Add image shader from BuildShaderPopupMenuI

On 04/09/2017 at 01:36, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R18 
Platform:   Windows  ;   
Language(s) :     C++  ;

---------
Hello.

I use the following code to create a shader list pop up menu when I press a button.
This button is in a ShaderData plugin's description.

BaseContainer shader_list;
BuildShaderPopupMenuI(&shader_list, NULL, NULL, 0);
Int32 res_option = ShowPopupMenu(NULL, MOUSEPOS, MOUSEPOS, bc);
BaseShader* parent = static_cast<BaseShader*>(Get());
BaseShader* result_shader = NULL;
HandleShaderPopupI(parent, result_shader, res_option, 0 );
if (result_shader)
	//do something

The problem is that when I press Load Image from the shader list, HandleShaderPopupI cannot use it.
So it seems I have to remove the first options from shader_list container that are related to images.
Is this why you need a separate Add Image button in Layer Shader ?
Can I use only one button to add a shader regardless its type ?

Edit: Another thing that I would like to say is that if parent is NULL, the result_shader is NULL as well. How can I get the parent BaseList2D of an iCustomGui in order to use the above code in the custom gui ?

Thank you for your time.

On 04/09/2017 at 02:11, xxxxxxxx wrote:

Hello,

this is some test code that works perfectly fine for me with "Load Image":

  
BaseMaterial* material = doc->GetActiveMaterial();  
if (!material)  
  return false;  
  
// get shader list  
BaseContainer shaderList;  
BuildShaderPopupMenuI(&shaderList, nullptr, nullptr, 0);  
  
// remove "Clear"  
shaderList.RemoveData(SHADERPOPUP_CLEARSHADER);  
  
// show shader list  
Int32 res = ShowPopupMenu(nullptr, MOUSEPOS, MOUSEPOS, shaderList);  
  
// handle result  
BaseShader* shader = nullptr;  
if (HandleShaderPopupI(material, shader, res, 0) && shader)  
{  
  BaseShader* clone = static_cast<BaseShader*>(shader->GetClone(COPYFLAGS_0, nullptr));  
  
  // insert shader  
  material->InsertShader(clone);  
  material->SetParameter(DescID(MATERIAL_COLOR_SHADER), clone, DESCFLAGS_SET_0);  
  
  EventAdd();  
}  

What exactly does not work for you? If the default menu of BuildShaderPopupMenuI() does not fit for your needs you can of course build a complete custom menu (but then of course you cannot use HandleShaderPopupI()).

best wishes,
Sebastian

On 04/09/2017 at 04:23, xxxxxxxx wrote:

Hello and thank you for the example.

My mistake was that I didn't check the returned value of HandleShaderPopupI.
But, why do you have to clone the shader ?
Doesn't the shader already belong in the material ? Since material is the first parameter in HandleShaderpopupI, it should already be the parent of that shader right ?

Thank you again !