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    Cinema crashes renaming items in a TreeView

    Bugs
    r20 s26 python windows macos
    2
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    • ferdinandF
      ferdinand @HerrMay
      last edited by ferdinand

      Hello @herrmay,

      Thank you for reaching out to us. I unfortunately cannot run your code, as it seems to be missing quite a lot of integer ID symbols.

      fcb2a8c5-0bca-4ee7-9b28-5de6163ba462-image.png

      25b310f0-d247-45d8-8692-182ab4cf6894-image.png

      Could you please provide a version that is executable?

      Cheers,
      Ferdinand

      MAXON SDK Specialist
      developers.maxon.net

      H 1 Reply Last reply Reply Quote 0
      • H
        HerrMay @ferdinand
        last edited by

        Hello @ferdinand,

        must've cropped something there. Of course, here you go.

        # Example of using the Cinema 4D Tree View GUI in Python.
        
        import c4d
        import os
        import weakref
        
        # Be sure to use a unique ID obtained from [URL-REMOVED]
        PLUGIN_ID = 9912399
        PLUGIN_NAME = "Python TreeView Example"
        PLUGIN_HELP = "Show the current scene hierarchy in a tree."
        
        # Bit for the Checkbox in the GUI. Kind of a bad practice to use this
        # but reduces complexity for this example.
        BIT_CHECKED = 256
        # TreeView Column IDs.
        ID_CHECKBOX = 1
        ID_ICON = 2
        ID_TREEVIEW = 3
        ID_TREEVIEW_TYPE = 4
        ID_TREEVIEW_CHANNEL = 5
        
        def TraverseShaders(node):
            """Yields all shaders that are hierarchical or shader branch descendants of #node.
        
            Semi-iterative traversal is okay in this case, at least I did not bother with implementing it fully
            iteratively here.
        
            In case it is unclear, you can throw any kind of node at this, BaseObject, BaseMaterial,
            BaseShader, etc., to discover shaders which a descendants of them.
            """
            if node is None:
                return
        
            while node:
                if isinstance(node, c4d.BaseShader):
                    yield node
        
                # The shader branch traversal.
                for descendant in TraverseShaders(node.GetFirstShader()):
                    yield descendant
        
                # The hierarchical traversal.
                for descendant in TraverseShaders(node.GetDown()):
                    yield descendant
        
                node = node.GetNext()
        
        def get_next(node):
        
            if isinstance(node, c4d.Material) and node.GetFirstShader():
                return node.GetFirstShader()
        
            if node.GetDown():
                return node.GetDown()
        
            while not node.GetNext() and node.GetUp():
                node = node.GetUp()
        
            return node.GetNext()
        
        
        def iter_children(node):
            """Yields all descendants of ``node`` in a truly iterative fashion.
        
            The passed node itself is yielded as the first node and the node graph is
            being traversed in depth first fashion.
        
            This will not fail even on the most complex scenes due to truly
            hierarchical iteration. The lookup table to do this, is here solved with
            a dictionary which yields favorable look-up times in especially larger
            scenes but results in a more convoluted code. The look-up could
            also be solved with a list and then searching in the form ``if node in
            lookupTable`` in it, resulting in cleaner code but worse runtime metrics
            due to the difference in lookup times between list and dict collections.
            """
            if not node:
                return
        
            # The lookup dictionary and a terminal node which is required due to the
            # fact that this is truly iterative, and we otherwise would leak into the
            # ancestors and siblings of the input node. The terminal node could be
            # set to a different node, for example ``node.GetUp()`` to also include
            # siblings of the passed in node.
            visisted = {}
            terminator = node
        
            while node:
                # C4DAtom is not natively hashable, i.e., cannot be stored as a key
                # in a dict, so we have to hash them by their unique id.
                node_uuid = node.FindUniqueID(c4d.MAXON_CREATOR_ID)
                if not node_uuid:
                    raise RuntimeError("Could not retrieve UUID for {}.".format(node))
        
                # Yield the node when it has not been encountered before.
                if not visisted.get(bytes(node_uuid)):
                    yield node
                    visisted[bytes(node_uuid)] = True
        
                # Attempt to get the first child of the node and hash it.
                child = node.GetDown()
        
                if child:
                    child_uuid = child.FindUniqueID(c4d.MAXON_CREATOR_ID)
                    if not child_uuid:
                        raise RuntimeError("Could not retrieve UUID for {}.".format(child))
        
                # Walk the graph in a depth first fashion.
                if child and not visisted.get(bytes(child_uuid)):
                    node = child
        
                elif node == terminator:
                    break
        
                elif node.GetNext():
                    node = node.GetNext()
        
                else:
                    node = node.GetUp()
        
        
        def iter_shader(shader):
        
            for shd in iter_children(shader):
                yield shd
        
        
        def iter_baselist(node):
        
            while node:
                yield node
                node = node.GetNext()
        
        
        class Hierarchy(c4d.gui.TreeViewFunctions):
        
            def __init__(self, dlg):
                # Avoid a cyclic reference.
                self._dlg = weakref.ref(dlg)
        
        
            def GetShader(self, shader):
                doc = c4d.documents.GetActiveDocument()
                mat = doc.GetFirstMaterial()
                return next(iter_shader(mat[shader]), None)
        
        
            def GetFirst(self, root, userdata):
                """
                Return the first element in the hierarchy. This can be any Python
                object. With Cinema 4D nodes, it is easy to implement, but it could
                as well be a Python integer which you can use as an index in a list.
        
                Returns:
                (any or None): The first element in the hierarchy or None.
                """
        
                doc = c4d.documents.GetActiveDocument()
                return doc.GetFirstMaterial()
        
        
            def GetDown(self, root, userdata, node):
                """
                Returns:
                (any or None): The child element going from *node* or None.
                """
        
                if isinstance(node, c4d.Material):
                    return node.GetFirstShader()
        
                return node.GetDown()
        
        
            def GetNext(self, root, userdata, node):
                """
                Returns:
                (any or None): The next element going from *node* or None.
                """
        
                return node.GetNext()
        
        
            def GetPred(self, root, userdata, node):
                """
                Returns:
                (any or None): The previous element going from *node* or None.
                """
        
                return node.GetPred()
        
        
            def GetName(self, root, userdata, node):
                """
                Returns:
                (str): The name to display for *node*.
                """
        
                return node.GetName()
        
        
            def Open(self, root, userdata, node, opened):
                """
                Called when the user opens or closes the children of *obj* in
                the Tree View.
                """
        
                doc = c4d.documents.GetActiveDocument()
                doc.StartUndo()
                doc.AddUndo(c4d.UNDOTYPE_CHANGE_SELECTION, node)
        
                if opened:
                    node.SetBit(c4d.BIT_OFOLD)
                else:
                    node.DelBit(c4d.BIT_OFOLD)
        
                doc.EndUndo()
                c4d.EventAdd()
        
        
            def IsOpened(self, root, userdata, node):
                """
                Returns:
                (bool): True if *obj* is opened (expaneded), False if it is
                    closed (collapsed).
                """
        
                return node.GetBit(c4d.BIT_OFOLD)
        
        
            def DeletePressed(self, root, userdata):
                """
                Called when the user right-click Deletes or presses the Delete key.
                Should delete all selected elements.
                """
        
                def delete_recursive(node):
                    if node is None:
                        return
        
                    if node.GetBit(c4d.BIT_ACTIVE) == True:
                        doc.AddUndo(c4d.UNDOTYPE_DELETE, node)
                        node.Remove()
                        return
        
                    for child in node.GetChildren():
                        delete_recursive(child)
        
                doc = c4d.documents.GetActiveDocument()
                doc.StartUndo()
        
                for mat in doc.GetMaterials():
                    delete_recursive(mat)
        
                doc.EndUndo()
                c4d.EventAdd()
        
        
            def Deselect(self, doc):
        
                for mat in iter_baselist(doc.GetFirstMaterial()):
                    doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, mat)
                    mat.DelBit(c4d.BIT_ACTIVE)
                    for shader in iter_children(mat.GetFirstShader()):
                        doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, shader)
                        shader.DelBit(c4d.BIT_ACTIVE)
        
        
            def Select(self, root, userdata, node, mode):
                """
                Called when the user selects an element.
                """
        
                doc = c4d.documents.GetActiveDocument()
                doc.StartUndo()
                doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, node)
        
                if mode == c4d.SELECTION_NEW:
                    self.Deselect(doc)
                    node.SetBit(c4d.BIT_ACTIVE)
        
                elif mode == c4d.SELECTION_ADD:
                    node.SetBit(c4d.BIT_ACTIVE)
        
                elif mode == c4d.SELECTION_SUB:
                    node.DelBit(c4d.BIT_ACTIVE)
        
                doc.EndUndo()
                c4d.EventAdd()
        
        
            def IsSelected(self, root, userdata, node):
                """
                Returns:
                (bool): True if *obj* is selected, False if not.
                """
        
                return node.GetBit(c4d.BIT_ACTIVE)
        
        
            def DoubleClick(self, root, userdata, node, 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.
                """
        
                if col == ID_TREEVIEW:
                    return False
                else:
                    return True
        
        
            def IsResizeColAllowed(self, root, userdata, lColID):
                if lColID > 2:
                    return True
                return False
        
        
            def IsTristate(self, root, userdata):
                return False
        
        
            def GetDragType(self, root, userdata, node):
                """
                Returns:
                (int): The drag datatype.
                """
        
                return c4d.NOTOK
        
        
            # def DragStart(self, root, userdata, node):
            #     """
            #     Returns:
            #     (int): Bitmask specifying options for the drag, whether it is
            #         allowed, etc.
            #     """
        
            #     return c4d.TREEVIEW_DRAGSTART_ALLOW | c4d.TREEVIEW_DRAGSTART_SELECT
        
        
            def GetId(self, root, userdata, node):
                """
                Return a unique ID for the element in the TreeView.
                """
        
                return node.GetUniqueID()
        
        
            def SetName(self, root, userdata, node, name):
                """
                Called when the user renames the element. `DoubleClick()` must return
                False for this to work.
                """
        
                doc = c4d.documents.GetActiveDocument()
                doc.StartUndo()
                doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, node)
                node.SetName(name)
                doc.EndUndo()
                c4d.EventAdd()
        
        
            def DrawCell(self, root, userdata, node, col, drawinfo, bgColor):
                """
                Called for a cell with layout type `c4d.LV_USER` or `c4d.LV_USERTREE`
                to draw the contents of a cell.
                """
        
                if col == ID_ICON:
                    icon = node.GetIcon()
                    drawinfo["frame"].DrawBitmap(
                        icon["bmp"], drawinfo["xpos"], drawinfo["ypos"],
                        16, 16, icon["x"], icon["y"], icon["w"], icon["h"], c4d.BMP_ALLOWALPHA)
        
                if col == ID_TREEVIEW_TYPE:
                    name = node.GetTypeName()
                    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)
        
                if col == ID_TREEVIEW_CHANNEL:
                    if isinstance(node, c4d.Material):
                        return
        
                    if node == self.GetShader(c4d.MATERIAL_COLOR_SHADER):
                        name = "Color"
        
                    elif node == self.GetShader(c4d.MATERIAL_LUMINANCE_SHADER):
                        name = "Luminance"
        
                    elif node == self.GetShader(c4d.MATERIAL_DIFFUSION_SHADER):
                        name = "Diffusion"
        
                    else:
                        name = ""
        
                    if name != "":
                        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 SetCheck(self, root, userdata, node, column, checked, msg):
                """
                Called when the user clicks on a checkbox for an object in a
                `c4d.LV_CHECKBOX` column.
                """
        
                if checked:
                    node.SetBit(BIT_CHECKED)
                else:
                    node.DelBit(BIT_CHECKED)
        
                def checked_collect(op):
                    if op is None:
                        return
                    elif isinstance(op, c4d.documents.BaseDocument):
                        for obj in op.GetObjects():
                            for x in checked_collect(obj):
                                yield x
                    else:
                        if op.GetBit(BIT_CHECKED):
                            yield op
                        for child in op.GetChildren():
                            for x in checked_collect(child):
                                yield x
        
                status = ', '.join(obj.GetName() for obj in checked_collect(node.GetDocument()))
                self._dlg().SetString(1001, "Checked: " + status)
                self._dlg()._treegui.Refresh()
        
        
            def IsChecked(self, root, userdata, node, column):
                """
                Returns:
                (int): Status of the checkbox in the specified *column* for *obj*.
                """
        
                val = node.GetBit(BIT_CHECKED)
        
                if val == True:
                    return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED
                else:
                    return c4d.LV_CHECKBOX_ENABLED
        
        
            def HeaderClick(self, root, userdata, column, channel, is_double_click, mouseX, mouseY, ua):
                """
                Called when the TreeView header was clicked.
        
                Returns:
                (bool): True if the event was handled, False if not.
                """
        
                c4d.gui.MessageDialog("You clicked on the '%i' header." % (column))
                return True
        
        
            def AcceptDragObject(self, root, userdata, node, dragtype, dragobject):
                """
                Called when a drag & drop operation hovers over the TreeView to check
                if the drag can be accepted.
        
                Returns:
                (int, bool)
                """
        
                # if dragtype != c4d.DRAGTYPE_ATOMARRAY:
                #     return 0
        
                # return c4d.INSERT_BEFORE | c4d.INSERT_AFTER | c4d.INSERT_UNDER, True
        
                return 0
        
        
            def GenerateDragArray(self, root, userdata, node):
                """
                Return:
                (list of c4d.BaseList2D): Generate a list of objects that can be
                    dragged from the TreeView for the `c4d.DRAGTYPE_ATOMARRAY` type.
                """
        
                if node.GetBit(c4d.BIT_ACTIVE):
                    return [node, ]
        
        
            def InsertObject(self, root, userdata, node, dragtype, dragobject, insertmode, bCopy):
                """
                Called when a drag is dropped on the TreeView.
                """
        
                if dragtype != c4d.DRAGTYPE_ATOMARRAY:
                    return # Shouldnt happen, we catched that in AcceptDragObject
        
                for op in dragobject:
                    op.Remove()
        
                    if insertmode == c4d.INSERT_BEFORE:
                        op.InsertBefore(node)
                    elif insertmode == c4d.INSERT_AFTER:
                        op.InsertAfter(node)
                    elif insertmode == c4d.INSERT_UNDER:
                        op.InsertUnder(node)
                return
        
        
            def GetColumnWidth(self, root, userdata, node, col, area):
                """Measures the width of cells.
        
                Although this function is called #GetColumnWidth and has a #col, it is
                not only executed by column but by cell. So, when there is a column
                with items requiring the width 5, 10, and 15, then there is no need
                for evaluating all items. Each item can return its ideal width and
                Cinema 4D will then pick the largest value.
        
                Args:
                    root (any): The root node of the tree view.
                    userdata (any): The user data of the tree view.
                    obj (any): The item for the current cell.
                    col (int): The index of the column #obj is contained in.
                    area (GeUserArea): An already initialized GeUserArea to measure
                     the width of strings.
        
                Returns:
                    TYPE: Description
                """
                # The default width of a column is 80 units.
                width = 80
                # Replace the width with the text width. area is a prepopulated
                # user area which has already setup all the font stuff, we can
                # measure right away.
        
                if col == ID_ICON:
                    return 5
        
                if col == ID_TREEVIEW:
                    return area.DrawGetTextWidth(node.GetName()) + 5
        
                if col in (ID_TREEVIEW_TYPE, ID_TREEVIEW_CHANNEL):
                    return area.DrawGetTextWidth(node.GetTypeName()) + 5
        
                return 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 False
        
        
            def GetColors(self, root, userdata, node, pNormal, pSelected):
                """
                Retrieve colors for the TreeView elements.
        
                Returns:
                (int or c4d.Vector, int or c4d.Vector): The colors for the normal
                    and selected state of the element.
                """
        
                usecolor = node[c4d.ID_BASEOBJECT_USECOLOR]
        
                if usecolor == c4d.ID_BASEOBJECT_USECOLOR_ALWAYS:
                    pNormal = node[c4d.ID_BASEOBJECT_COLOR]
        
                return pNormal, pSelected
        
        
            # Context menu entry for "Hello World!"
            ID_HELLOWORLD = 355435345
        
        
            def CreateContextMenu(self, root, userdata, node, lColumn, bc):
                """
                User clicked with the right mouse button on an entry so
                we can here enhance the menu
                """
        
                bc.SetString(self.ID_HELLOWORLD, "Set Original Name")
        
        
            def ContextMenuCall(self, root, userdata, node, lColumn, lCommand):
                """
                The user executes an entry of the context menu.
        
                Returns:
                (bool): True if the event was handled, False if not.
                """
        
                if lCommand == self.ID_HELLOWORLD:
                    doc = c4d.documents.GetActiveDocument()
                    doc.StartUndo()
                    doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, node)
                    node.SetName(node.GetTypeName())
                    doc.EndUndo()
                    c4d.EventAdd()
                    return True
        
                return False
        
        
            def SelectionChanged(self, root, userdata):
                """
                Called when the selected elements in the TreeView changed.
                """
        
                print("The selection changed")
        
        
            def Scrolled(self, root, userdata, h, v, x, y):
                """
                Called when the TreeView is scrolled.
                """
        
                self._dlg().SetString(1002, ("H: %i V: %i X: %i Y: %i" % (h, v, x, y)))
        
        
        class TestDialog(c4d.gui.GeDialog):
        
            _treegui = None
        
            def CreateLayout(self):
                # Create the TreeView GUI.
                customgui = c4d.BaseContainer()
                customgui.SetBool(c4d.TREEVIEW_BORDER, True)
                customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True)
                customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False)
                customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True)
                customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True)
                customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True)
                customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, 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.AddMultiLineEditText(1001, c4d.BFH_SCALEFIT | c4d.BFV_SCALE | c4d.BFV_BOTTOM, 0, 40)
                self.AddEditText(1002, c4d.BFH_SCALEFIT, 0, 25)
                return True
        
        
            def CoreMessage(self, id, msg):
                if id == c4d.EVMSG_CHANGE:
                    # Update the treeview on each change in the document.
                    self._treegui.Refresh()
                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_ICON, c4d.LV_USER)
                layout.SetLong(ID_TREEVIEW, c4d.LV_TREE)
                layout.SetLong(ID_TREEVIEW_TYPE, c4d.LV_USER)
                layout.SetLong(ID_TREEVIEW_CHANNEL, c4d.LV_USER)
                self._treegui.SetLayout(5, layout)
        
                # Set the header titles.
                self._treegui.SetHeaderText(ID_CHECKBOX, "Check")
                self._treegui.SetHeaderText(ID_ICON, "Icon")
                self._treegui.SetHeaderText(ID_TREEVIEW, "Name")
                self._treegui.SetHeaderText(ID_TREEVIEW_TYPE, "Type")
                self._treegui.SetHeaderText(ID_TREEVIEW_CHANNEL, "Channel")
                self._treegui.Refresh()
        
                # Don't need to store the hierarchy, due to SetRoot()
        
                root = doc = c4d.documents.GetActiveDocument()
                data_model = Hierarchy(self)
                self._treegui.SetRoot(root, data_model, None)
        
                self.SetString(1002, "Scroll values")
        
                return True
        
        
        class MenuCommand(c4d.plugins.CommandData):
        
            dialog = None
        
            def Execute(self, doc):
                """
                Just create the dialog when the user clicked on the entry
                in the plugins menu to open it
                """
        
                if self.dialog is None:
                    self.dialog = TestDialog()
        
                return self.dialog.Open(
                    c4d.DLG_TYPE_ASYNC, PLUGIN_ID, defaulth=600, defaultw=600)
        
            def RestoreLayout(self, sec_ref):
                """
                Same for this method. Just allocate it when the dialog is needed.
                """
        
                if self.dialog is None:
                    self.dialog = TestDialog()
        
                return self.dialog.Restore(PLUGIN_ID, secret=sec_ref)
        
        
        def main():
        
            # c4d.plugins.RegisterCommandPlugin(
            #     PLUGIN_ID, PLUGIN_NAME, 0, None, PLUGIN_HELP, MenuCommand())
        
            global dialog
            dialog = TestDialog()
            dialog.Open(c4d.DLG_TYPE_ASYNC, defaulth=600, defaultw=600)
        
        
        if __name__ == "__main__":
          main()
        
        

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

        1 Reply Last reply Reply Quote 0
        • ferdinandF
          ferdinand
          last edited by

          Thanks, will have look - hopefully before the weekend starts.

          Cheers,
          Ferdinand

          MAXON SDK Specialist
          developers.maxon.net

          ferdinandF 1 Reply Last reply Reply Quote 0
          • ferdinandF
            ferdinand @ferdinand
            last edited by ferdinand

            Hey,

            So, I had a look, and it is not crashing for me. I created a material with a Fusion shader in it where a shader was attached to each of the three Fusion shader slots. Then I opened your dialog and played a bit around with it, with no luck, nothing was/is crashing for me.

            1. Is Cinema 4D crashing or freezing for you? You claim the former, but the latter seems more likely.
            2. If it is indeed crashing, can you provide your crash report? In Cinema 4D hit CTRL/CMD + E, click on the Preferences folder button at the bottom, open the selected folder, and navigate to _bugreports. There you find the call stack txt file for the last crash and the crash zip. See end of posting for an example.
            3. Can you provide the scene file with which it is crashing?

            Given that you only added my shader traversal method, I would say it is the culprit. Given that there is a nasty while loop in it, I would say we/you are missing an exit condition which then leads to a freeze. But I cannot either come up with a shader setup that triggers the problem, nor can I see analytically where this code will run forever in circles.

            Cheers,
            Ferdinand

            edit: Eh, I overread the deleting material part first, but even when I delete the a/the currently displayed material which is shown in the dialog, nothing is crashing for me.

            I tried S26.107 given the version range you put as tags on this topic and 2023.1.3. Which exact version are you using, and can you help me a bit with reproduction steps?

            15559077-da8b-4eeb-ab27-c8531cc820b9-image.png

            Here is how you can find the last crash report:
            crash_report.gif

            MAXON SDK Specialist
            developers.maxon.net

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            • H
              HerrMay
              last edited by

              Hi @ferdinand,

              unfortunately it is crashing not freezing. I set up a scene file with one material and a fusion shader which has three shaders in it and put it in the color texture slot.

              I played around in the Treeview Dialog and tried to rename a shader. While that worked, renaming the material did not and resulted in the crash for me.

              Please find attached the scene file and the bugreports.

              I hope this will bring light into it.

              Cheers and have a nice weekend. 🙂
              Sebastian

              Crashing_file.zip

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              • ferdinandF
                ferdinand
                last edited by ferdinand

                I just tried the renaming thing. This did not crash either for me. Could you please provide a scene file and the exact version you are using? Thank you for the bug report!

                Cheers,
                Ferdinand

                edit: oh, okay the scene is in the zip, thanks a lot 😉
                edit 2: Ah, okay, I get it. It is crashing when you rename the material/shader from your dialog. I was just renaming the material in the Material Manager. Now it is crashing for me too, yay 🙂

                MAXON SDK Specialist
                developers.maxon.net

                ferdinandF 1 Reply Last reply Reply Quote 0
                • ferdinandF
                  ferdinand @ferdinand
                  last edited by ferdinand

                  Hello @HerrMay,

                  So, I had a look again. It crashes as soon as your return False in TreeViewFunctions.DoubleClick, indicating that you want to carry out the default action, renaming the node. As you can see in your crash report, it crashes then inside one of the core Cinema 4D C++ modules, c4dplugin. I am not yet sure if there is some sort of callback going wrong or if there is just flat-out a bug in the TreeViewFunctions::DoubleClick + node renaming default code of ours. I will have a look on Monday and then file a bug report or come back here when there is some sort of callback thing going wrong with your treeview interface.

                  In the meantime, you can replace your TreeViewFunctions.DoubleClick code with this. Not pretty, but it will get the job done. You could ofc do this in a fancier fashion yourself, imitating the node renaming behavior more closely.

                      def DoubleClick(self, root, userdata, node, 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.
                          """
                          if not isinstance(node, c4d.BaseList2D):
                              return True
                  
                          node.SetName(c4d.gui.RenameDialog(node.GetName()))
                          return True
                  

                  Here is the result:
                  rename.gif

                  Cheers,
                  Ferdinand

                  Full code:

                  shader_view.py

                  MAXON SDK Specialist
                  developers.maxon.net

                  ferdinandF 1 Reply Last reply Reply Quote 0
                  • ferdinandF
                    ferdinand @ferdinand
                    last edited by

                    Hello @HerrMay,

                    So, today I found out that this is an extension of an already known bug. There were attempts made to fix this before, but that was apparently harder than it looks like. I gave the issue a little push and added this new context. We will fix this in a future version of Cinema 4D, but for now you will have to apply the workaround shown above.

                    Cheers,
                    Ferdinand

                    MAXON SDK Specialist
                    developers.maxon.net

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                    • H
                      HerrMay @ferdinand
                      last edited by

                      Hello @ferdinand,

                      ah okay I see. I was afraid it could be a bug since now it means that it'll take some time before it gets fixed. Too bad but not a deal breaker since you provided a viable solution for the time being. Thanks for looking into it and your workaround I will stick to for now.

                      Maybe a little bit off topic but since we're already talking Treeviews. There seems to be a bug too when it comes to multi-selecting objects in the Treeview. At least when using c4ds native BaseList2D objects. This has already been discussed here: TreeView Shift Click & Keyboard Arrows Input

                      Maybe you want to add this to the list of fixes as well.

                      Cheers,
                      Sebastian

                      ferdinandF 1 Reply Last reply Reply Quote 0
                      • ferdinandF
                        ferdinand @HerrMay
                        last edited by

                        Hello @HerrMay,

                        Thank you for your reply, and please excuse that I have overlooked it.

                        Maybe a little bit off topic but since we're already talking Treeviews. There seems to be a bug too when it comes to multi-selecting objects in the Treeview. At least when using c4ds native BaseList2D objects.

                        Without wanting to be rude, that statement is too vague to make a bug report out of it. The thread is quite old and therefore not the most reliable source of information, geared towards C++, and from what I see, not even conclusive in the assessment if there is a bug or not. I see there a user claiming that there is a bug, and another user, probably a Maxon employee, being skeptical about it.

                        We are happy to file bugs, but we need a reproducible case. And just as a heads up, us filing a bug does not necessarily mean that we will fix soon or at all. I understand that this can be disheartening, but we must prioritize where our bug fixing efforts are most needed, which can lead to minor bugs being pushed for a long time.

                        I have closed this thread due to its age, please feel free to open a new thread when you want to discuss that other bug. The thread is still be tracked due to its to_fix tag.

                        Cheers,
                        Ferdinand

                        MAXON SDK Specialist
                        developers.maxon.net

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