Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Continously update bitmapbutton?

    Scheduled Pinned Locked Moved SDK Help
    7 Posts 0 Posters 605 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 12/09/2012 at 12:56, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   12+ 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi,

      is there a way to continously update a bitmapbutton? e.g. for showing a sequence of images.

      Thanks in advance

      1 Reply Last reply Reply Quote 0
      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 12/09/2012 at 14:03, xxxxxxxx wrote:

        Only thing I can think of is maybe a scenehook sending a MSG_DESCRIPTION_GETBITMAP message to the plugin which hosts the bitmapbutton at the specified interval. The host responds by checking the ID passed (you'd need unique IDs for that I suppose) and loads the appropriate bitmap.

        Never tried it so I don't know if it would work, but it might be worth a try.

        Steve

        1 Reply Last reply Reply Quote 0
        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 13/09/2012 at 02:55, xxxxxxxx wrote:

          Does it need to be a bitmapbutton?

          1 Reply Last reply Reply Quote 0
          • H Offline
            Helper
            last edited by

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

            On 13/09/2012 at 03:38, xxxxxxxx wrote:

            thanks both.

            steve...from which function inside a scenehook would you trigger the message (that is not also available to a normal object)? I am not sure if handling another object's description via a scene hook is a wise idea. thx

            matthias...no definetly not. I just happen to use a bitmapbutton in my description. It sounds like you have another more fitting candidate? Open for anyhting (my next alternative would be to make my own customgui, then I can handle it in the UA myself but if I can avoid it)! thx

            1 Reply Last reply Reply Quote 0
            • H Offline
              Helper
              last edited by

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

              On 13/09/2012 at 04:24, xxxxxxxx wrote:

              I was just thinking that you could then reuse the scenehook for any plugin rather than having to duplicate the code. Each plugin only has to respond to the message, rather than maintain the timer as well. But yes, since you are really just maintaining a timer, it isn't essential to have a separate hook.

              1 Reply Last reply Reply Quote 0
              • H Offline
                Helper
                last edited by

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

                On 13/09/2012 at 05:54, xxxxxxxx wrote:

                Originally posted by xxxxxxxx

                matthias...no definetly not. I just happen to use a bitmapbutton in my description. It sounds like you have another more fitting candidate? Open for anyhting (my next alternative would be to make my own customgui, then I can handle it in the UA myself but if I can avoid it)! thx

                I'm not sure if the MovieViewCustomGui is still Mac only. Might be worth a try.

                1 Reply Last reply Reply Quote 0
                • H Offline
                  Helper
                  last edited by

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

                  On 13/09/2012 at 11:28, xxxxxxxx wrote:

                  Steve: I appreciate your thoughts. I just would like to keep the object-oriented approach as much as possible.

                  Matthias: I wasn't aware of that customgui, but as I need it for R12+ to work I think it's unfortunately not an option if it's MAC only (docs say so for R13 too). Okay, then I make my own customgui.

                  Thanks both of you.

                  1 Reply Last reply Reply Quote 0
                  • First post
                    Last post