Colliding ID
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/01/2008 at 03:08, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R10.1
Platform:
Language(s) : C++ ;---------
Hello,
Here is my problem :
I'm tying to write a plugin object (objectData). All is normal, I put my compiled file in the plugin directory and that work. But if I want to write a second plugin, ID collides :_<_img border="0" src= "http://ykoeth.free.fr/fc4d/console_id.jpg"_>_
The main.cpp of the plugin1 :
> _
> // Starts the plugin registration
>
> #include "c4d.h"
>
>
> // forward declarations
> Bool RegisterPlugin1(void);
>
>
> Bool PluginStart(void)
> {
>
> if (!RegisterPlugin1()) return FALSE;
> return TRUE;
> }
>
> void PluginEnd(void)
> {
> }
>
> Bool PluginMessage(LONG id, void *data)
> {
> //use the following lines to set a plugin priority
> //
> switch (id)
> {
> case C4DPL_INIT_SYS:
> if (!resource.Init()) return FALSE; // don't start plugin without resource
> return TRUE;
>
> case C4DMSG_PRIORITY:
> return TRUE;
>
> }
>
> return FALSE;
> }
>
> _plugin1.cpp :
> _
> #include "c4d.h"
>
> class Plugin1 : public ObjectData
> {
>
> public:
> virtual Bool Init(GeListNode *node);
>
> virtual Bool Message (GeListNode *node, LONG type, void *data);
> virtual BaseObject* GetVirtualObjects(BaseObject* op, HierarchyHelp* hh);
> static NodeData *Alloc(void) { return gNew Plugin1; }
> };
>
> Bool Plugin1::Message(GeListNode *node, LONG type, void *data)
> {
> return TRUE;
> }
>
>
> Bool Plugin1::Init(GeListNode *node)
> {
> return TRUE;
> }
>
> BaseObject* Plugin1::GetVirtualObjects(BaseObject* op, HierarchyHelp* hh)
> {
>
> BaseObject *ret = NULL;
> return ret;
> }
> // be sure to use a unique ID obtained from www.plugincafe.com
> #define ID_PLUGIN1 1000004
>
> Bool RegisterPlugin1(void)
> {
> return RegisterObjectPlugin(ID_PLUGIN1,"plugin1 name",OBJECT_GENERATOR,Plugin1::Alloc,"plugin1",NULL,0);
> }
>
> _The main.cpp of the plugin2 :
> _
> // Starts the plugin registration
>
> #include "c4d.h"
>
>
> // forward declarations
> Bool RegisterPlugin2(void);
>
>
> Bool PluginStart(void)
> {
>
> if (!RegisterPlugin2()) return FALSE;
> return TRUE;
> }
>
> void PluginEnd(void)
> {
> }
>
> Bool PluginMessage(LONG id, void *data)
> {
> //use the following lines to set a plugin priority
> //
> switch (id)
> {
> case C4DPL_INIT_SYS:
> if (!resource.Init()) return FALSE; // don't start plugin without resource
> return TRUE;
>
> case C4DMSG_PRIORITY:
> return TRUE;
>
> }
>
> return FALSE;
> }
>
> _plugin2.cpp :
> _
> #include "c4d.h"
>
> class Plugin2 : public ObjectData
> {
>
> public:
> virtual Bool Init(GeListNode *node);
>
> virtual Bool Message (GeListNode *node, LONG type, void *data);
> virtual BaseObject* GetVirtualObjects(BaseObject* op, HierarchyHelp* hh);
> static NodeData *Alloc(void) { return gNew Plugin2; }
> };
>
> Bool Plugin2::Message(GeListNode *node, LONG type, void *data)
> {
> return TRUE;
> }
>
>
> Bool Plugin2::Init(GeListNode *node)
> {
> return TRUE;
> }
>
> BaseObject* Plugin2::GetVirtualObjects(BaseObject* op, HierarchyHelp* hh)
> {
>
> BaseObject *ret = NULL;
> return ret;
> }
> // be sure to use a unique ID obtained from www.plugincafe.com
> #define ID_PLUGIN2 1000006
>
> Bool RegisterPlugin2(void)
> {
> return RegisterObjectPlugin(ID_PLUGIN2,"plugin2 name",OBJECT_GENERATOR,Plugin2::Alloc,"plugin2",NULL,0);
> }
>
> _I don't why because IDs are different.
I hope somebody have the solution,
Thank you. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/01/2008 at 08:15, xxxxxxxx wrote:
Or if somebody can give me a file with the source code of a simple plugin (or two simples plugins) like mine but as you would have coded it. Thank
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/01/2008 at 08:27, xxxxxxxx wrote:
Sorry, I found alone. It was the products names which were the sames.
The solution : Xcode>Project>Project Settings>Product name.
Sorry for this inconvenience.