menu opens.
    Definition: gui.h:922
    // This example catches the result in GeDialog::Command() after
    // something was selected in the pop up button's pop up menu.
    if (id == ID_POPUP)
    {
    const Int32 selectedItem = msg.GetInt32(BFM_ACTION_VALUE);
    ApplicationOutput("The item " + String::IntToString(selectedItem) + " was selected");
    }

    Scroll Group

    A scroll group informs the parent dialog when it was scrolled:

    Custom GUI Elements

    The base class for custom GUI elements (used to display NodeData parameters in the Attribute Manager) is iCustomGui which is based on GeDialog. Such custom GUI elements receive these messages when the used "User Interface" is changed in the Attribute Manager. The custom GUI can then store the ID of the currently active gadget:

    // This example stores the ID of the gadget currently in focus.
    {
    result.SetInt32(0, _activeID); // store ID of active gadget
    return true;
    }
    {
    const Int32 ID = msg.GetInt32(0);
    Activate(ID); // active stored ID
    return true;
    }
    @ BFM_SETFOCUSAFTERUPDATE
    Definition: gui.h:691
    @ BFM_GETFOCUSBEFOREUPDATE
    Definition: gui.h:653

    Core Messages

    Both GeDialog and GeUserArea receive core messages. These messages call GeDialog::CoreMessage() or GeUserArea::CoreMessage().

    See the Core Messages Manual.

    // This example catches EVMSG_ASYNCEDITORMOVE in a GeDialog.
    {
    // check if this core message is new
    if (CheckCoreMessage(bc))
    {
    const Int movement = (Int)bc.GetVoid(BFM_CORE_PAR1);
    switch (movement)
    {
    case MOVE_START: { ApplicationOutput("Start Movement"); break; }
    case MOVE_CONTINUE: { ApplicationOutput("Continue Movement"); break; }
    case MOVE_END: { ApplicationOutput("End Movement"); break; }
    }
    }
    break;
    }
    void * GetVoid(Int32 id, void *preset=nullptr) const
    Definition: c4d_basecontainer.h:388
    maxon::Int Int
    Definition: ge_sys_math.h:64
    @ BFM_CORE_PAR1
    ANY Parameter 1.
    Definition: gui.h:901
    #define MOVE_END
    Move ended. par2 == ESC.
    Definition: ge_prepass.h:2775
    #define EVMSG_ASYNCEDITORMOVE
    The user moved something in the editor window. Managers should update things like position fields.
    Definition: ge_prepass.h:2769
    #define MOVE_CONTINUE
    Move continued.
    Definition: ge_prepass.h:2774
    #define MOVE_START
    Move started.
    Definition: ge_prepass.h:2773

    Further Reading