Adding ToolPlugin to GeDialog
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/03/2005 at 08:09, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9
Platform: Windows ;
Language(s) : C++ ;---------
Hi there,
after succesfully creating several different Plugintypes there is one thing i havent found out yet. I want to add the menucommand that is automatically added to the Plugins-Menu to my own Dialog.
The dialog is opened via commandPlugin but i couldnt find any way to start other toolplugins from there. Anybody knows a cure?
Another question:
When editing my own objects generated by my Toolplugin the representation in the editor smoothly changes depending on speed, meaning changing from OpenGl to wire or even box. Very nice. But somtimes the connection between the handles and my object gets lost, meaning the handles still move but dont cause any editing. After waiting some seconds with mousbutton down and not moving it, sometimes it gets connected again automatically, but not always. Is there a way to force this programmatically?
thank you very much in advance for your help.
developer -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/03/2005 at 03:11, xxxxxxxx wrote:
I found outby myself how to add the menuitem to the menu on my geDialog, but not how to add the same command to a Button
Any help would be really appreciated.
It looks like there is no official support this week, lots of zero answer requests here, so lets wait another five days all together 'til the end of easter, maybe then we will have more luck
bye
Peter -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/03/2005 at 10:36, xxxxxxxx wrote:
sorry, there are at least 20 questions in your post. It´s very time consuming to read all this. Can you post 1 question per thread please?
Anyway, when your button is pressed, you get a message. Simply call the menu command from there (i.e. with SendCoreMessage()).
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/03/2005 at 06:15, xxxxxxxx wrote:
In 9.1 you can use the convenience function CallCommand() instead.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/03/2005 at 11:11, xxxxxxxx wrote:
@3d designer
thank you very much for your help.
@mikael
thank you too very much
Only thing is, i couldnt find the slightest hint to CallCommand() in the SDK or documentation. So this seems to be completely useless for me as long as i dont know how to use this function. Which could be in fact very helpful as SendCoreMessage() requires three parameters which look like a real revenge to me to find out how to use them:
SendCoreMessage? Send editorcommand and five other parameter-types i dont have any idea what they mean.Second parameter is wrapped in a basecontainer and even more complicated. And what is an event id?
All i want to do is start a toolplugin from a button in my own gedialog.
if 100XXXX is my pluginID how can i start it via SendCoreMessage.
Pleeeease help.
Sendcoremessage(?, 100XXXX ,0) ???
and please forget about my other question, i really feel ashamed for having put two questions into one thread.
Peter -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/03/2005 at 11:14, xxxxxxxx wrote:
Oh you want to call a toolplugin? Well that´s easier (couldn´t see that from your initial post, although the topic said this)
Simply use
SetAction(Toolplugin ID); //you find the IDs in c4d_symbols.coh