PrefsDialogHookClass
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/08/2003 at 15:38, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.100
Platform: Windows ;
Language(s) : C++ ;---------
Hi,I've built my own preferences category with PrefsDialogHookClass as outlined in the SDK documentation. But: How can I retrieve these data? I need them outside of the preferences dialog. Where can I get a pointer to the BaseContainer with my preference data?
Thanks in advance!
Regards,
jl -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/08/2003 at 05:42, xxxxxxxx wrote:
Use PrefsDialogHookClass::GetData() on the allocated instance. (Or store your preferences somewhere else that in the supplied container, for example with SetWorldPluginData().)
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/08/2003 at 07:58, xxxxxxxx wrote:
Hi,
but PrefsDialogHookClass::GetData() does only work after one has opened the preferences window in the current session?
SetWorldPluginData has a wrong declaration in c4d_general.h: The "const" for the second parameter is missing. This causes a linker error.
Even with the "const" added, I can't get SetWorldPluginData to work. It seems to write an empty container.
Regards,
jl -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/08/2003 at 14:04, xxxxxxxx wrote:
Oops, by mistake I used the 8.0 SDK. In the 8.1 SDK the "const" is in place. But the rest still doesn't work!?!
Regards,
jl -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/08/2003 at 14:51, xxxxxxxx wrote:
Hi,
it works fine for me here. Here is a snipped that should work:
BaseContainer *wpdo = GetWorldPluginData(PLUGIN_ID);
if(wpdo) GePrint(wpdo->GetString(1111));
BaseContainer wpd;
wpd.SetString(1111,"Works fine");
SetWorldPluginData(PLUGIN_ID,wpd,FALSE);
Hope that helps
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/08/2003 at 14:54, xxxxxxxx wrote:
but PrefsDialogHookClass::GetData() does only work after one has opened the preferences window in the current session?
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yes, that´s true because they are only preferences If you want to have a constant "background" check you could use the SceneHookData class.
For some information: I have just recently answered a question here in the forum about the registration of it.
Best
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 15/08/2003 at 01:15, xxxxxxxx wrote:
Hi,
the BaseContainer that I store with SetWorldPluginData doesn't live long enough.
I want to set it inside CommandValues:
LONG FXPrefsDialog::CommandValues(LONG id, const BaseContainer &msg;, BaseContainer *data) { String editorPath; if(!GetString(IDC_EDITOR_PATH, editorPath)) return FALSE; BaseContainer bc; bc.SetString(10000, editorPath); SetWorldPluginData(ID_PREFERENCES, bc); MessageDialog(GetWorldPluginData(ID_PREFERENCES) ->GetString(IDC_EDITOR_PATH)); // This works! return true; }
But from elsewhere GetWorldPluginData(ID_PREFERENCES) always returns NULL. For example, here:
void FXPrefsDialog::SetValues(BaseContainer *data) { String editorPath; BaseContainer* bc = GetWorldPluginData(ID_PREFERENCES); if(bc != NULL) { editorPath = bc->GetString(10000); } else { BaseContainer bc; SetWorldPluginData(ID_PREFERENCES, bc, FALSE); } SetString(IDC_EDITOR_PATH, editorPath); }
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 15/08/2003 at 15:38, xxxxxxxx wrote:
I give up!
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PrefsDialogHookClass::GetData() won't work until the preferences dialog has been opened at least once in the Cinema 4D session.
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GetWorldPluginData receives a NULL pointer if it's not executed quite immediately after SetWorldPluginData.
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SceneHook doesn't seem to be offer a straightforward solution.
So now I wrote code for a preferences file of my own.
Regards,
Jörn -
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/08/2003 at 12:50, xxxxxxxx wrote:
I cannot confirm 2). The following code seems to work:
Bool MenuTest::Execute(BaseDocument *doc) { { BaseContainer* bc = GetWorldPluginData(1012173); if (bc) { GePrint("before: " + bc->GetString(101)); } } { BaseContainer bc; bc.SetString(101, "Hello World!"); SetWorldPluginData(1012173, bc, FALSE); } { BaseContainer* bc = GetWorldPluginData(1012173); if (bc) { GePrint("after: " + bc->GetString(101)); } } return TRUE; }
This first time I ran it only "after" was output, but after that "before" is output as well, even after closing C4D. (At first I thought it didn't work, since when I forced C4D to quit it didn't save the preferences. Perhaps you did that as well?)
You're probably right about 1). I think that the internal preference panes store their data in the GetWorldContainer() space, so perhaps that's where your data ends up as well. (The preference library was originally only used by internal modules.) But using GetWorldPluginData() sounds safer, if it works.