GePluginMessage
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/11/2002 at 03:30, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.012
Platform: Windows ;
Language(s) : C++ ;---------
Hi want to throw a pluginmessage but it doesn´t work. :
That´s how I am doing it.
BaseContainer *bcdata;
bcdata->SetVector(71280,vecone);
if(GePluginMessage(100, bcdata)) GePrint("Success");
else GePrint("Didn´t succeed!");
But it doesn´t work. "Didn´t succeed" is what I get.
Help would be appreciated.
Thanks
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/11/2002 at 07:58, xxxxxxxx wrote:
I NEED HELP WITH THIS! Honestly, it´s pretty important to me.
ANY help, suggestion or idea is appreciated!
Thanks
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/11/2002 at 09:25, xxxxxxxx wrote:
Hallo 3DDesigner,
was willst Du denn machen. Wird die Message nicht abgeschickt oder kommt diese nirgends an. Hast Du mal in CoreMassage gelauscht?
ich habe leider keine Beschreibung gefunden und die Funktion ist scheinbar neu in der R8.
Wenn Du eine Message an das eigene Fenster schicken willst, dann nutze SendMessage.
aws
TZ
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/11/2002 at 11:15, xxxxxxxx wrote:
Hi,
Please answer in english for the others wanna understand too.
This message shouldn´t be new. This is C++ and not COFFEE. The code is above. CoreMessage should surely receive this call but it isn´t thrown so it can´t. Something with the BaseContainer maybe wrong?
Please I still need help. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/11/2002 at 08:58, xxxxxxxx wrote:
These messages aren't sent to CoreMessage() but to PluginMessage(). As far as I can tell the message is sent, but the return value is wrong (FALSE). I guess it just isn't implemented. This is the code used:
Bool PluginMessage(LONG id, void *data) { switch (id) { case C4DPL_INIT_SYS: if (!resource.Init()) return FALSE; // don't start plugin without resource if (!RegisterExampleDataType()) return FALSE; return TRUE; case C4DMSG_PRIORITY: return TRUE; case 100: { BaseContainer* bc = static_cast<BaseContainer*>(data); GePrint(RealToString(bc->GetVector(71280).x)); return TRUE; } } return FALSE; } BaseContainer bcdata; bcdata.SetVector(71280,Vector(1.0)); if(GePluginMessage(100, &bcdata)) GePrint("Success"); else GePrint("Didn´t succeed!");
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/11/2002 at 08:59, xxxxxxxx wrote:
Also, you should use a unique ID for these global messages!