Implementing a simple list
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On 28/05/2013 at 06:32, xxxxxxxx wrote:
Originally posted by xxxxxxxx
Littledevil, that would only work for combo boxes or popup buttons
Yes, that is what I need, Scott. But, how do I define it in the resource file?
Thank you both for the reply.
As you did refer to a 'list' and not a 'listview' I thought a combobox would also do it. The link
Scott posted seems to be a Qt example, so has nothing to do with c4d. As he already pointed
out the c4d gadget SimpleListView is not wrapped for python, so you can define it in the res
file but you won't be able to use it / read its content.Alternatives to a ComboBox would be the QuickTabGui which is wrapped for python. It does
resemble in some qualities to a ListView and would allow dynamic content. The most flexible
route would be a UserArea of course. It should not be too complicated to implement a ListView,
I also think Nikklas has done this once and provided his results as Open Source.Happy rendering,
Ferdinand -
On 28/05/2013 at 07:33, xxxxxxxx wrote:
Thank you for the reply, littledevil.
I have found no references to any QuickTabGui in the python SDK
I never thought it would be so complicated to create a list (listview) in python, using resources.
So, what should I search for, to find that implementation by Nikklas?Rui Batista
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On 28/05/2013 at 07:49, xxxxxxxx wrote:
Originally posted by xxxxxxxx
Yes, that is what I need, Scott. But, how do I define it in the resource file?
It probably won't do you any good to create it if there's nothing in the python SDK to use it.
But I'll post how to create it anyway so you at least know how to create it.###### This is the code for the ListView gizmo in the .res file ###### GROUP LIST_GROUP { LISTVIEW MY_LISTBOX {ALIGN_TOP; ALIGN_LEFT; SIZE 150, 50;} } ###### This is the code that goes in the plugin's .pyp file ###### CUSTOMGUI_LISTVIEW = 1018398 #The text Id for the ListView gizmo is not set up yet. So do it manually MY_LISTBOX = 10001 #The CreateLayout method def CreateLayout(self) : res = self.LoadDialogResource(ResBasedMenu) #Loads GUI stuff from the .res file self.listbox = self.FindCustomGui(MY_LISTBOX, CUSTOMGUI_LISTVIEW) #Creates the ListView gizmo return res
-Scott
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On 28/05/2013 at 08:05, xxxxxxxx wrote:
Thank you.
So, we can create it but we cant add anything to it, right? -
On 28/05/2013 at 08:20, xxxxxxxx wrote:
And, shouldn't it be AddCustomGui instead of FindCustomGui?
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On 28/05/2013 at 08:27, xxxxxxxx wrote:
So, it all indicates that I need to create a SCROLLGROUP with a USERAREA inside it an implement a LISTVIEW manually.
Am I correct into assuming this?Rui Batista
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On 28/05/2013 at 08:39, xxxxxxxx wrote:
1. The QuickTabGui is documented under c4d.gui.BaseCustomGui.QuickTabGui
2. You have to call FindCustomGui to get hold of the CustomGui class providing methods
to interact with the gadget. It will return the helper class for the CustomGui at that id.
For a ListView it will be None, as there is no such class in python.3. I am not sure if you did understand the difference between the definition of a CustomGui
in a resource file and its wrapping class. Defining a ListView is no problem, it will show
up in your gui, but you won't be able to read or write data to it, as there is no wrapping
CustomGui class in python providing methods like SetItem() or GetItem() to change the
the items in your ListView.4. Not sure where to search. I just know that he once wrote it. Just start a google search
for Nikklas Rosenstein ListView. -
On 28/05/2013 at 08:54, xxxxxxxx wrote:
Originally posted by xxxxxxxx
And, shouldn't it be AddCustomGui instead of FindCustomGui?
AddCustomGui returns an error when used with CustomGui. Don't ask me why.
If you want to see a working example of this. Use CUSTOMGUI_LINKBOX instead of CUSTOMGUI_LISTVIEW.
The custom .res based LinkBox gizmo seems to be supported....Or it works by accident.
And using FindCustomGui is the only way it works for me.Originally posted by xxxxxxxx
So, it all indicates that I need to create a SCROLLGROUP with a USERAREA inside it an implement a LISTVIEW manually.
Am I correct into assuming this?That's one possible option. But it sounds like a fairly ugly proposal to me.
Another option is switching to C++ so you stop running into things that are not supported in Python.-ScottA
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On 28/05/2013 at 09:17, xxxxxxxx wrote:
I don't intend to switch to C++ soon as it is much more complex than python and, also, requires different compilation for Mac an Windows.
I may have to create my own implementation of a LIST_VIEW -
On 28/05/2013 at 09:26, xxxxxxxx wrote:
^Yeah. I know. I was just kidding you about that.
-ScottA
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On 28/05/2013 at 11:40, xxxxxxxx wrote:
Hi Rui,
this is a very very old implementation of a simple ListView of mine. I've used it in Description Editor
plugin. Works relatively fine, very basic. Please don't judge my coding style, this snippet is about 2
years old.Maybe you can use it.
class ListView(GeUserArea) : MOUSEWHEEL_MODE = 1027215 # Registered at Plugincafe.com SELECTEDROW_UP = 1027216 # Registered at Plugincafe.com SELECTEDROW_DOWN = 1027217 # Registered at Plugincafe.com SELECTEDROW_CHANGED = 1027218 # Registered at Plugincafe.com SELECTEDROW_PREVIOUS = 1027219 # Registered at Plugincafe.com colors = { "background": Vector(.2), "lighterRow": Vector(.31), "darkerRow": Vector(.29), "markedRow": Vector(.38), "text": Vector(.64705), "markedText": Vector(1., .66, .024) } def __init__( self, parentDialog = None, # The parent-dialog, can be None if the 'Command'-Method should not be invoked on an Input-Event initialData = (()), # Data to display, must be 2 dimensional rowHeight = 16, # Height of a row in the ListView columnWidths = (100,), # Widths of the columns in the ListView minSize = (300, 100), # Minimum size of the area. If second is None, it will be calculated. ) : self.parentDialog = parentDialog self.rowHeight = rowHeight self.columnWidths = tuple(columnWidths) self.data = list(initialData) self.selectedRow = -1 self.minSize = tuple(minSize) # Overriden def DrawMsg(self, x1, y1, x2, y2, msg) : """ Called when redrawing the UserArea """ self.SetClippingRegion(x1, y1, x2, y2) self.DrawSetPen(self.colors["background"]) # Set Background Color self.DrawRectangle(x1, y1, x2, y2) # Fill Background """ Draw lighter rows """ self.DrawSetPen(self.colors["lighterRow"]) for i in xrange(0,len(self.data), 2) : # Iterate the specified rows Rectangle = { 'x1': 0, 'x2': x2, 'y1': self.rowHeight * i, 'y2': self.rowHeight * (i + 1) } # If the selected Row is about to be drawn if i == self.selectedRow and self.colors["markedRow"]: self.DrawSetPen(self.colors["markedRow"]) self.DrawRectangle(**Rectangle) self.DrawSetPen(self.colors["lighterRow"]) else: self.DrawRectangle(**Rectangle) """ Draw darker rows """ self.DrawSetPen(self.colors["darkerRow"]) for i in xrange(1,len(self.data), 2) : # Iterate the specified rows Rectangle = { 'x1': 0, 'x2': x2, 'y1': self.rowHeight * i, 'y2': self.rowHeight * (i + 1) } # If the selected Row is about to be drawn if i == self.selectedRow and self.colors["markedRow"]: self.DrawSetPen(self.colors["markedRow"]) self.DrawRectangle(**Rectangle) self.DrawSetPen(self.colors["darkerRow"]) else: self.DrawRectangle(**Rectangle) """ Draw data. """ self.DrawSetTextCol(self.colors["text"], c4d.COLOR_TRANS) for i in xrange(len(self.data)) : # Iterate the specified rows previousItemPosX = x1 + 5 for j in xrange(len(self.data[i])) : # Iterate the datas columns if j >= len(self.columnWidths) : width = self.columnWidths[-1] else: width = self.columnWidths[j] textToDraw = str(self.data[i][j]) # If the selected Row is about to be drawn if i == self.selectedRow: self.DrawSetTextCol(self.colors["markedText"], c4d.COLOR_TRANS) self.DrawText( txt = textToDraw, x1 = x1 + previousItemPosX , y1 = y1 + i * self.rowHeight + self.rowHeight - 14, ) self.DrawSetTextCol(self.colors["text"], c4d.COLOR_TRANS) else: self.DrawText( txt = textToDraw, x1 = x1 + previousItemPosX , y1 = y1 + i * self.rowHeight + self.rowHeight - 14, ) previousItemPosX += width def InputEvent(self, msg) : inputChannel = msg[c4d.BFM_INPUT_CHANNEL] # Left or Right Mousebutton if inputChannel in (c4d.BFM_INPUT_MOUSELEFT, c4d.BFM_INPUT_MOUSERIGHT, c4d.BFM_INPUT_MOUSEMIDDLE) : positionInDialog = self.Global2Local() mousePosX = msg[c4d.BFM_INPUT_X] + positionInDialog["x"] mousePosY = msg[c4d.BFM_INPUT_Y] + positionInDialog["y"] clickedRow = int(mousePosY/self.rowHeight) msg[self.SELECTEDROW_PREVIOUS] = self.selectedRow if clickedRow > len(self.data) - 1: self.selectedRow = -1 else: self.selectedRow = clickedRow self.Redraw() # MouseWheel switching of elements elif inputChannel == c4d.BFM_INPUT_MOUSEWHEEL: inputValue = msg[c4d.BFM_INPUT_VALUE] selectedRow = self.selectedRow # Go up (in visual), means to go back in the list if inputValue > 0: # Do not if data-begin is reached if selectedRow > 0: if self.parentDialog: bc = c4d.BaseContainer() bc[self.MOUSEWHEEL_MODE] = self.SELECTEDROW_UP bc[self.SELECTEDROW_CHANGED] = -1 # Selected row + SELECTEDROW_CHANGED = newSelectedRow self.parentDialog.Command(self.GetId(), bc) self.selectedRow -= 1 # Go down (in visual), means to go further in the list elif inputValue < 0: # Do not if data-end is reached if selectedRow <= len(self.data) -2: if self.parentDialog: bc = c4d.BaseContainer() bc[self.MOUSEWHEEL_MODE] = self.SELECTEDROW_DOWN bc[self.SELECTEDROW_CHANGED] = 1 # Selected row + SELECTEDROW_CHANGED = newSelectedRow self.parentDialog.Command(self.GetId(), bc) self.selectedRow += 1 self.Redraw() # if parentDialog is defined, send Command-Message if self.parentDialog: self.parentDialog.Command(self.GetId(), msg) return True def GetMinSize(self) : """ Returns the minimum size of the area. """ return tuple(self.minSize) # Getters def GetMinHeight(self) : return self.minSize[1] def GetSelectedRow(self) : return self.selectedRow def GetRowHeight(self) : return self.rowHeight def GetColumnWidths(self) : return self.columnWidths def GetParentDialog(self) : return self.parentDialog # Setters def SetColors(self, **kwargs) : for k, v in kwargs.iteritems() : if k in self.colors.keys() : self.colors[k] = v def SetData(self, data) : self.data = data def SetRowHeight(self, height) : self.rowHeight = height self.minSize[1] = self.rowHeight * len(self.data) def SetColumnWidths(self, columnWidths) : self.columnWidths = columnWidths def SetSelectedRow(self, index) : if index >= len(self.data) : self.selectedRow = -1 return False else: self.selectedRow = index return True def SetParentDialog(self, parent) : self.parentDialog = parent # Adders def AppendData(self, data) : self.data.append(data) def InsertData_AtIndex(self, data, index) : if index > len( self.data ) : return False else: self.data.insert(index, data) # Removers def RemoveData(self, subData) : if subData in self.data: del self.data[ self.data.index(subData) ] return True else: return False def RemoveData_ByIndex(self, index) : if index > len( self.data ) : return False else: del self.data[index] # Update pass
-Nik
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On 29/05/2013 at 09:06, xxxxxxxx wrote:
Thank you very muck, Nikklas.
I will check it out, to see if I can use it.
This creates color bars, right?
I want to create a list of text items. Should not be too complicated to change this to my needsRui Batista
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On 29/05/2013 at 09:25, xxxxxxxx wrote:
Yep, it looks like this:
The data it uses to display must be a two dimensional list with each row having the same number of columns! A selected item can be moved up and down by scrolling the mouse-wheel. But scrolling the view is not implemented in this user area.
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On 29/05/2013 at 15:38, xxxxxxxx wrote:
It is working fine, Nikklas
However, if I add more than a certain number of items, they just disappear down the bottom.
Is there any way to implement a vertical scroll bar? -
On 30/05/2013 at 01:57, xxxxxxxx wrote:
Sure. I think the easiest way would be to implement GetMinSize() and call LayoutChange() on the
dialog when the elements in the list have changed and put the user area into a scroll-group.-Nik
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On 30/05/2013 at 02:14, xxxxxxxx wrote:
You code already has a GetMinSize() and the user area it already inside a SCROLLGROUP, like this:
SCROLLGROUP DC_SCRIPT_CONTAINER
{
SCALE_V;
SCALE_H;
SCROLL_V;
SCROLL_BORDER;USERAREA DC_SCRIPT_LIST { SCALE_V; SCALE_H; }
}In my main code, I already filled the data with many, many items, just to test if a vertical scroll bar would appear. But it doesn't. Even if I change the size of my plugin window
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On 30/05/2013 at 02:42, xxxxxxxx wrote:
But the current GetMinSize() implementation does not calculate the height based on the number
of elements.But I see it is a bit buggy, I don't know why actually. While the background is drawn correctly, the
text is not.. Not sure where this comes from, maybe you can figure it out.-Nik
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On 30/05/2013 at 03:29, xxxxxxxx wrote:
Actually, it is working but the userarea is not refreshing correctly when I scroll down and back up again.
I should be able to intercept a message that tells me that the scrollgroup changed and refresh the userarea when that happens.
But I don't know howRui Batista
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On 30/05/2013 at 03:46, xxxxxxxx wrote:
I'm trying to detect that the scrollgroup is being dragged with msg[c4d.BFM_ACTION_INDRAG]
but when I use this code:
def Message(self, msg, result) :
dragging=msg[c4d.BFM_ACTION_INDRAG]
return GeDialog.Message(self, msg, result)I get a crash while starting up Cinema4D.