CustomGui strings into 'dialog'
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 22/11/2008 at 08:56, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R9-11
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
I've created my CustomDataType and CustomGui basic structure (amazingly, it's working!) ;), but the datatype/customgui has .h/.res/.str files describing the elements for the gui. How would one get the strings out of Dkdzfalloff.str into this dialog in my derived iCustomGui class so that I can keep the strings as resources but out of the my global c4d_strings.h? -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/11/2008 at 03:47, xxxxxxxx wrote:
You would need to create dialog resources just as if you´d create them for a non-modal dialog command plugin.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/11/2008 at 09:19, xxxxxxxx wrote:
That was my thinking - but since I'm using a GeUserArea, I'm not using a dialog resource (it really gets too complicated otherwise - like this isn't complicated enough - lol).
They might need to go into the c4d_strings.h after all.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/11/2008 at 00:58, xxxxxxxx wrote:
Have you tried const String & GeLoadString(LONG id)?
Just define the strings in your description resource files for the custom description gui.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/11/2008 at 06:33, xxxxxxxx wrote:
I have to correct myself, the strings for custom GUIs go into c4d_symbols.h and c4d_strings.str.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/11/2008 at 10:54, xxxxxxxx wrote:
Thanks, Matthias! That does the trick.