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    Passed Time

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/06/2008 at 13:22, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   10.5 
      Platform:      
      Language(s) :     C++  ;

      ---------
      Hey

      I wonder how this nice little timer is made, that shows up to the bottom left of the C4D GUI when a rendering starts.

      For general I just want to know, how to implement something to grab the time passed between plugin start and the return result from the main routine. In my case I want to grab the calculation time of the mesh and display it somehow (on the wishlist is a stylish timer like the renering one, but I also use the time diplayed with GePrint())

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/06/2008 at 16:50, xxxxxxxx wrote:

        For time passage, I use GeGetTimer(). This returns the current time in milliseconds.

        When you want to start timing, do this:

        LONG starttime = GeGetTimer();

        When you want to get the end time, do something like this (here I'm printing seconds elapsed) :

        GePrint("Keyframing Time: "+RealToString((GeGetTimer()-starttime) * 0.001)+" seconds");

        Or simply:

        LONG endtime = GeGetTimer();
        ...
        LONG elapsed = endtime-starttime;

        As for the other part, use a ProgressBar with StatusSetBar(). This won't be in the Picture window for the external render like Cinema 4D but where the user has the Status bar (usually at the bottom).

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 20/06/2008 at 05:34, xxxxxxxx wrote:

          Thanks Robert, thats what I needed 😆

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