DIALOG CONTAINS DESC DATA
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Hi,
I found that some of dialogs contain desc datas unlike others, for example Soft Selection Manager and Weight Manager. Also, those dialog's .res files are located in description folder, not dialogs folder.
And I tried to make a command plugin that open a dialog including desc datas via .res file in description folder, but I'm not sure how it works.Does anyone know the way to build a dialog with those resources (especially Spline GUI) ?
I hope I'm not asking stupid question.
Thank you! -
Hi,
I have not looked at the files, but given that both examples are tools: Are you sure that you actually looked at dialog definitions? My guess would be that the managers are just a
GeDialog
with aDescriptionCustomGui
in it. This is then being set to theDescriptionToolData
node of the tool.Which is also the answer for getting that description look in your dialog: Implement some kind of node and display it with a
DescriptionCustomGui
. But theSPLINE
element works both in dialog (with some kinks here and there) and description definitions anyways.Cheers
zipit -
Hi @kng_ito first of all welcome in the plugincafe community.
on't worry I've setup your topic correctly, but please for the next ones apply:
- Q&A New Functionality.
- How to Post Questions especially the tagging part.
Regarding your question it can be achieved with GeDialog::LoadDialogResource for more information see Dialog Layout and Dialog Resource.
Cheers,
Maxime. -
@m_adam said in DIALOG CONTAINS DESC DATA:
Regarding your question it can be achieved with GeDialog::LoadDialogResource for more information see Dialog Layout and Dialog Resource.
Hi,
unless I misread the question of @kng_ito: I think this is a misunderstanding, i.e. this answer is not correct. @kng_ito was not asking how to load a dialog resource file system into a dialog, but if there is a possibility to load a description resource into a dialog.
You cannot just load a description resource into a dialog with
GeDialog::LoadDialogResource()
; the method is restricted to loading dialog resources. Or am I wrong about this? I am slightly confused 🧐.Cheers
zipit -
@zipit said in DIALOG CONTAINS DESC DATA:
@m_adam said in DIALOG CONTAINS DESC DATA:
Regarding your question it can be achieved with GeDialog::LoadDialogResource for more information see Dialog Layout and Dialog Resource.
Hi,
unless I misread the question of @kng_ito: I think this is a misunderstanding, i.e. this answer is not correct. @kng_ito was not asking how to load a dialog resource file system into a dialog, but if there is a possibility to load a description resource into a dialog.
You cannot just load a description resource into a dialog with
GeDialog::LoadDialogResource()
; the method is restricted to loading dialog resources. Or am I wrong about this? I am slightly confused 🧐.Cheers
zipitYou are right sorry. I thought he only wanted to load from .res file which then need to be added to the res/dialog/ folder.
Then if it's a description he has to use as you already mentioned the DescriptionCustomGui.
You cna find usage example in activeobject.cpp and gedialog_gadgets.cpp.Cheers,
Maxime.Cheers,
Maxime. -
@zipit @m_adam
Sorry, I forgot to mention that I'm developing in Python.
Thanks to your help, I seem to be able to display DescriptionCustomGui in my dialog only if I set an object to display via SetObject(), but this time I'm not seeking to display description of existing objects.
I'm still confused how to load .res file in description folder and display gadgets in my dialog.
Or is that impossible with .pyp ? -
Hi, @kng_ito If you take an example the weight manager.
There is 2 plugins registered.
A ToolData that will have like all tool a description.
And a CommandData that will display the description of this ToolData using c4d.plugins.FindPlugin to retrieve the BasePlugin of the ToolData and then SetObject with this BasePlugin.The real question, is what do you try to do? Why does using a res file is important for you? Why you don't want to load a res file located in the dialog folder?
Cheers,
Maxime. -
@m_adam said in DIALOG CONTAINS DESC DATA:
There is 2 plugins registered. A ToolData that will have like all tool a description. And a CommandData that will display the description of this ToolData using c4d.plugins.FindPlugin to retrieve the BasePlugin of the ToolData and then SetObject with this BasePlugin.
Hi,
I am not trying to be an asshole, but I think this is also wrong (and might confuse @kng_ito).
ToolData
plugins have aGeDialog
based GUI and while their connectedBasePlugin
does have a description, it will not contain the GUI of the tool. So displaying theBasePlugin
base of aToolData
plugin in aDescriptionCustomGui
shouldn't do much. Or am I wrong ?The approach described by @m_adam only works with
DescriptionToolData
. This type however is only available in C++. In Python you have to implement any of the otherNodeData
types (e.g.ObjectData
,ShaderData
, etc.) and display them in your dialog. On a side note: I am not sure if you can display floating nodes (nodex that are not part of the current scene graph) in aDescriptionCustomGui
. You might have to add that node as a hidden node to your current document (which would make things even more messy).Cheers
zipit -
You are right @zipit is not a ToolData but a DescriptionToolData.
Note that in Python you can register a SculptBrushToolData which derive from DescriptionToolData.
But for me, my previous questions are still relevant, what's your final need, and why do you strickly need your dialog to be constructed this way?
Cheers,
Maxime.