c4d.gui

class c4d.gui

Note

File dialogs are defined in c4d.storage.

Types

Functions Signatures

c4d.gui.GetInputState()

Polls a certain channel of a device for the current input state.

c4d.gui.GetInputEvent()

Gets the next input event for a certain device from the event queue.

c4d.gui.MessageDialog()

Display a message dialog with the string as the message.

c4d.gui.QuestionDialog()

Opens a standard question dialog with a question mark icon and Yes/No buttons.

c4d.gui.RenameDialog()

Opens a standard rename dialog

c4d.gui.InputDialog()

Opens an input dialog which returns the input string.

c4d.gui.ColorDialog()

Opens a color chooser dialog for the user to select a color. The look of this dialog depends on the operating system.

c4d.gui.FontDialog()

Opens a font chooser dialog for the user to select a font.

c4d.gui.SelectionListDialog()

Shows a popup menu with of the given object tuple and lets the user choose an object at the position of the mouse.

c4d.gui.ShowPopupDialog()

Displays a popup menu dialog. The menu is defined by adding string items sequentially to a BaseContainer. (i.e. the order the items are set in the container determines their order in the menu.) The ID of the string item determines its function.

c4d.gui.GeUpdateUI()

Forces a redraw of the GUI, for example after a change of the preferences or Linear Workflow settings.

c4d.gui.SetMousePointer()

Sets the type of mouse pointer.

c4d.gui.GetCursorBitmap()

Private.

c4d.gui.GetShortcutCount()

Gets the global shortcut count.

c4d.gui.Shortcut2String()

Converts a shortcut to a readable string.

c4d.gui.AddShortcut()

Adds the shortcut in bc to the shortcut list.

c4d.gui.RemoveShortcut()

Removes the shortcut at index.

c4d.gui.LoadShortcutSet()

Loads shortcuts from fn.

c4d.gui.SaveShortcutSet()

Saves shortcuts to fn.

c4d.gui.GetMenuResource()

Gets the menu container of a main menu.

c4d.gui.SearchMenuResource()

Searches a menu container for a certain plugin command (which is a string identifier, for example “PLUGIN_CMD_1000472”).

c4d.gui.SearchPluginMenuResource()

Searches for the ‘Plugins’ main category in ‘M_EDITOR’.

c4d.gui.SearchPluginSubMenuResource()

Searches for the “Plugins” main category in “M_EDITOR” or optionally a submenu specified by bc.

c4d.gui.UpdateMenus()

Forces a menu update.

c4d.gui.GetGuiWorldColor()

Gets a GUI color from its constant ID.

c4d.gui.GetInterfaceIcon()

Returns the icon for an interface element.

c4d.gui.GetInterfaceIconEx()

Returns the icon for an interface element.

c4d.gui.RegisterIcon()

Registers an icon from a bitmap. Optionally a sub-icon can be specified within an larger image by giving a rectangle from (x, y) to (x+w, y+h). If no rectangle is specified the whole bitmap is used. The bitmap is internally copied.

c4d.gui.GetIcon()

Gets an icon registered with RegisterIcon(). Similar to InitResourceBitmap().

c4d.gui.UnregisterIcon()

Unregisters the icon with ID lIconID. Only unregister your own registered icons.

c4d.gui.GetShortcut()

Gets the shortcut at index.

c4d.gui.SizePixChr()

Combines the SizePix() and SizeChr() functions. The returned value is interpreted as a number of characters/lines plus a number of pixels.

c4d.gui.SizePix()

Bakes a pixel size so that it can be used to specify dialog control dimension.

c4d.gui.SizeChr()

Bakes a character count so that it can be used to specify dialog control dimension. (How many characters that will fit in a control for widths, and how many standard lines that will fit for heights.)

c4d.gui.GeGetScreenDimensions()

Returns the screen dimensions in pixels.

c4d.gui.ActiveObjectManager_SetObject()

Sets the currently shown object op in the specified mode.

c4d.gui.ActiveObjectManager_SetObjects()

Sets the currently shown objects in the specified mode.

c4d.gui.GetDnDFilename()

Extracts the Filename from the given drag and drop data returned by GetDragObject.

Functions Documentation

c4d.gui.GetInputState(askdevice, askchannel, res)

Polls a certain channel of a device for the current input state.

See also

Input Events

Parameters
  • askdevice (int) – The device to ask. Either BFM_INPUT_MOUSE or BFM_INPUT_KEYBOARD.

  • askchannel (int) – The channel to ask, can either be a Cinema 4D key symbol or an ASCII symbol. See Input Events for details.

  • res (c4d.BaseContainer) – The result container.

Return type

bool

Returns

True if the state could be retrieved in res, otherwise False.

c4d.gui.GetInputEvent(askdevice, res)

Gets the next input event for a certain device from the event queue.

See also

Input Events.

Parameters
  • askdevice (int) – The device to ask. Either BFM_INPUT_MOUSE or BFM_INPUT_KEYBOARD.

  • res (c4d.BaseContainer) – The result container.

Return type

bool

Returns

True if the event could be retrieved in res, otherwise False.

c4d.gui.MessageDialog(text, type=GEMB_OK)

Display a message dialog with the string as the message.

import c4d

c4d.gui.MessageDialog("Why do you take baths in milk? 'I can't find a cow tall enough for a shower.")
../../_images/gui_messagedialog.png
Parameters
  • text (str) – The string to print out.

  • type (int.) –

    The values are:

    GEMB_OK

    OK.

    GEMB_OKCANCEL

    OK and Cancel.

    GEMB_ABORTRETRYIGNORE

    Abort, Retry and Ignore.

    GEMB_YESNOCANCEL

    Yes, No and Cancel.

    GEMB_YESNO

    Yes and No.

    GEMB_RETRYCANCEL

    Retry and Cancel.

    GEMB_FORCEDIALOG

    Forces dialog.

    GEMB_ICONSTOP

    Stop icon.

    GEMB_ICONQUESTION

    Question icon.

    GEMB_ICONEXCLAMATION

    Exclamation icon.

    GEMB_ICONASTERISK

    Asterisk icon.

    GEMB_MULTILINE

    If the message is more than 255 characters and 4 lines then this bit should be set for Mac compatibility. The dialog is then restricted to only an OK button with limited keyboard support.

Return type

int

Returns

Result from the message box. The value for this are:

Symbol ID

Description

GEMB_R_V_UNDEFINED

Undefined.

GEMB_R_V_OK

OK button.

GEMB_R_V_CANCEL

Cancel button.

GEMB_R_V_ABORT

Abort button.

GEMB_R_V_RETRY

Retry button.

GEMB_R_V_IGNORE

Ignore button.

GEMB_R_V_YES

Yes button.

GEMB_R_V_NO

No button.

c4d.gui.QuestionDialog(text)
Opens a standard question dialog with a question mark icon and Yes/No buttons.
The text is specified as a string.
rvalue = c4d.gui.QuestionDialog("Do you think I am a dialog?")
../../_images/gui_questiondialog.png
Parameters

text (str) – The string to show.

Return type

bool

Returns

True if the user answered Yes, otherwise False.

c4d.gui.RenameDialog(text)

Opens a standard rename dialog

name = op.GetName()             # Get the name of the active object
rvalue = c4d.gui.RenameDialog(name) # Pass it for rename
print(rvalue)                    # Returns None if the user aborts the dialog
../../_images/gui_renamedialog.png
Parameters

text (str) – The string with the name to change.

Return type

Optional[str]

Returns

The changed string on success, otherwise None if the user canceled the dialog.

c4d.gui.InputDialog(title, preset)

Opens an input dialog which returns the input string.

Return title

The label string.

Return preset

The default value which will be written on popup.

Return type

str

Returns

The input as string.

c4d.gui.ColorDialog(flags, col=Vector())

Opens a color chooser dialog for the user to select a color. The look of this dialog depends on the operating system.

../../_images/gui_choose_color.png
Parameters
  • flags (int) – Flags.

  • col (c4d.Vector) –

    New in version R19.024: The default color.

Return type

Optional[c4d.Vector]

Returns

A Vector on success, otherwise None if the user canceled the dialog.

c4d.gui.FontDialog()
Opens a font chooser dialog for the user to select a font.
The look of this dialog depends on the operating system.
../../_images/gui_choose_font.png
Return type

Optional[c4d.BaseContainer]

Returns

A BaseContainer with the font settings, otherwise None

c4d.gui.SelectionListDialog(arr, doc, x, y)

Shows a popup menu with of the given object tuple and lets the user choose an object at the position of the mouse.

Parameters
Return type

int

Returns

The user choice, or NOTOK if nothing was selected.

c4d.gui.ShowPopupDialog(cd, bc, x, y, flags=POPUP_RIGHT | POPUP_EXECUTECOMMANDS)
Displays a popup menu dialog. The menu is defined by adding string items sequentially to a BaseContainer. (i.e. the order the items are set in the container determines their order in the menu.) The ID of the string item determines its function.

Here is a complete example of the features:
import c4d

# Declare menu items ID

IDM_MENU1 = c4d.FIRST_POPUP_ID
IDM_MENU2 = c4d.FIRST_POPUP_ID+1
IDM_MENU3 = c4d.FIRST_POPUP_ID+2
IDM_MENU4 = c4d.FIRST_POPUP_ID+3
IDM_MENU5 = c4d.FIRST_POPUP_ID+4

IDM_SUBMENU1 = c4d.FIRST_POPUP_ID+10
IDM_SUBMENU2 = c4d.FIRST_POPUP_ID+11

# Main menu

menu = c4d.BaseContainer()
menu.InsData(IDM_MENU1, 'Item 1')
menu.InsData(IDM_MENU2, 'Item 2')
menu.InsData(0, '')  # Append separator

# Sub menu

submenu = c4d.BaseContainer()
submenu.InsData(1, 'Item 3')  # Set sub menu title
submenu.InsData(IDM_SUBMENU1, 'SubItem 1')
submenu.InsData(IDM_SUBMENU2, 'SubItem 2&c&')  # Check this sub item
menu.SetContainer(IDM_MENU3, submenu)  # Set sub menu as sub container

# Continue main menu
menu.InsData(0, '')  # Append separator
menu.InsData(IDM_MENU4, 'Item 4&d&')  # Disable this item
menu.InsData(IDM_MENU5, f'Item 5&i{c4d.Ocube}&') # Show cube icon next this item

# Show the popup dialog

result = c4d.gui.ShowPopupDialog(cd=None, bc=menu, x=300, y=300)
print(result)
../../_images/gui_popudialogexample.png
  • A string with ID=0 gives a separator.

    menu.InsData(0, '')
    
  • A string with ID=1 sets the name of the menu (used for submenus).

    submenu.SetString(1, 'Text')
    
  • The pre- or postfix &c& in the string of an item will check this item.

    menu.InsData(2, 'Item &c&') 
    
  • The pre- or postfix &i{ICON_ID}& in the string of an item will display that icon next to it.

    menu.InsData(2, f'Item &i{c4d.Ocube}&') 
    
  • IDs in the range 1000 to 899999 inserts a Cinema 4D command.

    menu.InsData(c4d.IDM_COPY, 'Copy')
    menu.InsData(c4d.IDM_PASTE, 'Paste')
    

    To add ‘Cube’ command to a menu.

    menu.InsData(c4d.Ocube, "CMD")
    

For a list of IDs, see the c4d_symbols.h file. A special case is the c4d.IDM_CM_CLOSEWINDOW ID that will close the current dialog.

  • The same applies to plugin IDs of plugins that have a menu entry (everything above 1000000).

    menu.SetString(pluginid, 'Text')
    
  • The IDs that are left, between 900000 (c4d.FIRST_POPUP_ID) and 999999, can be used for your own menu items.

    ID_MENU1 = c4d.FIRST_POPUP_ID
    ID_MENU2 = c4d.FIRST_POPUP_ID+1
    ID_MENU3 = c4d.FIRST_POPUP_ID+2
    
Parameters
  • cd (Optional[c4d.gui.GeDialog]) – The parent dialog.

  • bc (c4d.BaseContainer) – The container with the elements. The elements have to be strings. You can optionally set a title with the ID 0 or just start with the first element with the ID c4d.FIRST_POPUP_ID. If you set a title, we recommend to add the string ‘&d&’ to the name of the title (see example) to grey it out. The title cannot be selected, even if its not greyed out.

  • x (int) – Popup X position in screen pixels, or c4d.MOUSEPOS to popup where the cursor is.

  • y (int) – Popup Y position in screen pixels, or c4d.MOUSEPOS to popup where the cursor is.

  • flags (int) –

    One of the following flags:

    POPUP_ABOVE

    Open above mouse.

    POPUP_BELOW

    Open below mouse.

    POPUP_CENTERVERT

    Open centered vertically around mouse.

    POPUP_LEFT

    Open to the left of the mouse.

    POPUP_RIGHT

    Open to the right of the mouse.

    POPUP_CENTERHORIZ

    Open centered horizontally around mouse.

    POPUP_ADJUSTWIDTH

    Internal.

    POPUP_ADJUSTHEIGHT

    Internal.

    POPUP_EXECUTECOMMANDS

    Execute commands immediately.

    POPUP_ALLOWUNDOCK

    Allow to undock popup menu.

    POPUP_ALLOWUNDOCK_REC

    Allow to undock popup menu for children.

    POPUP_ALLOW_FILTERING

    Allow filtering of menu entries via keyboard typing.

Return type

int

Returns

The ID of the selected item, or 0 if nothing was selected.

c4d.gui.GeUpdateUI()

Forces a redraw of the GUI, for example after a change of the preferences or Linear Workflow settings.

c4d.gui.SetMousePointer(l)

Sets the type of mouse pointer.

Parameters

l (int) –

Values for the mouse pointer image:

MOUSE_HIDE

Hide cursor.

MOUSE_SHOW

Show cursor.

MOUSE_NORMAL

Normal cursor.

MOUSE_BUSY

Busy cursor.

MOUSE_CROSS

Cross cursor.

MOUSE_QUESTION

Question cursor

MOUSE_ZOOM_IN

Zoom in cursor.

MOUSE_ZOOM_OUT

Zoom out cursor.

MOUSE_FORBIDDEN

Forbidden cursor.

MOUSE_DELETE

Delete cursor.

MOUSE_COPY

Copy cursor.

MOUSE_INSERTCOPY

Insert copy cursor.

MOUSE_INSERTCOPYDOWN

Insert copy down cursor.

MOUSE_MOVE

Move cursor.

MOUSE_INSERTMOVE

Insert move cursor.

MOUSE_INSERTMOVEDOWN

Insert move cursor.

MOUSE_ARROW_H

Horizontal cursor.

MOUSE_ARROW_V

Vertical cursor.

MOUSE_ARROW_HV

Horizontal and vertical arrow cursor.

MOUSE_POINT_HAND

Point hand cursor.

MOUSE_MOVE_HAND

Move hand cursor.

MOUSE_IBEAM

I-beam cursor.

MOUSE_SELECT_LIVE

Live selection cursor.

MOUSE_SELECT_FREE

Free selection cursor.

MOUSE_SELECT_RECT

Rectangle selection cursor.

MOUSE_SELECT_POLY

Polygon selection cursor.

MOUSE_SPLINETOOLS

Spline tools cursor.

MOUSE_EXTRUDE

Extrude cursor.

MOUSE_NORMALMOVE

Normal move cursor.

MOUSE_ADDPOINTS

Add points cursor.

MOUSE_ADDPOLYGONS

Add polygons cursor.

MOUSE_BRIDGE

Bridge cursor.

MOUSE_MIRROR

Mirror cursor.

MOUSE_PAINTMOVE

Paint move cursor.

MOUSE_PAINTSELECTRECT

Paint select rectangle cursor.

MOUSE_PAINTSELECTCIRCLE

Paint select circle cursor.

MOUSE_PAINTSELECTPOLY

Paint select polygon cursor.

MOUSE_PAINTSELECTFREE

Paint select free cursor.

MOUSE_PAINTMAGICWAND

Paint magic wand cursor.

MOUSE_PAINTCOLORRANGE

Paint color range cursor.

MOUSE_PAINTFILL

Paint fill cursor.

MOUSE_PAINTPICK

Paint pick cursor.

MOUSE_PAINTBRUSH

Paint brush cursor.

MOUSE_PAINTCLONE

Paint clone cursor.

MOUSE_PAINTTEXT

Paint text cursor.

MOUSE_PAINTCROP

Paint crop cursor.

MOUSE_PAINTLINE

Paint line cursor.

MOUSE_PAINTPOLYSHAPE

Paint polygon shape cursor.

c4d.gui.GetCursorBitmap(type, hotspotx, hotspoty)

Private.

c4d.gui.GetShortcutCount()

Gets the global shortcut count.

Return type

int

Returns

Number of shortcuts.

c4d.gui.Shortcut2String(shortqual, shortkey)

Converts a shortcut to a readable string.

Parameters
  • shortqual (int) – Qualifier.

  • shortkey (int) – Key.

Return type

str

Returns

Shortcut string.

c4d.gui.AddShortcut(bc)

Adds the shortcut in bc to the shortcut list.

Parameters

bc (c4d.BaseContainer) –

Shortcut to add. These are the IDs:

SHORTCUT_PLUGINID

int

Command ID.

SHORTCUT_ADDRESS

int

Manager ID.

ShortcutQualifier

int

The qualifier is stored under ID 0 + n*10, where n is 0 for single shortcuts and 0, 1, … for shortcuts with multiple keys.

ShortcutKey

int

The shortcut key is stored under ID 1 + n*10.

Return type

bool

Returns

True if successful, otherwise False.

c4d.gui.RemoveShortcut(index)

Removes the shortcut at index.

Parameters

index (int) – Shortcut index, 0<=index< GetShortcutCount()

Return type

bool

Returns

True if successful, otherwise False.

c4d.gui.LoadShortcutSet(fn, add)

Loads shortcuts from fn.

Parameters
Return type

bool

Returns

True if successful, otherwise False.

c4d.gui.SaveShortcutSet(fn)

Saves shortcuts to fn.

Parameters

fn (Union[str, c4d.storage.MemoryFileStruct]) – File to save the shortcuts to.

Return type

bool

Returns

True if successful, otherwise False.

c4d.gui.GetMenuResource(menuname)

Gets the menu container of a main menu.

Parameters

menuname (str) – Main menu name, e.g. “M_EDITOR” (the same name as on disk or that you can see in the menu editor).

Return type

c4d.BaseContainer

Returns

The menu container:

MENURESOURCE_SUBMENU

BaseContainer

Sub-menu:

MENURESOURCE_SEPARATOR

bool

True if it is a separator.

MENURESOURCE_COMMAND

string

Command, e.g. “IDM_NEU” or “PLUGIN_CMD_1000472”.

MENURESOURCE_SUBTITLE

string

The title of the menu item or sub-menu.

MENURESOURCE_STRING

BaseContainer

Menu item:

MENURESOURCE_SEPARATOR

bool

True if it is a separator.

MENURESOURCE_COMMAND

string

Command, e.g. “IDM_NEU” or “PLUGIN_CMD_1000472”.

MENURESOURCE_SUBTITLE

string

The title of the menu item or sub-menu.

MENURESOURCE_MENURESOURCE

BaseContainer

Menu resource.

c4d.gui.SearchMenuResource(bc, searchstr)

Searches a menu container for a certain plugin command (which is a string identifier, for example “PLUGIN_CMD_1000472”).

Parameters
  • bc (c4d.BaseContainer) – Menu container to search.

  • searchstr (str) – Search string.

Return type

bool

Returns

True if the command was found, otherwise False.

c4d.gui.SearchPluginMenuResource(identifier='IDS_EDITOR_PLUGINS')

Searches for the ‘Plugins’ main category in ‘M_EDITOR’.

Parameters

identifier (str) – The resource identifier.

Return type

Optional[ptr]

Returns

The found menu container, or None.

Note

To get the actual menu container use c4d.Cast():

res = gui.SearchPluginMenuResource()
bc = c4d.Cast(None, res)

c4d.gui.SearchPluginSubMenuResource(identifier='IDS_EDITOR_PLUGINS', bc=None)

Searches for the “Plugins” main category in “M_EDITOR” or optionally a submenu specified by bc.

Parameters
  • identifier (str) – The resource identifier.

  • bc (Optional[c4d.BaseContainer]) – Submenu container.

Return type

Optional[ptr]

Returns

The found menu container, or None.

Note

To get the actual menu container use c4d.Cast():

res = gui.SearchPluginMenuResource()
bc = c4d.Cast(None, res)

c4d.gui.UpdateMenus()

Forces a menu update.

c4d.gui.GetGuiWorldColor(cid)

Gets a GUI color from its constant ID.

Parameters

cid (int) – The color ID. See COLOR constants.

Return type

c4d.Vector

Returns

The GUI color.

c4d.gui.GetInterfaceIcon(type, id_x, id_y, id_w, id_h)

Returns the icon for an interface element.

New in version R14.014.

Parameters
  • type (int) –

    Flags:

    INTERFACE_ICON_TYPE_NORMAL

    Icon - normal.

    INTERFACE_ICON_TYPE_DISABLED

    Icon - disabled.

    INTERFACE_ICON_TYPE_FOCUS

    Icon - focus.

  • id_x (int) – The X position ID of the icon.

  • id_y (int) – The Y position ID of the icon.

  • id_w (int) – The width ID of the icon.

  • id_h (int) – The height ID of the icon.

Return type

Optional[Dict[bmp: BaseBitmap, flags: int, w: int, h: int, x: int, y: int]]

Returns

The icon resource data, or None if an error occurred.

c4d.gui.GetInterfaceIconEx(type, id_x, id_y, id_w, id_h)

Returns the icon for an interface element.

New in version R21.

Note

It’s similar to c4d.gui.GetInterfaceIcon(), the only difference it’s the return type, since c4d.gui.GetInterfaceIconEx() return an c4d.IconData.

Parameters
  • type (int) –

    Flags:

    INTERFACE_ICON_TYPE_NORMAL

    Icon - normal.

    INTERFACE_ICON_TYPE_DISABLED

    Icon - disabled.

    INTERFACE_ICON_TYPE_FOCUS

    Icon - focus.

  • id_x (int) – The X position ID of the icon.

  • id_y (int) – The Y position ID of the icon.

  • id_w (int) – The width ID of the icon.

  • id_h (int) – The height ID of the icon.

Return type

Optional[IconData]

Returns

The icon resource data, or None if an error occurred.

c4d.gui.RegisterIcon(lIconID, pBmp, x=0, y=0, w=- 1, h=- 1)

Registers an icon from a bitmap. Optionally a sub-icon can be specified within an larger image by giving a rectangle from (x, y) to (x+w, y+h). If no rectangle is specified the whole bitmap is used. The bitmap is internally copied.

Parameters
  • lIconID (int) – A unique plugin ID. You must obtain this from PluginCafe.com

  • pBmp (c4d.bitmaps.BaseBitmap) – The bitmap to use for the icon. Is internally copied.

  • x (int) – Optional X coordinate of the top left corner of the sub-icon rectangle.

  • y (int) – Optioanl Y coordinate of the top left corner of the sub-icon rectangle.

  • w (int) – Optional width of the sub-icon rectangle.

  • h (int) – Optional height of the sub-icon rectangle.

Return type

bool

Returns

True if the icon was registered, otherwise False.

c4d.gui.GetIcon(lIconID)

Gets an icon registered with RegisterIcon(). Similar to InitResourceBitmap().

import c4d

icon = c4d.gui.GetIcon(c4d.RESOURCEIMAGE_MOVE)
bmp = icon["bmp"]
x, y = icon["x"], icon["y"]
Parameters

lIconID (int) – The ID of the icon. For a list of possible IDs check out InitResourceBitmap()

Return type

dict{bmp: BaseBitmap, x: int, y: int, w: int, h: int}

Returns

The information about the icon data.

c4d.gui.UnregisterIcon(lIconID)

Unregisters the icon with ID lIconID. Only unregister your own registered icons.

Parameters

lIconID (int) – The ID of the icon.

Return type

bool

Returns

True if the icon was unregistered, otherwise False.

c4d.gui.GetShortcut(index)

Gets the shortcut at index.

Parameters

index (int) – Shortcut index, 0<=index< GetShortcutCount

Return type

c4d.BaseContainer

Returns

The retrieved shortcut.

c4d.gui.SizePixChr(pixels, chars)

Combines the SizePix() and SizeChr() functions. The returned value is interpreted as a number of characters/lines plus a number of pixels.

Parameters
  • pixels (int) – The pixel dimension.

  • chars (int) – The number of characters.

Return type

int

Param

The size value.

c4d.gui.SizePix(pixels)

Bakes a pixel size so that it can be used to specify dialog control dimension.

Parameters

pixels (int) – The pixel dimension.

Return type

int

Param

The size value.

c4d.gui.SizeChr(chars)

Bakes a character count so that it can be used to specify dialog control dimension. (How many characters that will fit in a control for widths, and how many standard lines that will fit for heights.)

Parameters

chars (int) – The number of characters.

Return type

int

Returns

The size value.

c4d.gui.GeGetScreenDimensions(x, y, whole_screen)

Returns the screen dimensions in pixels.

Parameters
  • x (int) – Screen X coordinates to identify which display information is read (for multi-display setups).

  • y (int) – Screen Y coordinates to identify which display information is read (for multi-display setups).

  • whole_screen (bool) – True if dimensions of the whole screen (including taskbar etc.) are returned, otherwise False.

Return type

dict{sx1: int, sy1: int, sx2: int, sy2: int}

Returns

A dictionary with the screen dimensions:

type sx1

int

key sx1

The minimum X coordinate (left).

type sy1

int

key sy1

The minimum Y coordinate (top).

type sx2

int

key sx2

The maximum X coordinate (right).

type sy2

int

key sy2

The maximum Y coordinate (bottom).

c4d.gui.ActiveObjectManager_SetObject(id, op, flags, activepage=DescID())

Sets the currently shown object op in the specified mode.

Note

Use this only if a mode has been registered without a hook.
Otherwise the managers will ask for new objects themselves, and listen for events when new objects are selected.
Parameters
  • id (int) –

    The mode ID:

    ACTIVEOBJECTMODE_NONE

    None.

    ACTIVEOBJECTMODE_OBJECT

    Object mode.

    ACTIVEOBJECTMODE_TAG

    Tag mode.

    ACTIVEOBJECTMODE_MATERIAL

    Material mode.

    ACTIVEOBJECTMODE_SHADER

    Shader mode.

    ACTIVEOBJECTMODE_NODE

    Node mode.

    ACTIVEOBJECTMODE_TIMELINE

    Timeline mode.

    ACTIVEOBJECTMODE_FCURVE

    F-curve mode.

    ACTIVEOBJECTMODE_BITMAPINFO

    BodyPaint 3D bitmap info mode.

    ACTIVEOBJECTMODE_TOOL

    Tool mode.

    ACTIVEOBJECTMODE_VIEW

    View mode.

    ACTIVEOBJECTMODE_INFOTAB

    Info tab.

    ACTIVEOBJECTMODE_CAMERA

    Editor camera mode.

    ACTIVEOBJECTMODE_RENDERDATA

    Render data mode.

    ACTIVEOBJECTMODE_DOCUMENT

    Document settings mode.

    ACTIVEOBJECTMODE_MODELING

    Modeling mode.

    ACTIVEOBJECTMODE_LAYER

    New in version R17.032: Layer mode.

    ACTIVEOBJECTMODE_UV

    New in version S22: UV Mode.

  • op (c4d.C4DAtom) – The object to show.

  • flags (int) –

    The flags:

    ACTIVEOBJECTMANAGER_SETOBJECTS_OPEN

    A new manager is opened if there is no manager that accepts the given id, for example if the other managers are locked or have that mode disabled.

    ACTIVEOBJECTMANAGER_SETOBJECTS_NOMODESWITCH

    If the Attribute Manager already shows the mode of the objects being set, it will switch to the new objects. If the Attribute Manager has another mode the old mode and objects stay.

  • activepage (c4d.DescID) – The description ID of the object’s tab to be shown.

c4d.gui.ActiveObjectManager_SetObjects(id, objects, flags, activepage=DescID())

Sets the currently shown objects in the specified mode.

New in version R19.053.

Note

Use this only if a mode has been registered without a hook.
Otherwise the managers will ask for new objects themselves, and listen for events when new objects are selected.
Parameters
  • id (int) –

    The mode ID:

    ACTIVEOBJECTMODE_NONE

    None.

    ACTIVEOBJECTMODE_OBJECT

    Object mode.

    ACTIVEOBJECTMODE_TAG

    Tag mode.

    ACTIVEOBJECTMODE_MATERIAL

    Material mode.

    ACTIVEOBJECTMODE_SHADER

    Shader mode.

    ACTIVEOBJECTMODE_NODE

    Node mode.

    ACTIVEOBJECTMODE_TIMELINE

    Timeline mode.

    ACTIVEOBJECTMODE_FCURVE

    F-curve mode.

    ACTIVEOBJECTMODE_BITMAPINFO

    BodyPaint 3D bitmap info mode.

    ACTIVEOBJECTMODE_TOOL

    Tool mode.

    ACTIVEOBJECTMODE_VIEW

    View mode.

    ACTIVEOBJECTMODE_INFOTAB

    Info tab.

    ACTIVEOBJECTMODE_CAMERA

    Editor camera mode.

    ACTIVEOBJECTMODE_RENDERDATA

    Render data mode.

    ACTIVEOBJECTMODE_DOCUMENT

    Document settings mode.

    ACTIVEOBJECTMODE_MODELING

    Modeling mode.

    ACTIVEOBJECTMODE_LAYER

    New in version R17.032: Layer mode.

    ACTIVEOBJECTMODE_UV

    New in version S22: UV Mode.

  • objects (List[c4d.C4DAtom]) – The objects to show.

  • flags (int) –

    The flags:

    ACTIVEOBJECTMANAGER_SETOBJECTS_OPEN

    A new manager is opened if there is no manager that accepts the given id, for example if the other managers are locked or have that mode disabled.

    ACTIVEOBJECTMANAGER_SETOBJECTS_NOMODESWITCH

    If the Attribute Manager already shows the mode of the objects being set, it will switch to the new objects. If the Attribute Manager has another mode the old mode and objects stay.

  • activepage (c4d.DescID) – The descripion ID of the objects’ tab to be shown.

c4d.gui.GetDnDFilename(msg, dragType, dragObj, texturesOnly, updateUsage, loadUrl)

Extracts the Filename from the given drag and drop data returned by GetDragObject.

New in version 24.

Parameters
  • msg (c4d.BaseContainer) – Drag and Drop message.

  • dragType (int) –

    The drag type:

    DRAGTYPE_ATOMARRAY

    Atom array. The data is a list of c4d.C4DAtom.

    DRAGTYPE_CMDPALETTE

    Not supported.

    DRAGTYPE_COMMAND

    Not supported.

    DRAGTYPE_DESCID

    Description ID. The data is a dict(‘did’: c4d.DescID, ‘arr’: list of c4d.C4DAtom).

    DRAGTYPE_ICON

    Not supported.

    DRAGTYPE_FILES

    Files. The data is a string with the filename.

    DRAGTYPE_FILENAME_IMAGE

    Image. The data is a string with the filename.

    DRAGTYPE_FILENAME_OTHER

    Other filename. The data is a string with the filename.

    DRAGTYPE_FILENAME_SCENE

    Scene filename. The data is a string with the filename.

    DRAGTYPE_MANAGER

    Not supported.

    DRAGTYPE_RGB

    RGB color. The data is a c4d.Vector.

    DRAGTYPE_RGB_ARRAY

    RGB color array. The data is a list of c4d.Vector.

    DRAGTYPE_RGBA_ARRAY

    RGBA color array. The data is a maxon.BaseArray of maxon.ColorA.

    DRAGTYPE_BROWSER

    Browser drag message. The data is a list of string with the filename.

    DRAGTYPE_ASSET

    New in version 2023.2.0: Message ID for Asset browser assets, the message data is a maxon.DragAndDropDataAssetArray.

  • dragObj (any) – The drag object.

  • texturesOnly (bool) – True to check for textures only.

  • updateUsage (bool) – True to update the usage stats of the asset.

  • loadUrl (bool) – True to show a modal progress dialog when files need to be downloaded.

Return type

str

Returns

Filename on success. Filename IsEmpty if no data was found.