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    GeUserArea Question

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/05/2012 at 09:47, xxxxxxxx wrote:

      Thanks Niklas,   I will look in to it.  🙂

      ~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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/05/2012 at 21:03, xxxxxxxx wrote:

        Can GeUserArea only be used in a dialog or can it be added to the attributes manager?

        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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/05/2012 at 23:55, xxxxxxxx wrote:

          I don't think so, but afaik you can subclass a CustomGui, can't you? CustomGui's can be added in both.

          Cheers,

          PS: Here ya go, ready for the script-manager, you only have to add some paths to your icons you want to show.

            
          import c4d  
            
          class BaseElement(object) :  
            
            def __init__(self) :  
                self.last_region = 0, 0, 0, 0  
            
            def __contains__(self, (x, y)) :  
                x1, y1, x2, y2 = self.last_region  
                return (x1 <= x <= x2 and y1 <= y <= y2)  
            
            def render(self, area, x, y) :  
                pass  
            
          class BitmapElement(BaseElement) :  
            
            def __init__(self, id, bmp, x, y) :  
                super(BitmapElement, self).__init__()  
            
                self.id  = id  
                self.bmp = bmp  
                self.x   = x  
                self.y   = y  
            
            def render(self, area, x=0, y=0) :  
                x += self.x  
                y += self.y  
                w, h = self.bmp.GetSize()  
                self.last_region = (x, y, x + w, y + h)  
                area.DrawBitmap(self.bmp, x, y, w, h,  
                                0, 0, w, h, c4d.BMP_NORMAL)  
            
          class BitmapGroup(BaseElement) :  
            
            COLOR_BG = c4d.Vector(0.21, 0.19, 0.27)  
            
            def __init__(self, x, y, w, h) :  
                super(BitmapGroup, self).__init__()  
            
                self.x    = x  
                self.y    = y  
                self.w    = w  
                self.h    = h  
                self.bmps = []  
            
            def add_bitmap(self, bmp) :  
                self.bmps.append(bmp)  
            
            def render(self, area, x=0, y=0) :  
                x += self.x  
                y += self.y  
                w  = self.w  
                h  = self.h  
                self.last_region = (x, y, x + w, y + h)  
                area.SetClippingRegion(self.x, self.y, self.x + w, self.y + h)  
                if self.COLOR_BG:  
                    area.DrawSetPen(self.COLOR_BG)  
                    area.DrawRectangle(x, y, x + w, y + h)  
                for bmp in self.bmps:  
                    bmp.render(area, x, y)  
                area.ClearClippingRegion()  
            
            def what_bitmap(self, x, y) :  
                if (x, y) not in self:  
                    return  
                hit_bmp = None  
                for bmp in self.bmps:  
                    if (x, y) in bmp:  
                        hit_bmp = bmp  
                return hit_bmp  
            
          class UserArea(c4d.gui.GeUserArea) :  
            
            COLOR_BG = c4d.Vector(.21)  
            
            def __init__(self) :  
                self.bmpgroup = BitmapGroup(0, 0, 0, 0)  
            
            def GetMinSize(self) :  
                return (100, 80)  
            
            def DrawMsg(self, x1, y1, x2, y2, msg) :  
                self.DrawSetPen(self.COLOR_BG)  
                self.DrawRectangle(x1, y1, x2, y2)  
            
                # adapt size of the bmpgroup  
                self.bmpgroup.x = x1  
                self.bmpgroup.y = y1  
                self.bmpgroup.w = x2 - x1  
                self.bmpgroup.h = y2 - y1  
                self.bmpgroup.render(self, x1, y1)  
            
            
            def InputEvent(self, msg) :  
                if msg[c4d.BFM_INPUT_DEVICE] == c4d.BFM_INPUT_MOUSE:  
                    x, y = msg[c4d.BFM_INPUT_X], msg[c4d.BFM_INPUT_Y]  
                    g2l  = self.Global2Local()  
                    x += g2l['x']  
                    y += g2l['y']  
                    if msg[c4d.BFM_INPUT_CHANNEL] == c4d.BFM_INPUT_MOUSELEFT:  
                        bmp = self.bmpgroup.what_bitmap(x, y)  
                        if bmp:  
                            self.bitmap_clicked(bmp, bmp.id)  
                return True  
            
            # new  
            
            def bitmap_clicked(self, bmp, id) :  
                # TODO: implement what happens when Bitmap is clicked  
                print "Bitmap with id", id, "was clicked!"  
                pass  
            
          class Dialog(c4d.gui.GeDialog) :  
            
            def __init__(self, ua) :  
                self.ua = ua  
            
            def CreateLayout(self) :  
                self.AddUserArea(1000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)  
                self.AttachUserArea(self.ua, 1000)  
                return True  
            
          def main() :  
            ua = UserArea()  
            dlg = Dialog(ua)  
            
            # Add bitmaps to the BitmapGroup with an offset of 50 pixels  
            paths = []      # add your icons or whatever here  
            for i, path in enumerate(paths) :  
                bmp = c4d.bitmaps.BaseBitmap()  
                bmp.InitWith(path)  
                bmp = BitmapElement(i, bmp, i * 50, 0)  
                ua.bmpgroup.add_bitmap(bmp)  
            
            
            
            dlg.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE)  
            
          if __name__ == "__main__":  
            main()
          
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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 13/05/2012 at 12:53, xxxxxxxx wrote:

            Some response would be quite nice. Those code-snippets don't just fly through the window after calling my big-friend Coding God.

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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 13/05/2012 at 13:00, xxxxxxxx wrote:

              Lol sorry niklas. I hadn't had a chance to look at them yet. Thank you for giving me the examples. To be honest I didn't even know there was a code example because I had checked it on my phone and the email that was sent to me didn't have an example.   Sorry for the lack of response.   Thanks again.   I do appreciate your assistance.

              -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 14/05/2012 at 05:10, xxxxxxxx wrote:

                So I have to excuse in return. I assumed you did already see it as you have opened another Thread at that time.

                Best,
                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 14/05/2012 at 05:15, xxxxxxxx wrote:

                  Thanks again Niklas,

                  Your code has been most helpful.  🙂

                  ~Shawn

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                  • H Offline
                    Helper
                    last edited by

                    On 14/08/2014 at 08:14, xxxxxxxx wrote:

                    Niklas - the code you posted above, is brilliant, and i have a question:

                    Is it possible to use GeUserArea similar to the above ( ie clickable bitmaps ) but in the ObjectManager properties for a Plugin?

                    I thought itd be quicker to ask before i waste a lot of time trying something out that isnt possible!

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                    • H Offline
                      Helper
                      last edited by

                      On 14/08/2014 at 08:55, xxxxxxxx wrote:

                      I might just use the BITMAPBUTTON description element, but would be useful to know..  Plus it avoids registering icon id`s..

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                      • H Offline
                        Helper
                        last edited by

                        On 14/08/2014 at 10:29, xxxxxxxx wrote:

                        Hi Eclectrik,

                        Originally posted by xxxxxxxx

                        Is it possible to use GeUserArea similar to the above ( ie clickable bitmaps ) but in the ObjectManager properties for a Plugin?

                        Not from Python, unfortunately. That would require implementing a CustomGui plugin.

                        Best,
                        -Niklas

                        PS: Wonder why I was so harsh back then, sorry for that.

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                        • H Offline
                          Helper
                          last edited by

                          On 14/08/2014 at 11:15, xxxxxxxx wrote:

                          Hi Niklas - sorry i forgot to mention in this case i am using C++.

                          BTW - i would also be annoyed if i posted a whole script for somebody and didn't get any thanks for it!

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