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    C4D Registration

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 05/06/2011 at 11:49, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   12 
      Platform:   Windows  ; Mac  ;  
      Language(s) :     C++  ;

      ---------
      I am working on setting up registration for my plugins.  I was wondering,  is it possible to manipulate the order of the items in the registration list?  Can I make sure that all of my plugins are grouped together?  Or do I have no control over where the plugins fall in the list?

      Thanks,

      Shawn

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 05/06/2011 at 12:39, xxxxxxxx wrote:

        Afaik, they are sorted by named. So you wont have any influence to it, if you do not want to give your plugins a name like ___PluginName.

        Cheers,
        Niklas

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 05/06/2011 at 21:30, xxxxxxxx wrote:

          Do you mean order of registration or order in the menus?  For the latter, there is a way to do that (with something like %p% where p is a numerical index, I think) and you can group them under a submenu by putting them into a subfolder in the plugins folder ala:

          Cinema 4D xxx
          ...plugins
          ......Emberintherain
          .........Plugin 1
          .........etc.

          For the former, it is just the order in which your register them in the PluginStart() call.  Unfortunately, the order in which they are loaded (from document, for instance) is not dependable and you should use MSG_DOCUMENTINFO_TYPE_LOAD to sort out dependencies as this message is sent after all plugin data has been loaded.

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