Multiple SubDialogs
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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 -
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.
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On 07/04/2014 at 11:23, xxxxxxxx wrote:
How do you open the subdialogs?
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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?
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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
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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()
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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()
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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.
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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.
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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 isTraceback (most recent call last) :
File "'restore-sub-dialog.pyp'", line 57, in CreateLayout
SystemError: error return without exception setBest,
-Niklas -
On 08/04/2014 at 16:19, xxxxxxxx wrote:
Thank you Niklas.
-Shawn
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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