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    No multiple selection in Treeview not working?

    Cinema 4D SDK
    r21 r20 python
    4
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    • 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.

        1 Reply Last reply Reply Quote 0
        • 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)
              
              1 Reply Last reply Reply Quote 0
              • 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.

                1 Reply Last reply Reply Quote 0
                • 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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