GeDialog Pointer in tooldata
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/05/2010 at 01:29, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 11.5
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;---------
Hello all,
i have a problem on my plugin and meaby someone can help me.i have a tooldata plugin and a gedialog plugin, on tool init i open my dialog like this ;
MyCustomDLG * dlg; // this is public in tool data
// this is in ToolData::Init
dlg = gNew TRACER;
dlg->Open(TRUE,ID_TRACERDIALOG,-1,-1);obiusly every time i call my tool a new dialog is opened
how i can know if my dialog is opened ? and mutch important how i can retrive a dlg pointer?i saw dlg->IsOpen() but obiusly gNew create a new pointer every time.
thanks in advance
Franz -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/05/2010 at 02:05, xxxxxxxx wrote:
Have you checked the liquidtool.cpp example? Tools can have their own dialog. Check the ToolData's AllocSubDialog() method. Besides I think it's not a good idea to create your own nonmodal dialog from within a tool.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/05/2010 at 03:15, xxxxxxxx wrote:
well my problem is this:
my dialog is a generic manager to control some part of cinema4d...
for this reason i can't us AllocSubdialg.... my manager is not needed only for tool.all the best
Franz