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    Bitmap Button

    Cinema 4D SDK
    python
    2
    14
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    • S
      s_bach
      last edited by s_bach

      Hello,

      there is no thing like a custom viewport.

      You can render a given scene (BaseDocument) with RenderDocument() using the hardware (OpenGL) renderer. Then you can display the resulting BaseBitmap in the GUI somehow. That is what the material preview is doing.

      One way would be to use a GeDialog. In this case you could use a BitmapButtonCustomGui to display a BaseBitmap. This is something you could implement in Python.

      Another way could be to add a bitmap button to the description of your object (CUSTOMDATATYPE_BITMAPBUTTON). Such a bitmap button would display a registered icon (BITMAPBUTTON_ICONID1). So you would have to register your bitmap as an icon using RegisterIcon(). But I haven't tried that and I don't know how well that would work.

      A third solution would be to use the C++ SDK. Then you could define a custom data type which you could add to your object's parameter description. You could create a custom GUI for that data type that includes a GeUserArea that draws the bitmap the way you want.

      You find more information on parameter descriptions in these manuals:

      • Description Manual
      • Description Settings Manual

      And more information on GeDialogs and GeUserAreas in these manuals:

      • GeDialog Manual
      • GeUserArea Manual

      You find examples on how to create custom data types or custom GUI elements in C++ here:

      • customgui_string.cpp
      • customdata_customgui.cpp

      best wishes,
      Sebastian

      MAXON SDK Specialist

      Development Blog, MAXON Registered Developer

      1 Reply Last reply Reply Quote 2
      • merkvilsonM
        merkvilson
        last edited by merkvilson

        This post is deleted!
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        • merkvilsonM
          merkvilson
          last edited by

          Seems like I figured it out but I'll keep investigating.

          1 Reply Last reply Reply Quote 0
          • merkvilsonM
            merkvilson
            last edited by merkvilson

            I tried this way and it kinda works. but let's assume that I want to scale the sphere object from my object generator plugin. It works only if I'm updating the render settings or reloading python plugins. Is it possible to update it according to the DIRTY FLAGS of the object generator plugin?

            let me know if I'm doing something wrong.

            1 Reply Last reply Reply Quote 0
            • S
              s_bach
              last edited by

              Hello,

              you could set DIRTYFLAGS_DESCRIPTION after an interaction with the TEST_SLIDER parameter (e.g. in SetDParameter or after MSG_DESCRIPTION_POSTSETPARAMETER). That should update the description.

              best wishes,
              Sebastian

              MAXON SDK Specialist

              Development Blog, MAXON Registered Developer

              merkvilsonM 1 Reply Last reply Reply Quote 1
              • merkvilsonM
                merkvilson @s_bach
                last edited by

                @s_bach

                SetDParameter seems to be easier but seems like I'm doing something wrong. Can you provide a code snippet, how to do this properly?

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                • merkvilsonM
                  merkvilson
                  last edited by

                  I'm probably doing something wrong.

                      def SetDParameter(self, node, id, t_data, flags) :   
                  
                          if id[0].id == c4d.TEST_SLIDER:
                              node.SetDirty(c4d.DIRTYFLAGS_DESCRIPTION)
                  
                  
                  1 Reply Last reply Reply Quote 0
                  • S
                    s_bach
                    last edited by

                    Hello,

                    it seems to work better if you change the dirty status of the bitmap. Something like this:

                    def GetDParameter(self, node, id, flags):
                        if id[0].id == c4d.THE_BITMAP_BUTTON:
                            data = c4d.BitmapButtonStruct(node, id, self.bmp.GetDirty())
                            return (True, data, flags | c4d.DESCFLAGS_GET_PARAM_GET)
                        
                        return True
                    
                    def SetDParameter(self, node, id, t_data, flags):
                    
                        if id[0].id == c4d.THE_OTHER_PARAMETER:
                            self.bmp.SetDirty()
                            node.SetDirty(c4d.DIRTYFLAGS_DATA)
                    
                        return False
                    

                    best wishes,
                    Sebastian

                    MAXON SDK Specialist

                    Development Blog, MAXON Registered Developer

                    1 Reply Last reply Reply Quote 1
                    • merkvilsonM
                      merkvilson
                      last edited by merkvilson

                      This post is deleted!
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                      • merkvilsonM
                        merkvilson
                        last edited by

                        This post is deleted!
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                        • merkvilsonM
                          merkvilson
                          last edited by merkvilson

                          This post is deleted!
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                          • merkvilsonM
                            merkvilson
                            last edited by merkvilson

                            btw, is it possible to prevent the description from constant updates during manipulating the slider and set the DIRTYFLAGS when the slider is already set to the desired value?
                            Seems like C4D's material preview is capable of detecting time intervals between manipulations and if the interval is not high enough, no update takes place. Should I import pythons datetime or maybe it is possible to accomplish this task directly from c4d's module?

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                            • merkvilsonM
                              merkvilson
                              last edited by

                              This goes off topic so I'll make a new post.

                              The main issue is already solved, thanks to Sebastian! 💙

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