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    SDKBrowser or BitmapButton

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    • H
      Helper
      last edited by

      On 10/09/2015 at 15:49, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   14 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      I have been working on a plugin that displays a large amount of preview bitmaps onto a GeDialog. So far I've done this by using creating a sufficient amount of BitmapButtons and loading the bitmaps onto them. This method works fine testing with a few bitmaps, when I try running it with the full number of bitmaps that it would have to deal with in the final version, the time it takes is more than I would like.

      I've looked into using the SDKBrowser class as a possible alternative to this, using the Content Browser in Cinema is able to load the full number of bitmaps much faster than my plugin. Does anyone know if it is possible to use the SDKBrowser class inside a GeDialog, or can the Browser window only be opened as a separate window.

      If the SDKBrowser cannot be used in this way is using the BitmapButtons the best method to display a large number of bitmaps for a user to interact with?

      Any help would be greatly appreciated.

      Johan

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      • H
        Helper
        last edited by

        On 11/09/2015 at 01:20, xxxxxxxx wrote:

        Hi Johan,

        No, it's not possible to use SDKBrowser class to display bitmaps.
        The Content Browser library defines the SDKBrowserPreviewDialog class (it can be used as SubDialog) but it only displays content nodes of the preset library.

        To display a lot of bitmaps onto a GeDialog the best solution is to use a GeUserArea so that you can draw as much bitmaps as needed without the overhead of BitmapButtons.

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