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    Multiple SubDialogs

    PYTHON Development
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    • H
      Helper
      last edited by

      On 04/04/2014 at 09:35, xxxxxxxx wrote:

      This is the best information I have found so far but I cant seam to convert it to python correctly.

      https://developers.maxon.net/forum/topic/1393/732_subid-for-dialogs&OB=ASC

      When I save my layout they plugin windows go blank.

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

        On 04/04/2014 at 12:24, xxxxxxxx wrote:

        Try print the "secret". It's no longer cryptic when you see its actually a dictionary.

        -Niklas

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

          On 04/04/2014 at 13:01, xxxxxxxx wrote:

          I think I am confusing myself. The fact that this attribute is called "secret" makes it impossible to search for with Google.

          I tried to print the attribute but of course the secret is not defined. (I am pretty sure I am going about this the wrong way.) Do you know where I can find an example of a python plugin consisting of 2 or more windows?

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

            On 04/04/2014 at 14:48, xxxxxxxx wrote:

            Sorry, the C++ docs refer to it as "secret", but the Python docs say "sec_ref". I was talking about this parameter, it is the only one passed to RestoreLayout() besides "self".

            print sec_ref

            {'subid': 0, 'ptr': <PYCObject ...>}

            See? Theres the subid.

            -Niklas

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

              On 05/04/2014 at 10:12, xxxxxxxx wrote:

              I'm interested in knowing the answer to this one too.
              Since it's much easier to communicate using a working example. Here's a very basic working example showing the problem of not being able to dock a sub dialog:

              import c4d,os,sys  
              from c4d import gui, plugins, bitmaps, documents, utils  
                
              PLUGIN_ID = 1000003    #The plugin's ID#  
              MAINDLG   = 1000040    #An ID to be assigned to the main dialog  
              SUBDLG    = 1000041    #An ID to be assigned to the sub dialog  
                
                
              ###### The sub dialog ######  
              class MySubDialog(gui.GeDialog) :  
                
                def CreateLayout(self) :  
                    self.SetTitle("Sub Dialog")          
                
                    self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
                    self.GroupBorderSpace(5, 5, 5, 5)  
                    self.GroupBorder(c4d.BORDER_BLACK)  
                    self.AddStaticText(1111, c4d.BFH_LEFT, 0, 0, "Hello World", 0)  
                    self.AddEditSlider(2222, c4d.BFH_SCALEFIT, 500, 0)  
                    self.GroupEnd()         
                    return True   
                
                def InitValues(self) :  
                    self.SetReal(id = 2222, value = 5.0, min = 0.0, max = 100.0, step = 1.0, format = c4d.FORMAT_METER)  
                    return True  
                
                def Command(self, id, msg) :  
                    if (id == 2222) :  
                        print self.GetReal(2222)   #Print the value of the slider         
                    return True  
                
                
              ###### The main dialog ######  
              class MyMainDialog(gui.GeDialog) :  
                
                subdlg = MySubDialog()  
                
                def CreateLayout(self) :  
                    self.SetTitle("Main Dialog")   
                    self.AddButton(10001, c4d.BFH_CENTER, 150, 0, "Open SubDlg")     
                    return True     
                
                def InitValues(self) :     
                    return True  
                
                def Command(self, id, msg) :  
                     
                    if (id == 10001) :  
                        self.subdlg.Open(dlgtype = c4d.DLG_TYPE_ASYNC, pluginid = SUBDLG, defaultw = 200, defaulth = 100)  
                         
                    c4d.EventAdd()  
                    return True  
                
              class Dialog_CD(c4d.plugins.CommandData) :  
                
                mainDialog = None  
                subDialog = None  
                
                def Init(self, op) :  
                    return True  
                
                def Execute(self, doc) :  
                    if self.mainDialog is None and self.subDialog is None:  
                        self.mainDialog = MyMainDialog()  
                        self.subDialog = MySubDialog()  
                          
                    self.mainDialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, -1, -1, 0, 0, MAINDLG)  
                    #self.subDialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, -1, -1, 0, 0, SUBDLG)  #For reference only...We don't want to open both dialogs here  
                    return True   
                      
                      
              ##### This does not work!!!! ########  
              #The function stops after it finds the mainDialog. And only restores that dialog!!!  
              #The sub dialog results in "plugin not found" in the layout!!!  
                def RestoreLayout(self, sec_ref) :  
                 
                    subid = sec_ref["subid"]  
                    object = sec_ref["ptr"]  
                  
                    if self.mainDialog is None:  
                        self.mainDialog = MyMainDialog()   
                        print subid   
                        if subid == MAINDLG:  
                            print "subid == MAINDLG"  
                            self.mainDialog.Restore(MAINDLG, sec_ref)  
                
                    if self.subDialog is None:  
                        self.subDialog = MySubDialog()   
                        print subid   
                        if subid == SUBDLG:  
                            print "subid == SUBDLG"  
                            self.subDialog.Restore(SUBDLG, sec_ref)  
                              
                    return True   
                    
              if __name__ == "__main__":  
                bmp = c4d.bitmaps.BaseBitmap()  
                dir, file = os.path.split(__file__)  
                fn = os.path.join(dir, "res", "icon.tif")  
                bmp.InitWith(fn)  
                result = plugins.RegisterCommandPlugin(PLUGIN_ID, "Dockable SubDialogs", 0, bmp, "Dockable SubDialogs", Dialog_CD()) 
              

              -ScottA

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

                On 06/04/2014 at 09:29, xxxxxxxx wrote:

                Hello,

                here is an example similar to yours that demonstrates how you can easily restore even sub-dialogs.
                It also demonstrates a few techniques that are good practice and useful.

                One big problem of your code, for instance, was that, if restoring the sub dialog would have 
                worked, pressing the button on the main dialog would've opened another dialog than the one
                that was restored into the layout.

                Also,

                a) the subid does not need to be a plugin ID
                b) for GeDialog.Restore(), the first argument must be the command plugins PLUGIN_ID,
                same when opening the main and sub dialog.

                The reason it didn't restore is that the first time RestoreLayout() was called, you create the
                sub-dialog, but the second time, the block that forwards the restoring to the sub-dialog isn't
                even executed because of

                if self.subDialog is None:  # False in the second call
                    # ...
                

                Best,
                -Niklas

                import c4d
                  
                PLUGIN_ID = 1000004 # Test ID
                  
                class MainDialog(c4d.gui.GeDialog) :
                  
                    # Do not create the object on class-level, although it might
                    # be unimportant since you do not open multiple objects of your
                    # MainDialog, it is contradicting to have one instance of sub
                    # dialog for all instances of the main dialog.
                    # A property that creates the dialog on-demand is perfect for
                    # this purpose.
                  
                    @property
                    def sub_dialog(self) :
                        if not hasattr(self, '_sub_dialog') :
                            self._sub_dialog = SubDialog()
                        return self._sub_dialog
                  
                    # c4d.gui.GeDialog
                  
                    def CreateLayout(self) :
                        self.SetTitle('Main Dialog')
                        self.AddButton(1000, 0, name="Open Sub-Dialog")
                        return True
                  
                    def Command(self, param, bc) :
                        if param == 1000:
                            self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                        return True
                  
                    def Restore(self, pluginid, secref) :
                        # We override this method so we don't have to handle the sub-
                        # dialog from the CommandData plugin. THIS dialog is responsible
                        # for the sub-dialog, do not split such management throughout
                        # your program or it gets confusing.
                        if secref['subid'] == 1:
                            return self.sub_dialog.Restore(pluginid, secref)
                        else:
                            return super(MainDialog, self).Restore(pluginid, secref)
                  
                class SubDialog(c4d.gui.GeDialog) :
                  
                    # c4d.gui.GeDialog
                  
                    def CreateLayout(self) :
                        self.SetTitle('Sub-Dialog')
                        self.AddStaticText(1000, 0, name="This is the sub-dialog.")
                        return True
                  
                class Command(c4d.plugins.CommandData) :
                  
                    def Register(self) :
                        return c4d.plugins.RegisterCommandPlugin(
                                PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
                  
                    @property
                    def dialog(self) :
                        if not hasattr(self, '_dialog') :
                            self._dialog = MainDialog()
                        return self._dialog
                  
                    # c4d.plugins.CommandData
                  
                    def Execute(self, doc) :
                        return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
                  
                    def RestoreLayout(self, secref) :
                        return self.dialog.Restore(PLUGIN_ID, secref)
                  
                if __name__ == '__main__':
                    Command().Register()
                
                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  On 06/04/2014 at 11:24, xxxxxxxx wrote:

                  Thanks Niklas.
                  I never thought about using Restore() in the main GeDialog class like that.

                  -ScottA

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

                    On 07/04/2014 at 09:29, xxxxxxxx wrote:

                    You're welcome, Scott.

                    You can also find the code at the GitHub py-cinema4sdk repository under gui/restore-sub-dialog.pyp!
                    Do also take a look at the respective readme file at gui/restore-sub-dialog.md.

                    Best,
                    -Niklas

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

                      On 07/04/2014 at 11:19, xxxxxxxx wrote:

                      Thanks for the help guys, however I still have a few problems. Using Kiklas' method I got the SubDialogs to behave correctly when I re-open them while they are open and the window becomes active. I still get a Plugin not found while restoring a layout, I think this reason is due to having more than one sub dialog.

                      here is the code:

                      def Restore(self, PLUGIN_ID, secref) :
                           if secref['subid'] == 1:
                                return self.sub_dialog1.Restore(PLUGIN_ID,secref)
                           elif secref['subid'] == 2:
                                return self.sub_dialog2.Restore(PLUGIN_ID,secref)
                           else:
                                return super(MainDialog, self).Restore(PLUGIN_ID,secref)
                      

                      How do I correctly look for both subdialogs.

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

                        On 07/04/2014 at 11:23, xxxxxxxx wrote:

                        How do you open the subdialogs?

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

                          On 07/04/2014 at 11:26, xxxxxxxx wrote:

                          if id == 10017: # Get Render Time
                               self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, defaulth=200, defaultw=300, subid = 2)
                          

                          Oh wait, I think I just figured it out, This has to have the plugin ID as well correct?

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

                            On 07/04/2014 at 11:41, xxxxxxxx wrote:

                            No that did not work. Here is what my @properties look like

                            @property
                            def sub_dialog1(self) :
                                 if not hasattr(self, '_sub_dialog1') :
                                      self._sub_dialog1 = ColorDialog()
                                 return self._sub_dialog1
                            @property
                            def sub_dialog2(self) :
                                 if not hasattr(self, '_sub_dialog2') :
                                      self._sub_dialog2 = RenderTimeDialog()
                                 return self._sub_dialog2
                            
                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              On 07/04/2014 at 11:58, xxxxxxxx wrote:

                              Here is the code from your exaple made to have 2 sub dialogs: Same problem.

                              import c4d
                                
                              PLUGIN_ID = 1000004 # Test ID
                                
                              class MainDialog(c4d.gui.GeDialog) :
                                
                                  # Do not create the object on class-level, although it might
                                  # be unimportant since you do not open multiple objects of your
                                  # MainDialog, it is contradicting to have one instance of sub
                                  # dialog for all instances of the main dialog.
                                  # A property that creates the dialog on-demand is perfect for
                                  # this purpose.
                                
                                  @property
                                  def sub_dialog(self) :
                                      if not hasattr(self, '_sub_dialog') :
                                          self._sub_dialog = SubDialog()
                                      return self._sub_dialog
                                  @property
                                  def sub_dialog2(self) :
                                      if not hasattr(self, '_sub_dialog2') :
                                          self._sub_dialog2 = SubDialog2()
                                      return self._sub_dialog2
                                  # c4d.gui.GeDialog
                                
                                  def CreateLayout(self) :
                                      self.SetTitle('Main Dialog')
                                      self.AddButton(1000, 0, name="Open Sub-Dialog")
                                      return True
                                
                                  def Command(self, param, bc) :
                                      if param == 1000:
                                          self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                                          self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=2)
                                      return True
                                
                                  def Restore(self, pluginid, secref) :
                                      # We override this method so we don't have to handle the sub-
                                      # dialog from the CommandData plugin. THIS dialog is responsible
                                      # for the sub-dialog, do not split such management throughout
                                      # your program or it gets confusing.
                                      if secref['subid'] == 1:
                                          return self.sub_dialog.Restore(pluginid, secref)
                                      elif secref['subid'] == 2:
                                          return self.sub_dialog2.Restore(pluginid, secref)
                                      else:
                                          return super(MainDialog, self).Restore(pluginid, secref)
                                
                              class SubDialog(c4d.gui.GeDialog) :
                                
                                  def CreateLayout(self) :
                                      self.SetTitle('Sub-Dialog')
                                      self.AddStaticText(1000, 0, name="This is the sub-dialog.")
                                      return True
                              class SubDialog2(c4d.gui.GeDialog) :
                                
                                  def CreateLayout(self) :
                                      self.SetTitle('Sub-Dialog2')
                                      self.AddStaticText(1000, 0, name="This is the sub-dialog2.")
                                      return True
                                
                              class Command(c4d.plugins.CommandData) :
                                
                                  def Register(self) :
                                      return c4d.plugins.RegisterCommandPlugin(
                                              PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
                                
                                  @property
                                  def dialog(self) :
                                      if not hasattr(self, '_dialog') :
                                          self._dialog = MainDialog()
                                      return self._dialog
                                
                                  # c4d.plugins.CommandData
                                
                                  def Execute(self, doc) :
                                      return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
                                
                                  def RestoreLayout(self, secref) :
                                      return self.dialog.Restore(PLUGIN_ID, secref)
                                
                              if __name__ == '__main__':
                                  Command().Register()
                              
                              1 Reply Last reply Reply Quote 0
                              • H
                                Helper
                                last edited by

                                On 07/04/2014 at 13:45, xxxxxxxx wrote:

                                OK I got the example to work. 
                                however I cannot get my plugin to work. could it be that my main window uses a .res file?

                                import c4d
                                  
                                PLUGIN_ID = 1000004 # Test ID
                                  
                                class MainDialog(c4d.gui.GeDialog) :
                                  
                                    # Do not create the object on class-level, although it might
                                    # be unimportant since you do not open multiple objects of your
                                    # MainDialog, it is contradicting to have one instance of sub
                                    # dialog for all instances of the main dialog.
                                    # A property that creates the dialog on-demand is perfect for
                                    # this purpose.
                                  
                                    @property
                                    def sub_dialog(self) :
                                        if not hasattr(self, '_sub_dialog') :
                                            self._sub_dialog = SubDialog()
                                        return self._sub_dialog
                                    @property
                                    def sub_dialog2(self) :
                                        if not hasattr(self, '_sub_dialog2') :
                                            self._sub_dialog2 = SubDialog2()
                                        return self._sub_dialog2
                                    # c4d.gui.GeDialog
                                  
                                    def CreateLayout(self) :
                                        self.SetTitle('Main Dialog')
                                        self.AddButton(1000, 0, name="Open Sub-Dialog")
                                        return True
                                  
                                    def Command(self, param, bc) :
                                        if param == 1000:
                                            self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                                            self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=2)
                                        return True
                                  
                                    def Restore(self, pluginid, secref) :
                                        # We override this method so we don't have to handle the sub-
                                        # dialog from the CommandData plugin. THIS dialog is responsible
                                        # for the sub-dialog, do not split such management throughout
                                        # your program or it gets confusing.
                                        if secref['subid'] == 1:
                                            print "yes"
                                            return self.sub_dialog.Restore(pluginid, secref)
                                        if secref['subid'] == 2:
                                            return self.sub_dialog2.Restore(pluginid, secref)
                                        else:
                                            return super(MainDialog, self).Restore(pluginid, secref)
                                  
                                class SubDialog(c4d.gui.GeDialog) :
                                  
                                    def CreateLayout(self) :
                                        self.SetTitle('Sub-Dialog')
                                        self.AddStaticText(1000, 0, name="This is the sub-dialog.")
                                        return True
                                        
                                class SubDialog2(c4d.gui.GeDialog) :
                                  
                                    def CreateLayout(self) :
                                        self.SetTitle('Sub-Dialog2')
                                        self.AddStaticText(1000, 0, name="This is the sub-dialog2.")
                                        return True
                                  
                                class Command(c4d.plugins.CommandData) :
                                  
                                    def Register(self) :
                                        return c4d.plugins.RegisterCommandPlugin(
                                                PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
                                  
                                    @property
                                    def dialog(self) :
                                        if not hasattr(self, '_dialog') :
                                            self._dialog = MainDialog()
                                        return self._dialog
                                  
                                    # c4d.plugins.CommandData
                                  
                                    def Execute(self, doc) :
                                        return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
                                  
                                    def RestoreLayout(self, secref) :
                                        return self.dialog.Restore(PLUGIN_ID, secref)
                                  
                                if __name__ == '__main__':
                                    Command().Register()
                                
                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  On 08/04/2014 at 14:11, xxxxxxxx wrote:

                                  I think the problem with my plugin has something to do with the main command class, the "RestoreLayout" does not get called at all. I added some print functions to see and nothing. However the example prints just fine. Here is my main command code:

                                  class RenderBuddy(c4d.plugins.CommandData) :
                                    
                                      @property
                                      def RBdialog(self) :
                                          if not hasattr(self, '_RBdialog') :
                                              self._RBdialog = BuddyDialog()
                                          return self._RBdialog
                                          
                                      def Register(self) :
                                          return c4d.plugins.RegisterCommandPlugin(PLUGIN_ID, "Render Buddy (Beta)",0, bmp, "", self)
                                                  
                                      def Execute(self, doc) :
                                          return self.RBdialog.Open(c4d.DLG_TYPE_ASYNC,PLUGIN_ID)
                                          
                                      def RestorLayout(self, secref) :
                                          print "RB_Main"
                                          return self.RBdialog.Restore(PLUGIN_ID, secref)
                                      
                                  if __name__ == "__main__":
                                      
                                      path, fn = os.path.split(__file__)
                                      bmp = bitmaps.BaseBitmap()  
                                      bmp.InitWith(os.path.join(path, "res/icons/", "icon.tif"))
                                       
                                      RenderBuddy().Register()
                                  

                                  Everything seems to be right, but the RestoreLayout does not get called.

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

                                    On 08/04/2014 at 14:14, xxxxxxxx wrote:

                                    Figured it out! After typing it out above I realized RestoreLayout() was misspelled. Thank you guys for all the help!

                                    *Edit there is a new problem the setup:

                                        def Restore(self, pluginid, secref) :
                                            if secref['subid'] == 1:
                                                print "Color"
                                                return self.RB_ColorDLG.Restore(pluginid,secref)
                                            if secref['subid'] == 2:
                                                print "Temp"
                                                return self.RB_TempDLG.Restore(pluginid,secref)
                                            else:
                                                print "Main"
                                                return super(BuddyDialog, self).Restore(pluginid,secref)
                                    

                                    This causes cinema to crash. I will restore the layout but if you launch the sub dialog again everything locks up. This happens with the Example as well. Confused

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

                                      On 08/04/2014 at 16:01, xxxxxxxx wrote:

                                      Hi Shawn, I can reproduce the problems you have described. The Example I posted worked though,
                                      but funnily broke after a few more times testing it. I'll have to talk to a developer on this, I am pretty
                                      sure this is a bug. Especially this message is

                                      Traceback (most recent call last) :
                                        File "'restore-sub-dialog.pyp'", line 57, in CreateLayout
                                      SystemError: error return without exception set

                                      Best,
                                      -Niklas

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

                                        On 08/04/2014 at 16:19, xxxxxxxx wrote:

                                        Thank you Niklas.

                                        -Shawn

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

                                          On 08/04/2014 at 19:28, xxxxxxxx wrote:

                                          It seems to work just fine for me. No errors or problems at all.
                                          Maybe you're trying to do something different than I'm doing?

                                          Here is a complete example that works fine for me in R13.
                                          Save it as a .pyp file and put it in your plugins folder.
                                          The main dialog has buttons to open two other dialogs. And a button that will change the checkbox gizmo in dilaog1.
                                          All three dialogs can be docked into the UI and saved in a custom layout.

                                          #This is an example of a GeDialog plugin that opens three dialogs  
                                          #It also allows all three dialogs to be docked and saved in a custom layout  
                                            
                                          import c4d, os  
                                          from c4d import gui, plugins, bitmaps  
                                            
                                          PLUGIN_ID  = 1000004 #Testing ID  
                                          SUBDLG_ID1  = 1000005 #Testing ID  
                                          SUBDLG_ID2 = 1000006 #Testing ID  
                                            
                                          MAINDLG_BUTTON1_ID = 1000  
                                          MAINDLG_BUTTON2_ID = 1001  
                                          MAINDLG_BUTTON3_ID = 1002  
                                          SUBDLG_TEXT_ID     = 1003  
                                          SUBDLG_CHKBOX_ID   = 1004  
                                          SUBDLG_RESET_ID    = 1005  
                                            
                                          ############################  
                                          #The first sub dialog              
                                          class SubDialog1(c4d.gui.GeDialog) :  
                                            
                                            def CreateLayout(self) :  
                                                self.SetTitle('Sub-Dialog1')      
                                                  
                                                self.GroupBeginInMenuLine()    
                                                self.AddCheckbox(SUBDLG_RESET_ID, c4d.BFH_RIGHT, 100, 20, name="Reset")  
                                                self.GroupEnd()          
                                                  
                                                self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
                                                self.GroupBorderSpace(5, 5, 5, 5)  
                                                self.GroupBorder(c4d.BORDER_BLACK)  
                                                self.AddStaticText(SUBDLG_TEXT_ID, c4d.BFH_LEFT, 200, 20, "This is the sub-dialog1")  
                                                self.AddCheckbox(SUBDLG_CHKBOX_ID, c4d.BFH_LEFT, 20, 20, "myChkbox")  
                                                self.GroupEnd()   
                                                  
                                                return True          
                                                  
                                            def Command(self, id, msg) :  
                                                if id == SUBDLG_RESET_ID:  
                                                    self.SetBool(SUBDLG_CHKBOX_ID, False)   
                                                    self.SetBool(SUBDLG_RESET_ID, False)     
                                                      
                                                return True         
                                                  
                                                  
                                          ############################  
                                          #The second sub dialog              
                                          class SubDialog2(c4d.gui.GeDialog) :  
                                            
                                            def CreateLayout(self) :  
                                                self.SetTitle('Sub-Dialog2')      
                                                  
                                                self.GroupBeginInMenuLine()    
                                                self.AddCheckbox(SUBDLG_RESET_ID, c4d.BFH_RIGHT, 100, 20, name="Reset")  
                                                self.GroupEnd()          
                                                  
                                                self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
                                                self.GroupBorderSpace(5, 5, 5, 5)  
                                                self.GroupBorder(c4d.BORDER_BLACK)  
                                                self.AddStaticText(SUBDLG_TEXT_ID, c4d.BFH_LEFT, 200, 20, "This is the sub-dialog2")  
                                                self.AddCheckbox(SUBDLG_CHKBOX_ID, c4d.BFH_LEFT, 20, 20, "myChkbox")  
                                                self.GroupEnd()   
                                                  
                                                return True          
                                                  
                                            def Command(self, id, msg) :  
                                                if id == SUBDLG_RESET_ID:  
                                                    self.SetBool(SUBDLG_CHKBOX_ID, False)   
                                                    self.SetBool(SUBDLG_RESET_ID, False)     
                                                      
                                                return True          
                                                  
                                            
                                            
                                          ############################  
                                          #The main dialog  
                                          class MainDialog(c4d.gui.GeDialog) :   
                                            
                                            sub_dialog1 = SubDialog1()  
                                            sub_dialog2 = SubDialog2()          
                                            
                                            def CreateLayout(self) :  
                                                self.SetTitle('Main Dialog')  
                                                self.AddButton(MAINDLG_BUTTON1_ID, 0, name="Open Sub-Dialog1")  
                                                self.AddButton(MAINDLG_BUTTON2_ID, 0, name="Open Sub-Dialog2")  
                                                self.AddButton(MAINDLG_BUTTON3_ID, 0, name="Change Sub-Dialog1")  
                                                return True  
                                            
                                            def Command(self, id, msg) :  
                                                if id == MAINDLG_BUTTON1_ID:  
                                                    self.sub_dialog1.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=SUBDLG_ID1)  
                                                      
                                                if id == MAINDLG_BUTTON2_ID:  
                                                    self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=SUBDLG_ID2)              
                                                      
                                                if id == MAINDLG_BUTTON3_ID:  
                                                    self.sub_dialog1.SetBool(SUBDLG_CHKBOX_ID, True)              
                                                      
                                                return True  
                                                  
                                            #Restore the subdialog and the main dialog in the layout  
                                            def Restore(self, pluginid, secref) :  
                                                if secref['subid'] == SUBDLG_ID1:  
                                                    return self.sub_dialog1.Restore(pluginid, secref)  
                                                      
                                                if secref['subid'] == SUBDLG_ID2:  
                                                    return self.sub_dialog2.Restore(pluginid, secref)              
                                                      
                                                else:  
                                                    return super(MainDialog, self).Restore(pluginid, secref)  
                                                  
                                          ############################  
                                          #The Command Data section   
                                          class MainDialog_CD(c4d.plugins.CommandData) :  
                                            
                                            @property  
                                            def dialog(self) :  
                                                if not hasattr(self, '_dialog') :  
                                                    self._dialog = MainDialog()  
                                                return self._dialog  
                                            
                                            def Execute(self, doc) :  
                                                return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)  
                                            
                                            def RestoreLayout(self, secref) :  
                                                return self.dialog.Restore(PLUGIN_ID, secref)  
                                            
                                          if __name__ == "__main__":  
                                            
                                            bmp = bitmaps.BaseBitmap()  
                                            dir, file = os.path.split(__file__)  
                                            fn = os.path.join(dir, "res", "icon.png")  
                                            bmp.InitWith(fn)  
                                            plugins.RegisterCommandPlugin(PLUGIN_ID, "Sub-Dialog Docking",0, bmp, "re-open", MainDialog_CD())
                                          

                                          -ScottA

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