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    Multiple SubDialogs

    PYTHON Development
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    • 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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