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    2 plugins, 1 file?

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 30/12/2009 at 13:43, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   11 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      I'm adding a CommandData plugin to my tag plugin to act as a "manager" for my plugin, and I'm having trouble getting them to speak to each other.  I currently have them in 2 seperate .cpp files.  Something tells me this is the root of my troubles.

      Should I get rid of the new CommandData plugin file and just put all the code contained there-in to my tag plugin file?  I was under the impression that this was considered the "sloppy way", but with the classes stretched across multiple files I'm unable to make use of sharing public variables... which, through my studies, seems to be the only way to get a GeDialog to interact with a tag class (since there's no common inheritance between them... GeDialog being the root of one tree, and TagData being a branch on a completely different tree).

      Specifically, I want to signal the GeDialog of my CommandData whenever a new instance of my tag is added to the scene so it can be added to a link list on the dialog.  Once the tags are linked in the dialog, passing data to the tags should be pretty straight forward.

      thanks,
      kvb

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 05/01/2010 at 01:37, xxxxxxxx wrote:

        To communicate with your dialog just send a SpecialEventAdd() message with a unique plugin ID from your tag and catch the message in GeDialog::CoreMessage().

        cheers,
        Matthias

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