BitmapButton in GeDialog not clickable
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On 29/01/2016 at 08:22, xxxxxxxx wrote:
Oh that....yeah... they broke the hell out of that in R13.
I asked about it here many times. And they just looked at me like I had bugs crawling out of my teeth.In R12. When you clicked on a bitmap button. It stayed down automatically.
Another thing that we could do in R12 was use a raised border on the button and it would still animate up/down like how a real physical button works. That got clobbered in R13 too.I brought this up several times. And people thought I was nuts.
I guess I found another nut.-ScottA
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On 29/01/2016 at 08:39, xxxxxxxx wrote:
You are not alone. Toggle buttons (on/off state) work great with two bitmaps. As you and Katachi noticed, this doesn't work for non-Toggle buttons. You get a thin down border when you click one but that is it. Add me to the nut collection.
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On 29/01/2016 at 10:21, xxxxxxxx wrote:
Thanks guys, at least I know now that I am nuts and in good company!
Btw. I tried using the callback but it is only triggered for right mouse clicks so no solution there either.
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On 29/01/2016 at 10:25, xxxxxxxx wrote:
Oooopsy, when looking into this thread this morning, I thought it would actually be solved.
Sorry guys, I will look into this on Monday. -
On 29/01/2016 at 14:29, xxxxxxxx wrote:
Ok, after fiddling with this all day and trying all possible combinations, I think I have it working now.
I have wrapped it all into a class too and I have uploaded the code for it into Navié's GitHub repository: https://github.com/Naviee/c4d_bitmapbutton
You can decide if the class adds a non-button image, a toggable button or a clickable button.
I tried this only on Windows with C4D R16 yet though. I'd be glad to hear if it works for you as well.
Hopefully this prevents others from suffering in the same way.Enjoy
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On 29/01/2016 at 16:34, xxxxxxxx wrote:
Hope that it works more universally. The amount of T&E; is oft times frustrating for such small gains. Thank you for the work and frustration!
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On 29/01/2016 at 19:23, xxxxxxxx wrote:
I'm having a hard time using that code in R13.
Too many specialized things in there that need to be changed.All I really need is a way to toggle the border style as well as the IconID.
Something like this:
settings.SetLong(BITMAPBUTTON_BORDER, btnState == false? BORDER_IN : BORDER_NONE);But I've never been able to make it work.
Are you doing something like that in your code? Or something different?-ScottA
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On 30/01/2016 at 03:59, xxxxxxxx wrote:
There's not much special to it really. It's just using R15+ SDK and C++11 language features. I am not switching between border styles with this but between two icons (registered with RegisterIcon).
I have updated the github code so it should be compatible with R13 and also to work with non-C++11 compliant compilers (such as VS 2012 and before). See the comments in DialogBitmapButton.h (top of file) for this. Haven't tested it yet though.
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On 30/01/2016 at 07:31, xxxxxxxx wrote:
Oh Ok. You're still switching between icons.
The problem that I was referring to (and thought you were referring to) that Maxon broke sing R13 was the button's border.
In older versions. The button's border style could be swapped raised/lowered. But now all we can do is swap the icons. And that sucks.
Now the only way to create an actual real looking animated button is to create 2 images that have painted raised/lowered borders on them. And register them with unique ID#s.
It was much nicer the old way.Thanks for posting your code.
I've never used the RMB callback before. That might come in handy some day.-ScottA
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On 30/01/2016 at 10:12, xxxxxxxx wrote:
I have updated the class so you it supports what you want (pass false for 'custom_border' variable when calling AddToLayout). This doesn't work with border styles though because the customgui has its own border effect for it (and for switching the border styles manually there is not enough access/messages).
You can also now pass a tooltip string and overwrite fading effect with a background color too.
github repository is updated.Hope this helps but I will leave this now. I already spent too much time with it.
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On 30/01/2016 at 10:18, xxxxxxxx wrote:
I found a way to toggle the border of the button. But it's a bit heavy handed and long in the tooth.
I'll post it here in case anyone needs this kind of behavior.//The SDK BITMAPBUTTON_TOGGLE option does not let you keep the button looking like it's in a pressed state //This code creates a GeDialog plugin with a bitmap button on it //The button's image and border style toggles like an actual physical button (it stays pressed or unpressed) //To make the border style change. I had to use LayoutFlushGroup() to destroy and re-make the entire button //It works...But it requires a lot of code for something as trivial as toggeling a button's border #include "c4d.h" #include "c4d_symbols.h" #define PLUGIN_ID 1000006 // be sure to use a unique ID obtained from www.plugincafe.com enum { BTN_GRP = 10001, MY_BITMAP_BUTTON1 = 10002 }; class MyDialog : public GeDialog { public: MyDialog(void); ~MyDialog(void); virtual Bool CreateLayout(void); virtual Bool InitValues(void); virtual Bool Command(LONG id,const BaseContainer &msg); private: MyDialog *dlg; BitmapButtonCustomGui *myButton; //The button with an image on it Bool btnState = false; //The state of the toggle button void ReLayout(void); //Used to redraw the GeDialog void CreateButton(void); //Used to create the bitmap button dynamically }; MyDialog::MyDialog(void) { } MyDialog::~MyDialog(void) { GeFree(dlg); } Bool MyDialog::CreateLayout(void) { Bool res = TRUE; res = LoadDialogResource(IDS_RESDIALOG,NULL,0); //This is an example of creating a custom button locally(not in the .res file) with AddCustomGui() GroupBegin(BTN_GRP, BFH_LEFT, 2, 0, "MyButtonGroup", 0); { CreateButton(); } GroupEnd(); return res; } Bool MyDialog::InitValues(void) { if (!GeDialog::InitValues()) return FALSE; return TRUE; } void MyDialog::ReLayout(void) { LayoutFlushGroup(BTN_GRP); CreateButton(); LayoutChanged(BTN_GRP); } void MyDialog::CreateButton(void) { BaseContainer bbc; //Create a container to hold our custom button gizmo if(btnState == false) { bbc.SetBool(BITMAPBUTTON_BORDER, BORDER_OUT); bbc.SetString(BITMAPBUTTON_TOOLTIP, "I'm Up"); bbc.SetLong(BITMAPBUTTON_ICONID1, RESOURCEIMAGE_ROTATE); } else { bbc.SetBool(BITMAPBUTTON_BORDER, BORDER_IN); bbc.SetString(BITMAPBUTTON_TOOLTIP, "I'm Down"); bbc.SetLong(BITMAPBUTTON_ICONID1, RESOURCEIMAGE_MOVE); } myButton = static_cast<BitmapButtonCustomGui*>(this->AddCustomGui(MY_BITMAP_BUTTON1, CUSTOMGUI_BITMAPBUTTON, "Bitmap Button", BFH_SCALEFIT | BFH_SCALEFIT, 130, 30, bbc)); } Bool MyDialog::Command(LONG id,const BaseContainer &msg) { switch (id) { case MY_BITMAP_BUTTON1: GePrint("Bitmap Button Was Pressed"); btnState = !btnState; //Makes the variable toggle true / false myButton->SetToggleState(btnState); //Toggles the button image ReLayout(); //Run the custom method that creates the button dynamically break; } EventAdd(); return TRUE; } class MyDialogCMD : public CommandData { private: MyDialog dlg; public: virtual Bool Execute(BaseDocument *doc); virtual Bool RestoreLayout(void *secret); }; Bool MyDialogCMD::Execute(BaseDocument *doc) { StopAllThreads(); return dlg.Open(DLG_TYPE_ASYNC,PLUGIN_ID, -1, -1, 200,200); } Bool MyDialogCMD::RestoreLayout(void *secret) { return dlg.RestoreLayout(PLUGIN_ID,0,secret); } Bool RegisterMyDialogCMD(void) { String Help = "Toggles Bitmap Button's border style"; //This string appears in the status bar when the user hovers over the plugin name in the menu //Register the plugin return RegisterCommandPlugin(PLUGIN_ID, GeLoadString(IDS_RESDIALOG), 0, AutoBitmap("icon.tif"), Help, gNew MyDialogCMD); }
-ScottA
*Edit- Oops. Cross posted with you there.
Thanks again for the code Katachi