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    StatusSetSpin?

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 08/02/2011 at 08:59, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R9+ 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Howdy,

      I'm having a little trouble getting the status bar to spin while walking the hierarchy in a recursive function.

      Basically what I'm doing is something similar to this:

      void WalkTheHierarchy(BaseObject *op)
      {
           while(op)
          {
              StatusSetSpin();
              // do something with op....
        
              WalkTheHierarchy(op->GetDown());
        
              op = op->GetNext();
          }
      }
      

      ... and that's being called with something similar to this:

      StatusSetText("walking the hierarchy");
      WalkTheHierarchy(doc->GetFirstObject());
      

      ... but for some reason the status bar doesn't want to spin. It shows the dashed bar, but it doesn't move, and instead I get the spinning curser until it's done.

      Is the example code above the correct way to handle it? Or is branching out of the function causing it to start over every time?

      Adios,
      Cactus Dan

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 09/02/2011 at 06:46, xxxxxxxx wrote:

        It's working fine here. My problem was it iterated so quickly through my hierarchy there was no spinning visible. Introducing a little delay clearly shows the animation. For instance I just added a GePrint() to print the names.

          
        void WalkTheHierarchy(BaseObject *op)  
        {  
           while(op)  
          {  
              StatusSetSpin();  
              // do something with op....  
              GePrint(op->GetName());  
          
              WalkTheHierarchy(op->GetDown());  
          
              op = op->GetNext();  
          }  
        }  
        

        cheers,
        Matthias

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        • H Offline
          Helper
          last edited by

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

          On 09/02/2011 at 07:49, xxxxxxxx wrote:

          Howdy,

          Hmmmm, you're right when I make a simple a simple test command using my example code, it does work. There must be something else in my plugin code that's stopping it from animating, then. :frowning2:

          Adios,
          Cactus Dan

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          • H Offline
            Helper
            last edited by

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

            On 09/02/2011 at 08:12, xxxxxxxx wrote:

            From where do you call StatusSetSpin?

            cheers,
            Matthias

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            • H Offline
              Helper
              last edited by

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

              On 09/02/2011 at 10:03, xxxxxxxx wrote:

              Howdy,

              Well, I'm calling it as the first line inside the while loop like the simplified example, but it's doing a test for object type, and then branching out of there, passing the object pointer to another function that's making calls to the fbx sdk to create fbx objects equivalent to the object passed to the function.

              Could it be that those calls are cpu intensive and causing Cinema 4D to skip updating the managers?

              Adios,
              Cactus Dan

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              • H Offline
                Helper
                last edited by

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

                On 10/02/2011 at 11:12, xxxxxxxx wrote:

                Howdy,

                Ah-ha! The problem was indeed that walking the hierarchy went by so fast. After that it then went on to a more time consuming function that didn't have status bar support yet, so after walking the hierarchy, the status bar was not being cleared until way later on.

                Now that I've added status bar support for the more intensive function that comes after walking the hierarchy it behaves more normal.

                Adios,
                Cactus Dan

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