Drop Down Menu
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On 19/03/2014 at 12:48, xxxxxxxx wrote:
How would you add a python plugin to Cinemas top menu? Is it possible to make a drop down for multiple custom plugins?
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On 20/03/2014 at 01:37, xxxxxxxx wrote:
Take a look in the Python docs under "Plugin structure" -> "Enhancing the main menu". Just place the example in your pyp, PluginMessage is a function called automatically by C4D.
Cheers, s_rath
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On 23/03/2014 at 09:14, xxxxxxxx wrote:
Is this a new feature that was added recently Sebastien?
The example in the docs isn't working for me in R13.C4DPL_COMMANDLINEARGS: works
C4DPL_BUILDMENU: Does not work#The main.cpp file in C++ is where plugins get registered and other things get loaded when C4D starts up #In Python we can also write some of the C++ functions used in the main.cpp file to do things when C4D opens #We can also add new menus to C4D here #Note: If menus are modified from outside C4DPL_BUILDMENU message, gui.UpdateMenus() needs to be called. import c4d import sys,os from c4d import gui,plugins #This is a custom method that will insert a new menu into C4D when it starts up def EnhanceMainMenu() : mainMenu = gui.GetMenuResource("M_EDITOR") # Get main menu resource pluginsMenu = gui.SearchPluginMenuResource() # Get 'Plugins' main menu resource menu = c4d.BaseContainer() # Create a container to hold a new menu information menu.InsData(c4d.MENURESOURCE_SUBTITLE, "Scott") # Set the name of the menu menu.InsData(c4d.MENURESOURCE_COMMAND, "New Scene") # Add registered default command 'New Scene' to the menu menu.InsData(c4d.MENURESOURCE_SEPERATOR, True) # Add a separator menu.InsData(c4d.MENURESOURCE_COMMAND, PLUGIN_CMD_5159) # Add command 'Cube' with ID 5159 to the menu submenu = c4d.BaseContainer() # Create a new submenu container submenu.InsData(c4d.MENURESOURCE_SUBTITLE, "Submenu") # This is a submenu submenu.InsData(c4d.MENURESOURCE_COMMAND, "IDM_SAVE") # Add registered default command 'Save' to the menu menu.InsData(c4d.MENURESOURCE_SUBMENU, submenu) # Add the submenu if pluginsMenu: #Insert menu after 'Plugins' menu mainMenu.InsDataAfter(c4d.MENURESOURCE_STRING, menu, pluginsMenu) else: #Insert menu after the last existing menu ('Plugins' menu was not found) mainMenu.InsData(c4d.MENURESOURCE_STRING, menu) def PluginMessage(id, data) : #The console can be accessed upon start up with this method if id==c4d.C4DPL_COMMANDLINEARGS: print sys.argv #print arguments print "Hello World" return True return False #<-- Notice that the method itself must return False(Not True) #This is where we check the build status of the menus. And also inserts any new ones if id==c4d.C4DPL_BUILDMENU: EnhanceMainMenu()
-ScottA
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On 23/03/2014 at 20:24, xxxxxxxx wrote:
Hi Scott,
1. Wrap the PLUGIN_CMD_5159 in quotes
2. remove the return statement from the PluginMessage function-Niklas
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On 24/03/2014 at 08:00, xxxxxxxx wrote:
Thanks Niklas.
The Enhance The Main Menu example in the docs doesn't have a return False line in it. So looking at the CL example directly above it. I thought the CL method needed to return False.
But now I see that it's the PluginMessage() method that's the one that needs to return False.-ScottA