Bitmap in UserArea
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On 12/05/2013 at 03:13, xxxxxxxx wrote:
Why do you call Redraw() in DrawMsg()? This will call DrawMsg() again. Also, load the bitmap once and
draw it in DrawMsg(). The way you're doing it looks fine, try again with these changes.Best,
-Niklas -
On 12/05/2013 at 03:21, xxxxxxxx wrote:
Maybe not load the bitmap becuse the coords of the UserArea and the DrawBitmap not the same?
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On 12/05/2013 at 03:30, xxxxxxxx wrote:
I resolve the problem. The AttachUserArea don´t have the AddUserArea ID.
Now i have to scale the bitmap in the UserArea.
Thanks for all.
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On 12/05/2013 at 03:38, xxxxxxxx wrote:
.. and hopefully load the bitmap once only instead of everytime it needs to be drawn!
You're welcome.
Best,
-Niklas -
On 12/05/2013 at 04:37, xxxxxxxx wrote:
With this code:
path=c4d.storage.GeGetC4DPath(c4d.C4D_PATH_LIBRARY)
archi= path + "\Joyeria\100.png"
bmp=c4d.bitmaps.BaseBitmap()
bmp.InitWith(archi)
The result path is: C:\PROGRAM FILES\MAXON\CINEMA 4D R14\library\Joyeria.bmp
Why? -
On 12/05/2013 at 05:29, xxxxxxxx wrote:
You can't just use backslashes, since those are specific to the Windows OS. Try it like this:
archi = path + "Joyeria" + "100.png"
That may seem strange at first glance, but since every separate string is auto-cast to Filename, it does make sense.
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On 12/05/2013 at 05:46, xxxxxxxx wrote:
Originally posted by xxxxxxxx
You can't just use backslashes, since those are specific to the Windows OS. Try it like this:
archi = path + "Joyeria" + "100.png"
That may seem strange at first glance, but since every separate string is auto-cast to Filename, it does make sense.
as he is under windows he can, but there is the danger to trigger a control character if he uses
the strings the way he does. the way jack posted should not work imho.archi= path + "\Joyeria\100.png" should be written in python as:
archi= path + r"\Joyeria\100.png" or
archi= path + "\\Joyeria\\100.png" or the best way
archi= os.path.join(path,"\Joyeria\100.png")result = 'SomePath' + '\100' would become 'SomePath@' as \100 is the @ character.
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On 12/05/2013 at 07:33, xxxxxxxx wrote:
Thanks littledevil, problem solved.
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On 12/05/2013 at 07:55, xxxxxxxx wrote:
Originally posted by xxxxxxxx
You can't just use backslashes, since those are specific to the Windows OS. Try it like this:
archi = path + "Joyeria" + "100.png"
That may seem strange at first glance, but since every separate string is auto-cast to Filename, it does make sense.
We're in Python here, there's no Filename class like in C++.
archi = os.path.join(path, 'Joyeria', '100png')
Best,
-Niklas -
On 12/05/2013 at 11:13, xxxxxxxx wrote:
I'm having an issue related to using images in the UA.
Rather than post a brand new thread. I think it would fit in here.I can load an image file into my UA just fine.
But when I try to move the image when I press a button in the GeDialog class. The UA doesn't update properly.
The image does move. But it also leaves behind a ghost of where it was originally. And also one of the GeDialog buttons also pops up in the corner of the UA!!???In other words. The UA freaks out.
How do we make the UA update properly if we move the image?
Here is the entire plugin code:import c4d,os from c4d import gui, plugins class MyUA(c4d.gui.GeUserArea) : bmp = None xValue = 0 #Where to position the image in the UA yValue = 0 def __init__(self) : dir, file = os.path.split(__file__) #Gets the plugin's directory path = os.path.join(dir, "res") #Adds the res folder to the directory to target the res folder image = path + "\myimage.png" #Adds the image to the path self.bmp = c4d.bitmaps.BaseBitmap() #Create an instance of the BaseBitmap class self.bmp.InitWith(image) #Initialize it with the image def DrawMsg(self, x1, y1, x2, y2, msg) : self.OffScreenOn() #Helps to stabilize the bitmap drawing in the UA w = self.bmp.GetBw() h = self.bmp.GetBh() self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA) self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2) def InputEvent(self, msg) : return True class MyDialog(c4d.gui.GeDialog) : ua = MyUA() #Create a local class instance of the UserArea def CreateLayout(self) : self.AddUserArea(2000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT) self.AttachUserArea(self.ua, 2000) self.AddButton(1000, c4d.BFH_CENTER, 80, 15, "Click Me") self.AddButton(1001, c4d.BFH_CENTER, 80, 15, "Close") return True #This method initializes things when the plugin starts def InitValues(self) : return True def Command(self, id, msg) : if id==1000: self.ua.xValue = 100 #Moves the Bitmap image to another location self.ua.yValue = 100 self.ua.LayoutChanged() #<---Trying to solve UA image display problems...Not Working!! self.ua.Redraw() elif id==1001: self.Close() return True ###### This class is only used to register the plugin...Don't change!!!####### class BitmapUaExample(c4d.plugins.CommandData) : dlg = None ua = None PLUGIN_ID = 10000090 # TESTING ID ONLY!!! ICON = None def Execute(self, doc) : if not self.dlg: self.dlg = MyDialog() self.dlg.Open(c4d.DLG_TYPE_ASYNC, self.PLUGIN_ID) return True def RestoreLayout(self, subid) : if not self.dlg: self.dlg = MyDialog() return self.dlg.Restore(self.PLUGIN_ID, subid) @classmethod def Register(myPlugin) : data = { "id": myPlugin.PLUGIN_ID, "icon": myPlugin.ICON, "str": "Bitmap UA Example", "help": "Some text that shows up at the bottom of the C4D UI", "info": c4d.PLUGINFLAG_COMMAND_HOTKEY, "dat": myPlugin(), } c4d.plugins.RegisterCommandPlugin(**data) if __name__ == "__main__": BitmapUaExample.Register()
-ScottA
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On 12/05/2013 at 11:38, xxxxxxxx wrote:
Hi Scott,
just draw the background color onto the rectangle.
* before drawing the bitmap of course
self.DrawSetPen(c4d.COLOR_BG) self.DrawRectangle(x1, y1, x2, y1)
Best,
Niklas -
On 12/05/2013 at 12:00, xxxxxxxx wrote:
Still freaking out on me.
def DrawMsg(self, x1, y1, x2, y2, msg) : self.OffScreenOn() #Helps to stabilize the bitmap drawing in the UA w = self.bmp.GetBw() h = self.bmp.GetBh() self.DrawSetPen(c4d.COLOR_BG) #Doesn't do anything :-( self.DrawRectangle(x1, y1, x2, y1) self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA) self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2)
-ScottA
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On 12/05/2013 at 12:49, xxxxxxxx wrote:
Works fine here. Resize the dialog and the x position of the image will change.
import c4d from c4d.gui import * from c4d.bitmaps import * class Area(GeUserArea) : def __init__(self) : super(Area, self).__init__() self.bmp = BaseBitmap() self.bmp.InitWith('C:/Users/niklas/Desktop/01.jpg') self.x = 0 self.y = 0 self.d = 1 def DrawMsg(self, x1, y1, x2, y2, msg) : if self.x > 100: self.d = -1 elif self.x <= 0: self.d = 1 self.x += self.d self.DrawSetPen(c4d.COLOR_BG) self.DrawRectangle(x1, y1, x2, y2) w, h = self.bmp.GetSize() self.DrawBitmap(self.bmp, x1 + self.x, y1 + self.y, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA) class Dlg(GeDialog) : def CreateLayout(self) : self.ua = Area() self.AddUserArea(1000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT) self.AttachUserArea(self.ua, 1000) return True dlg = Dlg() dlg.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE)
remark: relatively dirty code, please don't use as reference for coding style.
Best,
-Niklas -
On 12/05/2013 at 13:23, xxxxxxxx wrote:
Thanks Nik,
Apparently. The UA doesn't work well with class member variables. Or at least not the way I'm using them.
When I use a class member variable as the target variable for the DrawBitmap() method. The UA freaks out.Not sure why this happens. But there's probably a good reason for it.
-ScottA
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On 12/05/2013 at 13:26, xxxxxxxx wrote:
Edit: Wait a sec, checking out the code you have posted. It freaks around here as well.
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On 12/05/2013 at 13:34, xxxxxxxx wrote:
Ok so first of all: You should always draw a background color if what you can not assume what
you are drawing fills the complete rectangle. The buffer is not simply all set to zero (black) but
is left the way it is. You must fill it with the desired background color yourself.Second is: You can actually draw outside of the area because the dialog itself is drawn on the same
buffer. You can clip the drawing by using SetClippingRegion(x1, y1, x2, y2)def DrawMsg(self, x1, y1, x2, y2, msg) : self.DrawSetPen(c4d.COLOR_BG) self.DrawRectangle(x1, y1, x2, y2) self.SetClippingRegion(x1, y1, x2, y2) w = self.bmp.GetBw() h = self.bmp.GetBh() self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA) self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2)
-Niklas
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On 12/05/2013 at 14:24, xxxxxxxx wrote:
No worries. I've got it all worked out now.
It just didn't like the way I was using the class member variables.Here's the working version. Just in case anyone needs it. Or is curious about it.
When the GeDialog button is clicked. The image moves to a new position properly now.
I also threw in some mouse position checking code.import c4d,os from c4d import gui, plugins class MyUA(c4d.gui.GeUserArea) : xValue = 0 #These variables will set the position of the image yValue = 0 def __init__(self) : dir, file = os.path.split(__file__) #Gets the plugin's directory path = os.path.join(dir, "res") #Adds the res folder to the directory to target the res folder image = path + "\myimage.png" #Adds the image to the path self.bmp = c4d.bitmaps.BaseBitmap() #Create an instance of the BaseBitmap class self.bmp.InitWith(image) #Initialize it with the image self.xValue = 5 self.yValue = 5 def DrawMsg(self, x1, y1, x2, y2, msg) : self.DrawSetPen(c4d.COLOR_BG) #COLOR_BG is the image we load with DrawBitmap self.DrawRectangle(x1, y1, x2, y2) #Draws a rectangle and fills it with the image bitmap self.SetClippingRegion(x1, y1, x2, y2) w, h = self.bmp.GetSize() #Gets the size values of the image self.DrawBitmap(self.bmp, x1 + self.xValue, y1 + self.yValue, w, h, 0, 0, w, h, c4d.BMP_NORMAL | c4d.BMP_ALLOWALPHA) self.DrawBorder(c4d.BORDER_ROUND, x1+5, y1+5, x2-5, y2-5) #Draws a border around the UserArea def InputEvent(self, msg) : action = c4d.BaseContainer(c4d.BFM_ACTION) action.SetLong(c4d.BFM_ACTION_ID, self.GetId()) while self.GetInputState(c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_MOUSELEFT, msg) : #While the left mouse button is held down if msg.GetLong(c4d.BFM_INPUT_VALUE)==0: break 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: print x, y #The mouse's X & Y pos inside the user area action.SetLong(c4d.BFM_ACTION_INDRAG, True) self.SendParentMessage(action) #Sends a message to the parent dialog that the mouse is dragging in the UA self.Redraw() #Redraw while the left mouse button is held down action.SetLong(c4d.BFM_ACTION_INDRAG, False) self.SendParentMessage(action) #Sends a message to the parent dialog that the mouse has stopped dragging in the UA return True class MyDialog(c4d.gui.GeDialog) : ua = MyUA() #Create a local class instance of the UserArea def CreateLayout(self) : self.AddUserArea(2000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT) self.AttachUserArea(self.ua, 2000) self.AddButton(1000, c4d.BFH_CENTER, 80, 15, "Click Me") self.AddButton(1001, c4d.BFH_CENTER, 80, 15, "Close") return True #This method initializes things when the plugin starts def InitValues(self) : return True def Command(self, id, msg) : if id==1000: self.ua.xValue = 100 self.ua.yValue = 100 self.ua.Redraw() elif id==1001: self.Close() return True ###### This class is only used to register the plugin...Don't change!!!####### class BitmapUaExample(c4d.plugins.CommandData) : dlg = None ua = None PLUGIN_ID = 10000090 # TESTING ID ONLY!!! ICON = None def Execute(self, doc) : if not self.dlg: self.dlg = MyDialog() self.dlg.Open(c4d.DLG_TYPE_ASYNC, self.PLUGIN_ID, -1, -1, 400, 300) return True def RestoreLayout(self, subid) : if not self.dlg: self.dlg = MyDialog() return self.dlg.Restore(self.PLUGIN_ID, subid) @classmethod def Register(myPlugin) : data = { "id": myPlugin.PLUGIN_ID, "icon": myPlugin.ICON, "str": "Bitmap UA Example", "help": "Some text that shows up at the bottom of the C4D UI", "info": c4d.PLUGINFLAG_COMMAND_HOTKEY, "dat": myPlugin(), } c4d.plugins.RegisterCommandPlugin(**data) if __name__ == "__main__": BitmapUaExample.Register()
-ScottA