CommandData Plugin with submenu



  • On 28/08/2018 at 02:32, xxxxxxxx wrote:

    Hi there,

    i'm failing to get a submenu with a commanddata plugin...
    could anybody more experienced maybe have a look at this code?

    best, index

    my folder structure is:
    plugins
    Test
    test.pyp
    icon.png

    what i would like to get in the plugin menu is:
    Plugins
    Test Plugin
    Submenu1
    Submenu2

    but what i get with the following code is just: (no submenu!)
    Plugins
    Test

    import c4d
    from c4d import bitmaps
    import os.path

    PLUGIN_ID = 1234567  # unique ID (obtained from www.plugincafe.com)
    PLUGIN_SHORT = "Test Plugin"

    MENUID_SUB1 = 1000
    MENUID_SUB2 = 1010

    class MenuHandler(c4d.plugins.CommandData) :

    def Register(self) :
    	bmp = bitmaps.BaseBitmap()
    	dir, f = os.path.split(\__file\_\_)
    	fn = os.path.join(dir, "icon.png")
    	bmp.InitWith(fn)
    	return c4d.plugins.RegisterCommandPlugin(
    		id=PLUGIN_ID,
    		str=PLUGIN_SHORT,
    		info=c4d.PLUGINFLAG_COMMAND_HOTKEY,
    		icon=bmp,
    		help="",
    		dat=self
    	)
    
    
    def GetSubContainer(self, doc, submenu) :
    	bc = c4d.BaseContainer()
    	bc.SetString(1, PLUGIN_SHORT)
    	bc.SetString(MENUID_SUB1, "Submenu1")
    	bc.SetString(MENUID_SUB2, "Submenu2")
    	submenu.InsData(0, bc)
    	return True
    
    
    def ExecuteSubID(self, doc, id) :
    	if id == MENUID_SUB1: print "Submenu1"
    	elif id == MENUID_SUB2: print "Submenu2"
    	return True
    
    
    def Execute(self, doc) :
    	return True
    

    if __name__ == "__main__":
    MenuHandler().Register()



  • On 29/08/2018 at 00:03, xxxxxxxx wrote:

    strange!
    if i add a copy of this source in the same plugin folder 
    then i get two plugin entries, both with the two desired submenus:

    folder structure:
    plugins
    Test
    test1.pyp
    test2.pyp
    icon.png
    now i get:
    Plugins
    Test
    Test1 Plugin
    Submenu1
    Submenu2
    Test2 Plugin
    Submenu1
    Submenu2

    but if i remove one pyp,
    the remaining one does not show the submenus!
    how can i use only one pyp and show a submenu?

    ???



  • On 30/08/2018 at 01:17, xxxxxxxx wrote:

    no help here? 
    i tried for hours, but still cant create a plugin 
    with a sub menu to execute different actions
    :/



  • On 30/08/2018 at 03:03, xxxxxxxx wrote:

    Hi,

    Sorry for the late answer.

    There are limitations with GetSubContainer() and the "Plugins" menu.
    If there is only one plugin registered then its menu structure returned by GetSubContainer() is not taken into account. But if the plugin is added to another menu then it is shown as expected.

    So the solution is to register a CommandData plugin with c4d.PLUGINFLAG_HIDEPLUGINMENU flag. Then the plugin can be added to any other menu either manually or with code using the menu functions in c4d.gui module.



  • On 30/08/2018 at 03:36, xxxxxxxx wrote:

    thanks yannick,

    i actually had that idea this morning, but couldnt make it work

    i added a 2nd pyp to the plugin with c4d.PLUGINFLAG_HIDEPLUGINMENU
    but the main pyp didnt show its submenu then

    are you sure this works?
    (maybe i dont understand correctly)
    it also needs a bogus plugin id, which is a bit odd, right?

    another approach i'm trying is:
    generate a PopupDialog and show it with ShowPopupDialog when the menu is selected (works already)
    but i would also like to be able to have a drag off window with the (main) menu items as buttons
    that could be generated by opt-selecting the menu (any tips on how to create such a window?)

    best index



  • On 30/08/2018 at 14:58, xxxxxxxx wrote:

    a followup question to the post above:

    ShowPopupDialog() has these flags 
    c4d.POPUP_ALLOWUNDOCK
    c4d.POPUP_ALLOWUNDOCK_REC

    https://developers.maxon.net/docs/Cinema4DPythonSDK/html/modules/c4d.gui/index.html?highlight=first_popup_id#c4d.gui.ShowPopupDialog

    what are these for?
    i was hoping that you get a drag off handle, 
    but i cant see anything happen if i use these flags

    is there a way to make a PopupDialog sticky?
    or can i create a palette containing my command?

    best index



  • On 31/08/2018 at 00:22, xxxxxxxx wrote:

    Your workaround with a popup dialog sounds too hacky to me.

    The command can be registered with c4d.PLUGINFLAG_HIDEPLUGINMENU flag (plugin won't be shown in "Plugins" menu).
    Then manually add the command to any other menu/command palette with "Customize Commands" and "Customize Menu". The menu structure returned by the command's GetSubContainer() should be dynamically added as expected.

    Note it is possible to customize the Cinema menu by code from a plugin.

    If you have questions related to another subject, please create a new thread.