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    CommandNotify

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 04/09/2005 at 13:00, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi,

      anybody used the 'CommandNotify' func?
      can't find anything about it.

      Just want a notification if a c4D file is loaded (new doc)
      I'm working in a commandplug, in a dialog

      regards,

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 06/09/2005 at 12:50, xxxxxxxx wrote:

        Hi,

        Now i see that its only called when something in the dialog onwn menu happens.
        I need to be called when main C4D is going to load and or save's a doc.
        Who know's how to do that ?

        regards,

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 08/09/2005 at 01:20, xxxxxxxx wrote:

          Ok,

          I'm in a commandata plugin, or in a tagdata plug.
          How do i know if the document is going to be saved ?

          In a tag i can use Read(), but: this is going to be called for every tag. I want only one call to initialize some data.
          I could use an incrementing global counter and take action when its zero, but, that's not very elegant.

          Then: how do i know it in my commanddata plug ?
          Is there a message or a call i overlooked ?

          kind regards,

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 13/09/2005 at 08:35, xxxxxxxx wrote:

            bump

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 14/09/2005 at 13:17, xxxxxxxx wrote:

              Listen for the document info message:

                  
                  
                  virtual Bool Message(GeListNode* node, LONG type, void* data)  
                  {  
                      if (type == MSG_DOCUMENTINFO)  
                      {  
                          DocumentInfoData* info = static_cast<DocumentInfoData*>(data);  
                          if (info && info->type == MSG_DOCUMENTINFO_TYPE_SAVE_BEFORE)  
                          {  
                              GePrint("Document is about to be saved!");  
                          }  
                      }  
                      return TagData::Message(node, type, data);  
                  }
              
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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 15/09/2005 at 15:04, xxxxxxxx wrote:

                Ok, thanks Mikael.

                But as i said: in a tag i can use Read()
                But that is going to be called for every tag.
                I want only one call.
                I use a master commanddata plug for management.

                How can i catch this 'document info message' now, here is no type member.

                Regards,

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 14/10/2005 at 03:53, xxxxxxxx wrote:

                  You can create a SceneHookData plugin to catch this in NodeData::Message().

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