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    No multiple selection in Treeview not working?

    Cinema 4D SDK
    r21 r20 python
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    • lasselauchL
      lasselauch
      last edited by

      Hi @pim I came across this recently myself then I found out in the documentation it states:

      TreeViewFunctions.GetDragType() returns: The object drag type, or c4d.NOTOK to disable drag-and-drop

      So, try setting the GetDragType to c4d.NOTOK:

          def GetDragType(self, root, userdata, obj):
              return c4d.NOTOK
      

      Hope it helps.

      Cheers,
      Lasse

      1 Reply Last reply Reply Quote 0
      • P
        pim
        last edited by

        @lasselauch said in No multiple selection in Treeview not working?:

        def GetDragType(self, root, userdata, obj):
            return c4d.NOTOK
        

        Sorry, that did not solve the issue.
        Multiple selection is still possible!

        Also you say "c4d.NOTOK to disable drag-and-drop", but I want to disable multiple selections in the treeview.

        -Pim

        1 Reply Last reply Reply Quote 0
        • lasselauchL
          lasselauch
          last edited by

          It was either this or disabling the DragStart function that did the trick for me can't remember exactly, sorry.
          However, it seems a bit odd that you can set the Flag TREEVIEW_NO_MULTISELECT to True and it still let's you drag Objects.

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          • P
            pim
            last edited by

            Isn' there a difference between selecting and drag-and-drop an object?

            1 Reply Last reply Reply Quote 0
            • M
              m_adam
              last edited by m_adam

              Hi Pim I'm not able to reproduce

              import c4d
              import weakref
              
              # Be sure to use a unique ID obtained from [URL-REMOVED]
              PLUGIN_ID = 1000010 # TEST ID ONLY
              
              # TreeView Column IDs.
              ID_CHECKBOX = 1
              ID_NAME = 2
              ID_OTHER = 3
              
              def TextureObjectIterator(lst):
                  
                  for parentTex in lst:
                      yield parentTex
                      for childTex in TextureObjectIterator(parentTex.GetChildren()):
                          yield childTex
              
              class TextureObject(object):
                  """
                  Class which represent a texture, aka an Item in our list
                  """
                  texturePath = "TexPath"
                  otherData = "OtherData"
                  _selected = False
                  _open = True
              
                  def __init__(self, texturePath):
                      self.texturePath = texturePath
                      self.otherData += texturePath
                      self.children = []
                      self._parent = None
              
                  @property
                  def IsSelected(self):
                      return self._selected
              
                  def Select(self):
                      self._selected = True
              
                  def Deselect(self):
                      self._selected = False
              
                  @property
                  def IsOpened(self):
                      return self._open
              
                  def Open(self):
                      self._open = True
                  
                  def Close(self):
                      self._open = False
              
                  def AddChild(self, obj):
                      obj._parent = weakref.ref(self)
                      self.children.append(obj)
                      
                  def GetChildren(self):
                      return self.children
              
                  def GetParent(self):
                      if self._parent:
                          return self._parent()
                      
                      return None
                      
                  def __repr__(self):
                      return str(self)
              
                  def __str__(self):
                      return self.texturePath
              
              
              class ListView(c4d.gui.TreeViewFunctions):
              
                  def __init__(self):
                      self.listOfTexture = list() # Store all objects we need to display in this list
              
                      # Add some defaults values 
                      t1 = TextureObject("T1")
                      t2 = TextureObject("T2")
                      t3 = TextureObject("T3")
                      t4 = TextureObject("T4")
              
                      self.listOfTexture.extend([t1, t2, t3, t4])
              
              
                  def IsResizeColAllowed(self, root, userdata, lColID):
                      return True
              
                  def IsTristate(self, root, userdata):
                      return False
              
                  def GetColumnWidth(self, root, userdata, obj, col, area):
                      return 80  # All have the same initial width
              
                  def IsMoveColAllowed(self, root, userdata, lColID):
                      # The user is allowed to move all columns.
                      # TREEVIEW_MOVE_COLUMN must be set in the container of AddCustomGui.
                      return True
              
                  def GetFirst(self, root, userdata):
                      """
                      Return the first element in the hierarchy, or None if there is no element.
                      """
                      rValue = None if not self.listOfTexture else self.listOfTexture[0]
                      return rValue
              
                  def GetDown(self, root, userdata, obj):
                      """
                      Return a child of a node, since we only want a list, we return None everytime
                      """
                      children = obj.GetChildren()
                      if children:
                          return children[0]
              
                      return None
              
                  def GetNext(self, root, userdata, obj):
                      """
                      Returns the next Object to display after arg:'obj'
                      """
                      rValue = None
              
                      # If does have a child it means it's a child.
                      objParent = obj.GetParent()
                      listToSearch = objParent.GetChildren() if objParent is not None else self.listOfTexture
              
                      currentObjIndex = listToSearch.index(obj)
                      nextIndex = currentObjIndex + 1
                      if nextIndex < len(listToSearch):
                          rValue = listToSearch[nextIndex]
              
                      return rValue
              
                  def GetPred(self, root, userdata, obj):
                      """
                      Returns the previous Object to display before arg:'obj'
                      """
                      rValue = None
              
                      # If does have a child it means it's a child.
                      objParent = obj.GetParent()
                      listToSearch = objParent.GetChildren() if objParent is not None else self.listOfTexture
              
                      currentObjIndex = listToSearch.index(obj)
                      predIndex = currentObjIndex - 1
                      if 0 <= predIndex < len(listToSearch):
                          rValue = listToSearch[predIndex]
              
                      return rValue
              
                  def GetId(self, root, userdata, obj):
                      """
                      Return a unique ID for the element in the TreeView.
                      """
                      return hash(obj)
              
                  def Select(self, root, userdata, obj, mode):
                      """
                      Called when the user selects an element.
                      """
                      if mode == c4d.SELECTION_NEW:
                          for tex in self.listOfTexture:
                              tex.Deselect()
                          obj.Select()
                      elif mode == c4d.SELECTION_ADD:
                          obj.Select()
                      elif mode == c4d.SELECTION_SUB:
                          obj.Deselect()
              
                  def IsSelected(self, root, userdata, obj):
                      """
                      Returns: True if *obj* is selected, False if not.
                      """
                      return obj.IsSelected
              
                  def SetCheck(self, root, userdata, obj, column, checked, msg):
                      """
                      Called when the user clicks on a checkbox for an object in a
                      `c4d.LV_CHECKBOX` column.
                      """
                      if checked:
                          obj.Select()
                      else:
                          obj.Deselect()
              
                  def IsChecked(self, root, userdata, obj, column):
                      """
                      Returns: (int): Status of the checkbox in the specified *column* for *obj*.
                      """
                      if obj.IsSelected:
                          return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED
                      else:
                          return c4d.LV_CHECKBOX_ENABLED
              
                  def IsOpened(self, root, userdata, obj):
                      """
                      Returns: (bool): Status If it's opened = True (folded) or closed = False.
                      """
                      # If there is some children
                      return obj.IsOpened
              
                  def Open(self, root, userdata, obj, onoff):
                      """
                      Called when the user clicks on a folding state of an object to display/hide its children
                      """
                      if onoff:
                          obj.Open()
              
                      else:
                          obj.Close()
              
                  def GetName(self, root, userdata, obj):
                      """
                      Returns the name to display for arg:'obj', only called for column of type LV_TREE
                      """
                      return str(obj) # Or obj.texturePath
              
                  def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor):
                      """
                      Draw into a Cell, only called for column of type LV_USER
                      """
                      if col == ID_OTHER:
                          name = obj.otherData
                          geUserArea = drawinfo["frame"]
                          w = geUserArea.DrawGetTextWidth(name)
                          h = geUserArea.DrawGetFontHeight()
                          xpos = drawinfo["xpos"]
                          ypos = drawinfo["ypos"] + drawinfo["height"]
                          drawinfo["frame"].DrawText(name, xpos, ypos - h * 1.1)
              
                  def DoubleClick(self, root, userdata, obj, col, mouseinfo):
                      """
                      Called when the user double-clicks on an entry in the TreeView.
              
                      Returns:
                        (bool): True if the double-click was handled, False if the
                          default action should kick in. The default action will invoke
                          the rename procedure for the object, causing `SetName()` to be
                          called.
                      """
                      c4d.gui.MessageDialog("You clicked on " + str(obj))
                      return True
              
                  def DeletePressed(self, root, userdata):
                      "Called when a delete event is received."
                      for tex in reversed(list(TextureObjectIterator(self.listOfTexture))):
                          if tex.IsSelected:
                              listToRemove = objParent.GetChildren() if objParent is not None else self.listOfTexture
                              listToRemove.remove(tex)
              
              class TestDialog(c4d.gui.GeDialog):
                  _treegui = None # Our CustomGui TreeView
                  _listView = ListView() # Our Instance of c4d.gui.TreeViewFunctions
              
                  def CreateLayout(self):
                      # Create the TreeView GUI.
                      customgui = c4d.BaseContainer()
                      customgui.SetBool(c4d.TREEVIEW_BORDER, c4d.BORDER_THIN_IN)
                      customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True) # True if the tree view may have a header line.
                      customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False) # True if no lines should be drawn.
                      customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True) # True if the user can move the columns.
                      customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True) # True if the column width can be changed by the user.
                      customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True) # True if all lines have the same height.
                      customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True) # Alternate background per line.
                      customgui.SetBool(c4d.TREEVIEW_CURSORKEYS, True) # True if cursor keys should be processed.
                      customgui.SetBool(c4d.TREEVIEW_NOENTERRENAME, False) # Suppresses the rename popup when the user presses enter.
                      customgui.SetBool(c4d.TREEVIEW_NO_MULTISELECT, True)
              
                      self._treegui = self.AddCustomGui( 1000, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 300, 300, customgui)
                      if not self._treegui:
                          print "[ERROR]: Could not create TreeView"
                          return False
              
                      self.AddButton(1001, c4d.BFH_CENTER, name="Add")
                      self.AddButton(1002, c4d.BFH_CENTER, name="Add Child to selected")
                      return True
              
                  def InitValues(self):
                      # Initialize the column layout for the TreeView.
                      layout = c4d.BaseContainer()
                      layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX)
                      layout.SetLong(ID_NAME, c4d.LV_TREE)
                      layout.SetLong(ID_OTHER, c4d.LV_USER)
                      self._treegui.SetLayout(3, layout)
              
                      # Set the header titles.
                      self._treegui.SetHeaderText(ID_CHECKBOX, "Check")
                      self._treegui.SetHeaderText(ID_NAME, "Name")
                      self._treegui.SetHeaderText(ID_OTHER, "Other")
                      self._treegui.Refresh()
              
                      # Set TreeViewFunctions instance used by our CUSTOMGUI_TREEVIEW
                      self._treegui.SetRoot(self._treegui, self._listView, None)
                      return True
              
                  def Command(self, id, msg):
                      # Click on button
                      if id == 1001:
                          # Add data to our DataStructure (ListView)
                          newID = len(self._listView.listOfTexture) + 1 
                          tex = TextureObject("T{}".format(newID))
                          self._listView.listOfTexture.append(tex)
              
                          # Refresh the TreeView
                          self._treegui.Refresh()
                          
                      elif id == 1002:
                          for parentTex in TextureObjectIterator(self._listView.listOfTexture):
                              if not parentTex.IsSelected:
                                  continue
              
                              newID = len(parentTex.GetChildren()) + 1 
                              tex = TextureObject("T{0}.{1}".format(str(parentTex), newID))
                              parentTex.AddChild(tex)
                              
                          # Refresh the TreeView
                          self._treegui.Refresh()
              
                      return True
              
              
              def main():
                  global dialog
                  dialog = TestDialog()
                  dialog.Open(c4d.DLG_TYPE_ASYNC, defaulth=600, defaultw=600)
              
              
              if __name__ == "__main__":
                  main()
              

              Can you share your code? and on which version are you? Which OS?
              Cheers,
              Maxime.


              [URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.

              MAXON SDK Specialist

              Development Blog, MAXON Registered Developer

              1 Reply Last reply Reply Quote 0
              • P
                pim
                last edited by pim

                OK, I can reproduce it in your code.
                It goes wrong when you add children (using the button on the bottom of the dialog).
                You can select multiple children.
                Parent objects, you can indeed only select one.

                5977ec2a-da86-45e8-b766-95012074bcb1-image.png

                I guess AddChild() should be changed?

                    def AddChild(self, obj):
                        obj._parent = weakref.ref(self)
                        self.children.append(obj)
                
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                • P
                  pim
                  last edited by

                  I also noticed that deselecting a child does not work.
                  def Select(self, root, userdata, obj, mode) does not deselect children when the mode is c4d.SELECTION_NEW.

                  However, I cannot find what is wrong.

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                  • M
                    mp5gosu
                    last edited by mp5gosu

                    I would guess that TreeView items are arbitrary nodes and only top level nodes are managed (and even then - only if they are already of the right type like GeListNode)
                    So you have to take care about any node items, because they simply do not belong directly to the treeview and thus cannot be managed.

                    If you write custom list classes, you have to do the selection management manually anyway. 🙂

                    Cheers.

                    1 Reply Last reply Reply Quote 0
                    • P
                      pim
                      last edited by

                      I think you are right.
                      Doing it 'manually' works fine.

                      # deselect all
                      for tex in TextureObjectIterator(self._listView.listOfTexture):
                            tex.Deselect()
                      

                      But let's see what Maxon replies.

                      1 Reply Last reply Reply Quote 0
                      • M
                        m_adam
                        last edited by

                        Hi @pim, TREEVIEW_NO_MULTISELECT only change SELECTION_ADD to SELECTION_NEW when the Select method is called.

                        So you have to support parent properly (which is not the case in my previous scrip), but you can adapt the Select method like so (Note that since our checked method, also select the object the TREEVIEW_NO_MULTISELECT don't prevent at all to have multiple stuff selected).

                            def Select(self, root, userdata, obj, mode):
                                """
                                Called when the user selects an element.
                                """
                                if mode == c4d.SELECTION_NEW:
                                    for tex in TextureObjectIterator(self.listOfTexture):
                                        tex.Deselect()
                                    obj.Select()
                        
                                elif mode == c4d.SELECTION_ADD:
                                    obj.Select()
                                    
                                elif mode == c4d.SELECTION_SUB:
                                    obj.Deselect()
                        

                        Cheers,
                        Maxime.

                        MAXON SDK Specialist

                        Development Blog, MAXON Registered Developer

                        1 Reply Last reply Reply Quote 1
                        • P
                          pim
                          last edited by

                          Thanks, that solved the issue.
                          -Pim

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