Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Multiple SubDialogs

    Scheduled Pinned Locked Moved PYTHON Development
    24 Posts 0 Posters 14.8k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H Offline
      Helper
      last edited by

      On 07/04/2014 at 11:23, xxxxxxxx wrote:

      How do you open the subdialogs?

      1 Reply Last reply Reply Quote 0
      • H Offline
        Helper
        last edited by

        On 07/04/2014 at 11:26, xxxxxxxx wrote:

        if id == 10017: # Get Render Time
             self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, defaulth=200, defaultw=300, subid = 2)
        

        Oh wait, I think I just figured it out, This has to have the plugin ID as well correct?

        1 Reply Last reply Reply Quote 0
        • H Offline
          Helper
          last edited by

          On 07/04/2014 at 11:41, xxxxxxxx wrote:

          No that did not work. Here is what my @properties look like

          @property
          def sub_dialog1(self) :
               if not hasattr(self, '_sub_dialog1') :
                    self._sub_dialog1 = ColorDialog()
               return self._sub_dialog1
          @property
          def sub_dialog2(self) :
               if not hasattr(self, '_sub_dialog2') :
                    self._sub_dialog2 = RenderTimeDialog()
               return self._sub_dialog2
          
          1 Reply Last reply Reply Quote 0
          • H Offline
            Helper
            last edited by

            On 07/04/2014 at 11:58, xxxxxxxx wrote:

            Here is the code from your exaple made to have 2 sub dialogs: Same problem.

            import c4d
              
            PLUGIN_ID = 1000004 # Test ID
              
            class MainDialog(c4d.gui.GeDialog) :
              
                # Do not create the object on class-level, although it might
                # be unimportant since you do not open multiple objects of your
                # MainDialog, it is contradicting to have one instance of sub
                # dialog for all instances of the main dialog.
                # A property that creates the dialog on-demand is perfect for
                # this purpose.
              
                @property
                def sub_dialog(self) :
                    if not hasattr(self, '_sub_dialog') :
                        self._sub_dialog = SubDialog()
                    return self._sub_dialog
                @property
                def sub_dialog2(self) :
                    if not hasattr(self, '_sub_dialog2') :
                        self._sub_dialog2 = SubDialog2()
                    return self._sub_dialog2
                # c4d.gui.GeDialog
              
                def CreateLayout(self) :
                    self.SetTitle('Main Dialog')
                    self.AddButton(1000, 0, name="Open Sub-Dialog")
                    return True
              
                def Command(self, param, bc) :
                    if param == 1000:
                        self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                        self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=2)
                    return True
              
                def Restore(self, pluginid, secref) :
                    # We override this method so we don't have to handle the sub-
                    # dialog from the CommandData plugin. THIS dialog is responsible
                    # for the sub-dialog, do not split such management throughout
                    # your program or it gets confusing.
                    if secref['subid'] == 1:
                        return self.sub_dialog.Restore(pluginid, secref)
                    elif secref['subid'] == 2:
                        return self.sub_dialog2.Restore(pluginid, secref)
                    else:
                        return super(MainDialog, self).Restore(pluginid, secref)
              
            class SubDialog(c4d.gui.GeDialog) :
              
                def CreateLayout(self) :
                    self.SetTitle('Sub-Dialog')
                    self.AddStaticText(1000, 0, name="This is the sub-dialog.")
                    return True
            class SubDialog2(c4d.gui.GeDialog) :
              
                def CreateLayout(self) :
                    self.SetTitle('Sub-Dialog2')
                    self.AddStaticText(1000, 0, name="This is the sub-dialog2.")
                    return True
              
            class Command(c4d.plugins.CommandData) :
              
                def Register(self) :
                    return c4d.plugins.RegisterCommandPlugin(
                            PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
              
                @property
                def dialog(self) :
                    if not hasattr(self, '_dialog') :
                        self._dialog = MainDialog()
                    return self._dialog
              
                # c4d.plugins.CommandData
              
                def Execute(self, doc) :
                    return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
              
                def RestoreLayout(self, secref) :
                    return self.dialog.Restore(PLUGIN_ID, secref)
              
            if __name__ == '__main__':
                Command().Register()
            
            1 Reply Last reply Reply Quote 0
            • H Offline
              Helper
              last edited by

              On 07/04/2014 at 13:45, xxxxxxxx wrote:

              OK I got the example to work. 
              however I cannot get my plugin to work. could it be that my main window uses a .res file?

              import c4d
                
              PLUGIN_ID = 1000004 # Test ID
                
              class MainDialog(c4d.gui.GeDialog) :
                
                  # Do not create the object on class-level, although it might
                  # be unimportant since you do not open multiple objects of your
                  # MainDialog, it is contradicting to have one instance of sub
                  # dialog for all instances of the main dialog.
                  # A property that creates the dialog on-demand is perfect for
                  # this purpose.
                
                  @property
                  def sub_dialog(self) :
                      if not hasattr(self, '_sub_dialog') :
                          self._sub_dialog = SubDialog()
                      return self._sub_dialog
                  @property
                  def sub_dialog2(self) :
                      if not hasattr(self, '_sub_dialog2') :
                          self._sub_dialog2 = SubDialog2()
                      return self._sub_dialog2
                  # c4d.gui.GeDialog
                
                  def CreateLayout(self) :
                      self.SetTitle('Main Dialog')
                      self.AddButton(1000, 0, name="Open Sub-Dialog")
                      return True
                
                  def Command(self, param, bc) :
                      if param == 1000:
                          self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                          self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=2)
                      return True
                
                  def Restore(self, pluginid, secref) :
                      # We override this method so we don't have to handle the sub-
                      # dialog from the CommandData plugin. THIS dialog is responsible
                      # for the sub-dialog, do not split such management throughout
                      # your program or it gets confusing.
                      if secref['subid'] == 1:
                          print "yes"
                          return self.sub_dialog.Restore(pluginid, secref)
                      if secref['subid'] == 2:
                          return self.sub_dialog2.Restore(pluginid, secref)
                      else:
                          return super(MainDialog, self).Restore(pluginid, secref)
                
              class SubDialog(c4d.gui.GeDialog) :
                
                  def CreateLayout(self) :
                      self.SetTitle('Sub-Dialog')
                      self.AddStaticText(1000, 0, name="This is the sub-dialog.")
                      return True
                      
              class SubDialog2(c4d.gui.GeDialog) :
                
                  def CreateLayout(self) :
                      self.SetTitle('Sub-Dialog2')
                      self.AddStaticText(1000, 0, name="This is the sub-dialog2.")
                      return True
                
              class Command(c4d.plugins.CommandData) :
                
                  def Register(self) :
                      return c4d.plugins.RegisterCommandPlugin(
                              PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
                
                  @property
                  def dialog(self) :
                      if not hasattr(self, '_dialog') :
                          self._dialog = MainDialog()
                      return self._dialog
                
                  # c4d.plugins.CommandData
                
                  def Execute(self, doc) :
                      return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
                
                  def RestoreLayout(self, secref) :
                      return self.dialog.Restore(PLUGIN_ID, secref)
                
              if __name__ == '__main__':
                  Command().Register()
              
              1 Reply Last reply Reply Quote 0
              • H Offline
                Helper
                last edited by

                On 08/04/2014 at 14:11, xxxxxxxx wrote:

                I think the problem with my plugin has something to do with the main command class, the "RestoreLayout" does not get called at all. I added some print functions to see and nothing. However the example prints just fine. Here is my main command code:

                class RenderBuddy(c4d.plugins.CommandData) :
                  
                    @property
                    def RBdialog(self) :
                        if not hasattr(self, '_RBdialog') :
                            self._RBdialog = BuddyDialog()
                        return self._RBdialog
                        
                    def Register(self) :
                        return c4d.plugins.RegisterCommandPlugin(PLUGIN_ID, "Render Buddy (Beta)",0, bmp, "", self)
                                
                    def Execute(self, doc) :
                        return self.RBdialog.Open(c4d.DLG_TYPE_ASYNC,PLUGIN_ID)
                        
                    def RestorLayout(self, secref) :
                        print "RB_Main"
                        return self.RBdialog.Restore(PLUGIN_ID, secref)
                    
                if __name__ == "__main__":
                    
                    path, fn = os.path.split(__file__)
                    bmp = bitmaps.BaseBitmap()  
                    bmp.InitWith(os.path.join(path, "res/icons/", "icon.tif"))
                     
                    RenderBuddy().Register()
                

                Everything seems to be right, but the RestoreLayout does not get called.

                1 Reply Last reply Reply Quote 0
                • H Offline
                  Helper
                  last edited by

                  On 08/04/2014 at 14:14, xxxxxxxx wrote:

                  Figured it out! After typing it out above I realized RestoreLayout() was misspelled. Thank you guys for all the help!

                  *Edit there is a new problem the setup:

                      def Restore(self, pluginid, secref) :
                          if secref['subid'] == 1:
                              print "Color"
                              return self.RB_ColorDLG.Restore(pluginid,secref)
                          if secref['subid'] == 2:
                              print "Temp"
                              return self.RB_TempDLG.Restore(pluginid,secref)
                          else:
                              print "Main"
                              return super(BuddyDialog, self).Restore(pluginid,secref)
                  

                  This causes cinema to crash. I will restore the layout but if you launch the sub dialog again everything locks up. This happens with the Example as well. Confused

                  1 Reply Last reply Reply Quote 0
                  • H Offline
                    Helper
                    last edited by

                    On 08/04/2014 at 16:01, xxxxxxxx wrote:

                    Hi Shawn, I can reproduce the problems you have described. The Example I posted worked though,
                    but funnily broke after a few more times testing it. I'll have to talk to a developer on this, I am pretty
                    sure this is a bug. Especially this message is

                    Traceback (most recent call last) :
                      File "'restore-sub-dialog.pyp'", line 57, in CreateLayout
                    SystemError: error return without exception set

                    Best,
                    -Niklas

                    1 Reply Last reply Reply Quote 0
                    • H Offline
                      Helper
                      last edited by

                      On 08/04/2014 at 16:19, xxxxxxxx wrote:

                      Thank you Niklas.

                      -Shawn

                      1 Reply Last reply Reply Quote 0
                      • H Offline
                        Helper
                        last edited by

                        On 08/04/2014 at 19:28, xxxxxxxx wrote:

                        It seems to work just fine for me. No errors or problems at all.
                        Maybe you're trying to do something different than I'm doing?

                        Here is a complete example that works fine for me in R13.
                        Save it as a .pyp file and put it in your plugins folder.
                        The main dialog has buttons to open two other dialogs. And a button that will change the checkbox gizmo in dilaog1.
                        All three dialogs can be docked into the UI and saved in a custom layout.

                        #This is an example of a GeDialog plugin that opens three dialogs  
                        #It also allows all three dialogs to be docked and saved in a custom layout  
                          
                        import c4d, os  
                        from c4d import gui, plugins, bitmaps  
                          
                        PLUGIN_ID  = 1000004 #Testing ID  
                        SUBDLG_ID1  = 1000005 #Testing ID  
                        SUBDLG_ID2 = 1000006 #Testing ID  
                          
                        MAINDLG_BUTTON1_ID = 1000  
                        MAINDLG_BUTTON2_ID = 1001  
                        MAINDLG_BUTTON3_ID = 1002  
                        SUBDLG_TEXT_ID     = 1003  
                        SUBDLG_CHKBOX_ID   = 1004  
                        SUBDLG_RESET_ID    = 1005  
                          
                        ############################  
                        #The first sub dialog              
                        class SubDialog1(c4d.gui.GeDialog) :  
                          
                          def CreateLayout(self) :  
                              self.SetTitle('Sub-Dialog1')      
                                
                              self.GroupBeginInMenuLine()    
                              self.AddCheckbox(SUBDLG_RESET_ID, c4d.BFH_RIGHT, 100, 20, name="Reset")  
                              self.GroupEnd()          
                                
                              self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
                              self.GroupBorderSpace(5, 5, 5, 5)  
                              self.GroupBorder(c4d.BORDER_BLACK)  
                              self.AddStaticText(SUBDLG_TEXT_ID, c4d.BFH_LEFT, 200, 20, "This is the sub-dialog1")  
                              self.AddCheckbox(SUBDLG_CHKBOX_ID, c4d.BFH_LEFT, 20, 20, "myChkbox")  
                              self.GroupEnd()   
                                
                              return True          
                                
                          def Command(self, id, msg) :  
                              if id == SUBDLG_RESET_ID:  
                                  self.SetBool(SUBDLG_CHKBOX_ID, False)   
                                  self.SetBool(SUBDLG_RESET_ID, False)     
                                    
                              return True         
                                
                                
                        ############################  
                        #The second sub dialog              
                        class SubDialog2(c4d.gui.GeDialog) :  
                          
                          def CreateLayout(self) :  
                              self.SetTitle('Sub-Dialog2')      
                                
                              self.GroupBeginInMenuLine()    
                              self.AddCheckbox(SUBDLG_RESET_ID, c4d.BFH_RIGHT, 100, 20, name="Reset")  
                              self.GroupEnd()          
                                
                              self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
                              self.GroupBorderSpace(5, 5, 5, 5)  
                              self.GroupBorder(c4d.BORDER_BLACK)  
                              self.AddStaticText(SUBDLG_TEXT_ID, c4d.BFH_LEFT, 200, 20, "This is the sub-dialog2")  
                              self.AddCheckbox(SUBDLG_CHKBOX_ID, c4d.BFH_LEFT, 20, 20, "myChkbox")  
                              self.GroupEnd()   
                                
                              return True          
                                
                          def Command(self, id, msg) :  
                              if id == SUBDLG_RESET_ID:  
                                  self.SetBool(SUBDLG_CHKBOX_ID, False)   
                                  self.SetBool(SUBDLG_RESET_ID, False)     
                                    
                              return True          
                                
                          
                          
                        ############################  
                        #The main dialog  
                        class MainDialog(c4d.gui.GeDialog) :   
                          
                          sub_dialog1 = SubDialog1()  
                          sub_dialog2 = SubDialog2()          
                          
                          def CreateLayout(self) :  
                              self.SetTitle('Main Dialog')  
                              self.AddButton(MAINDLG_BUTTON1_ID, 0, name="Open Sub-Dialog1")  
                              self.AddButton(MAINDLG_BUTTON2_ID, 0, name="Open Sub-Dialog2")  
                              self.AddButton(MAINDLG_BUTTON3_ID, 0, name="Change Sub-Dialog1")  
                              return True  
                          
                          def Command(self, id, msg) :  
                              if id == MAINDLG_BUTTON1_ID:  
                                  self.sub_dialog1.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=SUBDLG_ID1)  
                                    
                              if id == MAINDLG_BUTTON2_ID:  
                                  self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=SUBDLG_ID2)              
                                    
                              if id == MAINDLG_BUTTON3_ID:  
                                  self.sub_dialog1.SetBool(SUBDLG_CHKBOX_ID, True)              
                                    
                              return True  
                                
                          #Restore the subdialog and the main dialog in the layout  
                          def Restore(self, pluginid, secref) :  
                              if secref['subid'] == SUBDLG_ID1:  
                                  return self.sub_dialog1.Restore(pluginid, secref)  
                                    
                              if secref['subid'] == SUBDLG_ID2:  
                                  return self.sub_dialog2.Restore(pluginid, secref)              
                                    
                              else:  
                                  return super(MainDialog, self).Restore(pluginid, secref)  
                                
                        ############################  
                        #The Command Data section   
                        class MainDialog_CD(c4d.plugins.CommandData) :  
                          
                          @property  
                          def dialog(self) :  
                              if not hasattr(self, '_dialog') :  
                                  self._dialog = MainDialog()  
                              return self._dialog  
                          
                          def Execute(self, doc) :  
                              return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)  
                          
                          def RestoreLayout(self, secref) :  
                              return self.dialog.Restore(PLUGIN_ID, secref)  
                          
                        if __name__ == "__main__":  
                          
                          bmp = bitmaps.BaseBitmap()  
                          dir, file = os.path.split(__file__)  
                          fn = os.path.join(dir, "res", "icon.png")  
                          bmp.InitWith(fn)  
                          plugins.RegisterCommandPlugin(PLUGIN_ID, "Sub-Dialog Docking",0, bmp, "re-open", MainDialog_CD())
                        

                        -ScottA

                        1 Reply Last reply Reply Quote 0
                        • First post
                          Last post