Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware 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

    Bitmap in UserArea

    PYTHON Development
    0
    22
    36.5k
    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
      Helper
      last edited by

      On 12/05/2013 at 03:30, xxxxxxxx wrote:

      I resolve the problem. The AttachUserArea don´t have the AddUserArea ID.

      Now i have to scale the bitmap in the UserArea.

      Thanks for all.

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

        On 12/05/2013 at 03:38, xxxxxxxx wrote:

        .. and hopefully load the bitmap once only instead of everytime it needs to be drawn! 🙂

        You're welcome.

        Best,
        -Niklas

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

          On 12/05/2013 at 04:37, xxxxxxxx wrote:

          With this code:
           
               path=c4d.storage.GeGetC4DPath(c4d.C4D_PATH_LIBRARY)
               archi= path + "\Joyeria\100.png"
               bmp=c4d.bitmaps.BaseBitmap()
               bmp.InitWith(archi)
           
          The result path is: C:\PROGRAM FILES\MAXON\CINEMA 4D R14\library\Joyeria.bmp
           
          Why?

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

            On 12/05/2013 at 05:29, xxxxxxxx wrote:

            You can't just use backslashes, since those are specific to the Windows OS. Try it like this:

              
            archi = path + "Joyeria" + "100.png"   
            

            That may seem strange at first glance, but since every separate string is auto-cast to Filename, it does make sense.

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

              On 12/05/2013 at 05:46, xxxxxxxx wrote:

              Originally posted by xxxxxxxx

              You can't just use backslashes, since those are specific to the Windows OS. Try it like this:

               
              archi = path + "Joyeria" + "100.png"   
              

              That may seem strange at first glance, but since every separate string is auto-cast to Filename, it does make sense.

              as he is under windows he can, but there is the danger to trigger a control character if he uses
              the strings the way he does. the way jack posted should not work imho.

              archi= path + "\Joyeria\100.png" should be written in python as:

              archi= path + r"\Joyeria\100.png" or
              archi= path + "\\Joyeria\\100.png" or the best way
              archi= os.path.join(path,"\Joyeria\100.png")

              result = 'SomePath' + '\100' would become 'SomePath@' as \100 is the @ character.

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

                On 12/05/2013 at 07:33, xxxxxxxx wrote:

                Thanks littledevil, problem solved. Thumbs Up

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

                  On 12/05/2013 at 07:55, xxxxxxxx wrote:

                  Originally posted by xxxxxxxx

                  You can't just use backslashes, since those are specific to the Windows OS. Try it like this:

                     
                  archi = path + "Joyeria" + "100.png"   
                  

                  That may seem strange at first glance, but since every separate string is auto-cast to Filename, it does make sense.

                  We're in Python here, there's no Filename class like in C++. 🙂

                  archi = os.path.join(path, 'Joyeria', '100png')
                  

                  Best,
                  -Niklas

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

                    On 12/05/2013 at 11:13, xxxxxxxx wrote:

                    I'm having an issue related to using images in the UA.
                    Rather than post a brand new thread. I think it would fit in here.

                    I can load an image file into my UA just fine.
                    But when I try to move the image when I press a button in the GeDialog class. The UA doesn't update properly.
                    The image does move. But it also leaves behind a ghost of where it was originally. And also one of the GeDialog buttons also pops up in the corner of the UA!!???

                    In other words. The UA freaks out. 😂
                    How do we make the UA update properly if we move the image?
                    Here is the entire plugin code:

                    import  c4d,os  
                    from c4d import gui, plugins  
                      
                    class MyUA(c4d.gui.GeUserArea) :  
                      
                      bmp = None  
                      xValue = 0               #Where to position the image in the UA  
                      yValue = 0      
                      
                      def __init__(self) :      
                          dir, file = os.path.split(__file__)   #Gets the plugin's directory   
                          path = os.path.join(dir, "res")       #Adds the res folder to the directory to target the res folder      
                          image = path + "\myimage.png"         #Adds the image to the path  
                            
                          self.bmp = c4d.bitmaps.BaseBitmap()   #Create an instance of the BaseBitmap class  
                          self.bmp.InitWith(image)              #Initialize it with the image      
                      
                      def DrawMsg(self, x1, y1, x2, y2, msg) :          
                          self.OffScreenOn()                    #Helps to stabilize the bitmap drawing in the UA  
                          w = self.bmp.GetBw()  
                          h = self.bmp.GetBh()  
                          self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA)  
                          self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2)  
                      
                      def InputEvent(self, msg) :  
                          return True  
                      
                    class MyDialog(c4d.gui.GeDialog) :  
                      ua = MyUA()                #Create a local class instance of the UserArea  
                      
                      def CreateLayout(self) :  
                          self.AddUserArea(2000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)  
                          self.AttachUserArea(self.ua, 2000)  
                            
                          self.AddButton(1000, c4d.BFH_CENTER, 80, 15, "Click Me")  
                          self.AddButton(1001, c4d.BFH_CENTER, 80, 15, "Close")  
                          return True  
                            
                      
                      #This method initializes things when the plugin starts           
                      def InitValues(self) :    
                          return True  
                      
                      def Command(self, id, msg) :  
                          if id==1000:  
                              self.ua.xValue = 100       #Moves the Bitmap image to another location  
                              self.ua.yValue = 100  
                              self.ua.LayoutChanged()    #<---Trying to solve UA image display problems...Not Working!!  
                              self.ua.Redraw()  
                                
                          elif id==1001:   
                              self.Close()              
                          return True          
                            
                      
                            
                    ###### This class is only used to register the plugin...Don't change!!!#######  
                    class BitmapUaExample(c4d.plugins.CommandData) :  
                      
                      dlg = None  
                      ua = None  
                      PLUGIN_ID   = 10000090 # TESTING ID ONLY!!!  
                      ICON = None  
                      
                      def Execute(self, doc) :          
                          if not self.dlg: self.dlg = MyDialog()  
                          self.dlg.Open(c4d.DLG_TYPE_ASYNC, self.PLUGIN_ID)  
                          return True  
                      
                      def RestoreLayout(self, subid) :  
                          if not self.dlg:  
                              self.dlg  = MyDialog()  
                          return self.dlg.Restore(self.PLUGIN_ID, subid)  
                        
                      
                      @classmethod  
                      def Register(myPlugin) :  
                          data = {  
                              "id":     myPlugin.PLUGIN_ID,  
                              "icon":   myPlugin.ICON,  
                              "str":    "Bitmap UA Example",  
                              "help":   "Some text that shows up at the bottom of the C4D UI",  
                              "info":   c4d.PLUGINFLAG_COMMAND_HOTKEY,  
                              "dat":    myPlugin(),  
                          }  
                          c4d.plugins.RegisterCommandPlugin(**data)  
                      
                    if __name__ == "__main__":  
                      BitmapUaExample.Register()
                    

                    -ScottA

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

                      On 12/05/2013 at 11:38, xxxxxxxx wrote:

                      Hi Scott,

                      just draw the background color onto the rectangle. 😉

                      * before drawing the bitmap of course

                      self.DrawSetPen(c4d.COLOR_BG)
                      self.DrawRectangle(x1, y1, x2, y1)
                      

                      Best,
                      Niklas

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

                        On 12/05/2013 at 12:00, xxxxxxxx wrote:

                        Still freaking out on me.

                            def DrawMsg(self, x1, y1, x2, y2, msg) :          
                              self.OffScreenOn()                    #Helps to stabilize the bitmap drawing in the UA  
                              w = self.bmp.GetBw()  
                              h = self.bmp.GetBh()  
                                
                              self.DrawSetPen(c4d.COLOR_BG)        #Doesn't do anything :-(  
                              self.DrawRectangle(x1, y1, x2, y1)  
                                
                              self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA)  
                              self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2)
                        

                        -ScottA

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

                          On 12/05/2013 at 12:49, xxxxxxxx wrote:

                          Works fine here. Resize the dialog and the x position of the image will change.

                          import c4d
                          from c4d.gui import *
                          from c4d.bitmaps import *
                            
                          class Area(GeUserArea) :
                              def __init__(self) :
                                  super(Area, self).__init__()
                                  self.bmp = BaseBitmap()
                                  self.bmp.InitWith('C:/Users/niklas/Desktop/01.jpg')
                                  self.x = 0
                                  self.y = 0
                                  self.d = 1
                            
                              def DrawMsg(self, x1, y1, x2, y2, msg) :
                                  if self.x > 100:
                                      self.d = -1
                                  elif self.x <= 0:
                                      self.d = 1
                                  self.x += self.d
                            
                                  self.DrawSetPen(c4d.COLOR_BG)
                                  self.DrawRectangle(x1, y1, x2, y2)
                                  w, h = self.bmp.GetSize()
                                  self.DrawBitmap(self.bmp, x1 + self.x, y1 + self.y,
                                          w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA)
                            
                          class Dlg(GeDialog) :
                              def CreateLayout(self) :
                                  self.ua = Area()
                                  self.AddUserArea(1000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)
                                  self.AttachUserArea(self.ua, 1000)
                                  return True
                            
                          dlg = Dlg()
                          dlg.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE)
                          

                          remark: relatively dirty code, please don't use as reference for coding style.

                          Best,
                          -Niklas

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

                            On 12/05/2013 at 13:23, xxxxxxxx wrote:

                            Thanks Nik,

                            Apparently. The UA doesn't work well with class member variables. Or at least not the way I'm using them.
                            When I use a class member variable as the target variable for the DrawBitmap() method. The UA freaks out.

                            Not sure why this happens. But there's probably a good reason for it.

                            -ScottA

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

                              On 12/05/2013 at 13:26, xxxxxxxx wrote:

                              Edit: Wait a sec, checking out the code you have posted. It freaks around here as well.

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

                                On 12/05/2013 at 13:34, xxxxxxxx wrote:

                                Ok so first of all: You should always draw a background color if what you can not assume what
                                you are drawing fills the complete rectangle. The buffer is not simply all set to zero (black) but
                                is left the way it is. You must fill it with the desired background color yourself.

                                Second is: You can actually draw outside of the area because the dialog itself is drawn on the same
                                buffer. You can clip the drawing by using SetClippingRegion(x1, y1, x2, y2)

                                    def DrawMsg(self, x1, y1, x2, y2, msg) :
                                        self.DrawSetPen(c4d.COLOR_BG)
                                        self.DrawRectangle(x1, y1, x2, y2)
                                        self.SetClippingRegion(x1, y1, x2, y2)
                                        w = self.bmp.GetBw()
                                        h = self.bmp.GetBh()
                                        self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA)
                                        self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2)
                                

                                -Niklas

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

                                  On 12/05/2013 at 14:24, xxxxxxxx wrote:

                                  No worries. I've got it all worked out now.
                                  It just didn't like the way I was using the class member variables.

                                  Here's the working version. Just in case anyone needs it. Or is curious about it.
                                  When the GeDialog button is clicked. The image moves to a new position properly now.
                                  I also threw in some mouse position checking code.

                                  import  c4d,os  
                                  from c4d import gui, plugins  
                                    
                                  class MyUA(c4d.gui.GeUserArea) :  
                                    
                                    xValue = 0           #These variables will set the position of the image  
                                    yValue = 0  
                                      
                                    def __init__(self) :      
                                        dir, file = os.path.split(__file__)   #Gets the plugin's directory   
                                        path = os.path.join(dir, "res")       #Adds the res folder to the directory to target the res folder      
                                        image = path + "\myimage.png"         #Adds the image to the path  
                                          
                                        self.bmp = c4d.bitmaps.BaseBitmap()   #Create an instance of the BaseBitmap class  
                                        self.bmp.InitWith(image)              #Initialize it with the image  
                                    
                                        self.xValue = 5  
                                        self.yValue = 5  
                                    
                                    def DrawMsg(self, x1, y1, x2, y2, msg) :   
                                          
                                        self.DrawSetPen(c4d.COLOR_BG)         #COLOR_BG is the image we load with DrawBitmap  
                                        self.DrawRectangle(x1, y1, x2, y2)    #Draws a rectangle and fills it with the image bitmap  
                                        self.SetClippingRegion(x1, y1, x2, y2)  
                                        w, h = self.bmp.GetSize()             #Gets the size values of the image  
                                        self.DrawBitmap(self.bmp, x1 + self.xValue, y1 + self.yValue, w, h, 0, 0, w, h, c4d.BMP_NORMAL | c4d.BMP_ALLOWALPHA)  
                                          
                                    
                                          
                                        self.DrawBorder(c4d.BORDER_ROUND, x1+5, y1+5, x2-5, y2-5)  #Draws a border around the UserArea          
                                    
                                    
                                    def InputEvent(self, msg) :  
                                      
                                        action = c4d.BaseContainer(c4d.BFM_ACTION)  
                                        action.SetLong(c4d.BFM_ACTION_ID, self.GetId())  
                                    
                                        while self.GetInputState(c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_MOUSELEFT, msg) :    #While the left mouse button is held down  
                                            if msg.GetLong(c4d.BFM_INPUT_VALUE)==0: break  
                                      
                                            if msg[c4d.BFM_INPUT_DEVICE] == c4d.BFM_INPUT_MOUSE:  
                                                x, y = msg[c4d.BFM_INPUT_X], msg[c4d.BFM_INPUT_Y]  
                                                g2l  = self.Global2Local()  
                                                x += g2l['x']  
                                                y += g2l['y']  
                                    
                                            if msg[c4d.BFM_INPUT_CHANNEL] == c4d.BFM_INPUT_MOUSELEFT:  
                                                print x, y  #The mouse's X & Y pos inside the user area  
                                                  
                                                action.SetLong(c4d.BFM_ACTION_INDRAG, True)  
                                                self.SendParentMessage(action)                    #Sends a message to the parent dialog that the mouse is dragging in the UA  
                                                self.Redraw()                                     #Redraw while the left mouse button is held down  
                                    
                                        action.SetLong(c4d.BFM_ACTION_INDRAG, False)  
                                        self.SendParentMessage(action)                            #Sends a message to the parent dialog that the mouse has stopped dragging in the UA                  
                                    
                                        return True  
                                    
                                  class MyDialog(c4d.gui.GeDialog) :  
                                    ua = MyUA()                #Create a local class instance of the UserArea  
                                    
                                    def CreateLayout(self) :  
                                        self.AddUserArea(2000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)  
                                        self.AttachUserArea(self.ua, 2000)  
                                          
                                        self.AddButton(1000, c4d.BFH_CENTER, 80, 15, "Click Me")  
                                        self.AddButton(1001, c4d.BFH_CENTER, 80, 15, "Close")  
                                        return True  
                                          
                                    
                                    #This method initializes things when the plugin starts           
                                    def InitValues(self) :    
                                        return True  
                                    
                                    def Command(self, id, msg) :  
                                        if id==1000:  
                                            self.ua.xValue = 100  
                                            self.ua.yValue = 100  
                                            self.ua.Redraw()  
                                              
                                        elif id==1001:   
                                            self.Close()              
                                        return True          
                                          
                                    
                                          
                                  ###### This class is only used to register the plugin...Don't change!!!#######  
                                  class BitmapUaExample(c4d.plugins.CommandData) :  
                                    
                                    dlg = None  
                                    ua = None  
                                    PLUGIN_ID   = 10000090 # TESTING ID ONLY!!!  
                                    ICON = None  
                                    
                                    def Execute(self, doc) :          
                                        if not self.dlg: self.dlg = MyDialog()  
                                        self.dlg.Open(c4d.DLG_TYPE_ASYNC, self.PLUGIN_ID, -1, -1, 400, 300)  
                                        return True  
                                    
                                    def RestoreLayout(self, subid) :  
                                        if not self.dlg:  
                                            self.dlg  = MyDialog()  
                                        return self.dlg.Restore(self.PLUGIN_ID, subid)  
                                      
                                    
                                    @classmethod  
                                    def Register(myPlugin) :  
                                        data = {  
                                            "id":     myPlugin.PLUGIN_ID,  
                                            "icon":   myPlugin.ICON,  
                                            "str":    "Bitmap UA Example",  
                                            "help":   "Some text that shows up at the bottom of the C4D UI",  
                                            "info":   c4d.PLUGINFLAG_COMMAND_HOTKEY,  
                                            "dat":    myPlugin(),  
                                        }  
                                        c4d.plugins.RegisterCommandPlugin(**data)  
                                    
                                  if __name__ == "__main__":  
                                    BitmapUaExample.Register()
                                  

                                  -ScottA

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