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    Not reading ESC key

    PYTHON Development
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    • H
      Helper
      last edited by

      On 01/05/2016 at 16:43, xxxxxxxx wrote:

      I even tried sending a Message (a custom message, with the ID of my own plugin) to the Message method.
      But, even there the code fails with the GetInputState(c4d.BFM_INPUT_KEYBOARD,c4d.BFM_INPUT_CHANNEL,bc) , that returns False

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      • H
        Helper
        last edited by

        On 02/05/2016 at 00:05, xxxxxxxx wrote:

        Hi Rui,  this works for me in a Python Scripting Tag:

        import c4d
        import time
        #Welcome to the world of Python
          
        def test() :
            state = c4d.BaseContainer()
            if c4d.gui.GetInputState(c4d.BFM_INPUT_KEYBOARD, c4d.KEY_ESC, state) :
                if state[c4d.BFM_INPUT_VALUE]:
                    return True
            return False
          
        def main() :
            tstart = time.time()
            while (time.time() - tstart) < 1.0:
                if test() :
                    print "STOPPED"
                    break
                time.sleep(0.1)
        

        However, you should prefer to use BaseThread.TestBreak() anyway.

        import c4d
        import time
        #Welcome to the world of Python
          
        def main() :
            tstart = time.time()
            while (time.time() - tstart) < 1.0:
                if bt.TestBreak() :
                    print "STOPPED"
                    break
                time.sleep(0.1)
        

        Best,
        Niklas

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        • H
          Helper
          last edited by

          On 02/05/2016 at 00:20, xxxxxxxx wrote:

          I can make it work on a Python Scripting Tag too.
          It just doesn't work inside my plugin tag.

          As for using BaseThread, I would have to move my whole code into a new thread, right?
          Will that work on a tag plugin?

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          • H
            Helper
            last edited by

            On 02/05/2016 at 02:25, xxxxxxxx wrote:

            Hello,

            as far as I can tell there is no way for this and when you think about it it should not work. At any time you can create a background thread with a BaseDocument that contains your plugin. So when the user presses the Esc button you cannot know if this is related to the execution of this specific task.

            The only proper way is to check the given BaseThread in TagData.Execute(). Check if the given thread stops with TestBreak().

            Best wishes,
            Sebastian

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            • H
              Helper
              last edited by

              On 02/05/2016 at 02:34, xxxxxxxx wrote:

              Thank you.
              I will try to change my code into a user thread, then.

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              • H
                Helper
                last edited by

                On 02/05/2016 at 03:10, xxxxxxxx wrote:

                However, shouldn't it be possible to read the keyboard, anyway?

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                • H
                  Helper
                  last edited by

                  On 02/05/2016 at 05:57, xxxxxxxx wrote:

                  It is working in a different thread now.
                  However, I still can't seem to abort it
                  I override the TestDBreak method to this:

                  def TestDBreak(self) :
                       state = c4d.BaseContainer()
                       if c4d.gui.GetInputState(c4d.BFM_INPUT_KEYBOARD, c4d.KEY_ESC, state) :
                            print "testing ESC"
                            if state[c4d.BFM_INPUT_VALUE]: return True
                       return False

                  inside the Main in my thread I check for self.TestBreak() and it ALWAYS returns False.
                  The Console never shows "testing ESC" (the print is there just for testing).
                  How can I test for the user pressing Esc, so that I can return from my code prematurely?

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                  • H
                    Helper
                    last edited by

                    On 02/05/2016 at 06:09, xxxxxxxx wrote:

                    You understood it wrong. You don't have to make your own thread, just use TestBreak() on the
                    BaseThread that is passed to TagData.Execute().

                    GUI functions in the C4D API are not supposed to work from any other than the main thread.

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                    • H
                      Helper
                      last edited by

                      On 02/05/2016 at 08:47, xxxxxxxx wrote:

                      We don't know what Rui is doing in his "heavy Task".
                      But does anyone else think that doing anything calculation intensive in a tag Plugin's Execute() method is a very, very, VERY bad idea?

                      The tag's code executes upon every frame. And a tag is typically only used to read attribute values, or as a storage container. Which is a fast operation.
                      The thought of crunching numbers upon every single frame in the Execute() method seems very wrong to me. The Message() method seems to me like a safer place to do that.
                      But even so. The tag code needs to execute so fast from frame to frame that it just seems too dangerous to do anything too intensive in there.

                      Can a tag really safely handle crunching code on the fly like that?

                      -ScottA

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                      • H
                        Helper
                        last edited by

                        On 02/05/2016 at 08:56, xxxxxxxx wrote:

                        Well, it only calculates if the points change
                        So, once the calculation is done and there is no changes in the number or location of the vertexes, it just returns c4d.EXECUTIONRESULT_OK

                        Anyway, having it in a separate thread made it more efficient and I seem to be able to detect the ESC key now. I just have to use the bt thread to do it (thank you, Scott, Sebastian and Niklas).
                        Now I just have to fine tune the code to make it calculate only when it is needed, after the user halts it with ESC.

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                        • H
                          Helper
                          last edited by

                          On 02/05/2016 at 09:00, xxxxxxxx wrote:

                          Sure it can safely take as much time as it needs. Only it will be annoying to the user if it takes too
                          much time. Just look at dynamics, they'll take many seconds per frame on a very large scene, too.
                          (And that they are computed from a SceneHook instead of a Tag plugin doesn't make a difference here).

                          -Niklas

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                          • H
                            Helper
                            last edited by

                            On 02/05/2016 at 09:03, xxxxxxxx wrote:

                            Originally posted by xxxxxxxx

                            Anyway, having it in a separate thread made it more efficient

                            Are you talking about spawning a new C4DThread? I strongly believe that this won't be more efficient.
                            If anything, it should be the same performance (+ the overhead for spawning and waiting on the
                            thread) unless you're doing multithreading, which you can't in Python unless you do actual multiprocessing.

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                            • H
                              Helper
                              last edited by

                              On 02/05/2016 at 09:09, xxxxxxxx wrote:

                              By "more efficient" I mean that as I adjust the parameters, the calculation stops and it starts again with the new values.
                              When it was in the main thread, I had to wait until the calculation was over (anything between .3 seconds to 20+ seconds) to adjust the parameters and see the new result.

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                              • H
                                Helper
                                last edited by

                                On 02/05/2016 at 10:08, xxxxxxxx wrote:

                                Are you calling C4DThread.Wait() from Execute() (where I assume you are also starting the thread)?
                                Because you should. And if you check bt.TestBreak() frequently enough (thought you shouldn't do it
                                too frequently as it'll have performance impacts) you should get the same result ("responsiveness")

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                                • H
                                  Helper
                                  last edited by

                                  On 02/05/2016 at 10:45, xxxxxxxx wrote:

                                  That is exactly what I'm doing
                                  I'm still performing tests (to try to break it or spot any bugs) but it is working fine, so far.

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                                  • H
                                    Helper
                                    last edited by

                                    On 02/05/2016 at 11:36, xxxxxxxx wrote:

                                    I would love to see an actual example of this. Because I still don't see how you can catch a keypress in the Execute() method while the timeline is not moving?
                                    And I don't see how using bt.TestBreak() solves that?

                                    -ScottA

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                                    • H
                                      Helper
                                      last edited by

                                      On 02/05/2016 at 14:11, xxxxxxxx wrote:

                                      It goes something like this:

                                        
                                      class MyThread(c4d.threading.C4DThread) :   
                                        
                                           bt = None   
                                        
                                           def Main(self) :   
                                        
                                                ...   
                                        
                                                if self.bt.TestBreak() : return   
                                        
                                                ...   
                                        
                                        
                                      class my_plugin(plugins.TagData) :   
                                        
                                           thread = MyThread()   
                                        
                                           def Execute(self,tag,doc,op,bt,priority,flags) :   
                                        
                                                ...   
                                        
                                                MyThread.bt = bt   
                                                ...   
                                        
                                                self.thread.Start()   
                                                self.thread.Wait()   
                                      
                                      1 Reply Last reply Reply Quote 0
                                      • H
                                        Helper
                                        last edited by

                                        On 02/05/2016 at 15:10, xxxxxxxx wrote:

                                        I'm trying to do this without making a new thread.
                                        Nicklas said we don't have to make a new thread. Just use bt.TestBreak(). But I don't see how to do that where it would allow us to capture a keypress.

                                        -ScottA

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                                        • H
                                          Helper
                                          last edited by

                                          On 02/05/2016 at 15:25, xxxxxxxx wrote:

                                          Well, I don't know either
                                          It is working for me, inside my user thread. But having a user thread is better in my particular case.
                                          As it is now, it seems to only check for Esc (luckily for me, it is what I want). But I would also like to know how to override the main TestBreak() method.

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

                                            On 03/05/2016 at 01:27, xxxxxxxx wrote:

                                            The BaseThread comes from the "Cinema 4D Core". It's implementation of TestBreak() does something like
                                            checking if the ESC key is pressed and returns True or False accordingly. Very likely, the event is saved somewhere
                                            in a queue or synchronized data structure from the main thread (since the thread itself can't check if the
                                            key is pressed, as we already figured).

                                            You're bound to the Cinema 4D way of cancelling such actions (ie. the ESC key) as you can not tell the
                                            BaseThread to check a different key in TestBreak() (that is hard coded somewhere in the C4D source
                                            where TagData.Execute() is called, since the BaseThread is passed to that function and can not be changed).

                                            It's the same mechanic to when you use the RenderDocument() function and pass it your own C4DThread,
                                            only that the context is reversed. Here, you call TestBreak() to check if the processing should stop, but
                                            the implementation of TestBreak() is not accessible to you. In RenderDocument(), it will call TestBreak()
                                            to check if the rendering should be aborted, and you can specify at what event exactly the rendering
                                            should stop by implemented C4DThread.TestDBreak().

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