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On 11/10/2017 at 13:40, xxxxxxxx wrote:
User Information: Cinema 4D Version: R17 Platform: Windows ; Language(s) : C++ ;
--------- Hello.
I add a tree view custom gui in a dialog. Is there any option to initialize the tree as unfolded ?
Thank you!
On 12/10/2017 at 01:19, xxxxxxxx wrote:
The folded state is define by the IsOpen function. Simply make return to false for the first time, then after get the obj.GetBit(c4d.BIT_OFOLD) And in your Open function which is trigger when something is open/closed make something like if onoff: obj.SetBit(c4d.BIT_OFOLD) else: obj.DelBit(c4d.BIT_OFOLD)
Of course this method work for any BaseList2D but for any customDataType simply make a Bool member variable who gonna store the state of the folding.
Additionnaly I really suggest you to read thoses following blog post about tree view TreeView made simple - Part 1 Treeview made simple – Part 2
On 12/10/2017 at 02:04, xxxxxxxx wrote:
Hi,
basically you define yourself the fold state of every node in the tree view by the return value of TreeViewFunctions::IsOpened(). Its counterpart is TreeViewFunctions::Open(), which requests to fold or unfold a certain node. It's on you to work with these. For example always returning true from IsOpened() will result in an unfolded and unfoldable tree.
And then there are TreeViewCustomGui::MakeVisible() and TreeViewCustomGui::ShowObject(), which make use of above functions to reveal a certain node in the tree.
Edit: Ooopsy, gr4ph0s was faster...