Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Recent
    • Tags
    • Users
    • Login

    GeDialog Pointer in tooldata

    Scheduled Pinned Locked Moved SDK Help
    3 Posts 0 Posters 313 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 12/05/2010 at 01:29, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   11.5 
      Platform:   Windows  ;   Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hello all,
      i have a problem on my plugin and meaby someone can help me.

      i have a tooldata plugin and a gedialog plugin, on tool init i open my dialog like this ;

      MyCustomDLG * dlg; // this is public in tool data

      // this is in ToolData::Init     
      dlg = gNew TRACER;
      dlg->Open(TRUE,ID_TRACERDIALOG,-1,-1);

      obiusly every time i call my tool a new dialog is opened
      how i can know if my dialog is opened ? and mutch important how i can retrive a dlg pointer?

      i saw dlg->IsOpen() but obiusly gNew create a new pointer every time.

      thanks in advance
      Franz

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

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 12/05/2010 at 02:05, xxxxxxxx wrote:

        Have you checked the liquidtool.cpp example? Tools can have their own dialog. Check the ToolData's   AllocSubDialog() method. Besides I think it's not a good idea to create your own nonmodal dialog from within a tool.

        cheers,
        Matthias

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

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

          On 12/05/2010 at 03:15, xxxxxxxx wrote:

          well my problem is this:
          my dialog is a generic manager to control some part of cinema4d...
          for this reason i can't us AllocSubdialg.... my manager is not needed only for tool.

          all the best
          Franz

          1 Reply Last reply Reply Quote 0
          • First post
            Last post