SOLVED Get active object after random value

Hello everyone.
There are a few classes.
One for choosing an object in the CycleList.
Two for choosing a random object via change c4d.userdata value
One works fine. But when I choose a random object I need to click on the viewport to update showing object. How to update viewport without clicking?

I also have tried on the random class:

 c4d.EventAdd()
            c4d.CallCommand(12147, 12147)
            c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )

It doesn't work.
Object class:

 if (config['hideState'] == True): #hide selected object
            for indexObjectHide in range (0, limit): #loop for geting all objects
                if (indexObjectHide == self.userdataGroup[c4d.ID_USERDATA,userDataId]): #which object is selected
                    self.parentObject.GetChildren()[indexObjectHide].SetEditorMode(2)
                    self.parentObject.GetChildren()[indexObjectHide].SetRenderMode(2)
                else:
                    self.parentObject.GetChildren()[indexObjectHide].SetEditorMode(1)
                    self.parentObject.GetChildren()[indexObjectHide].SetRenderMode(1)

Random class:

if (self.userdataGroup[c4d.ID_USERDATA,userDataId] == True): #If random button clicked
            SubLists = [] #
            for ListIndex in range (0,len(config['Random id'])):#config['Random id'] is var where I can point userdata ids ehich will be randomed
                SubLists.append([config['Random id'][ListIndex]])
            indexList = []
            for indexEl in range (0,len(SubLists)): #Loop for each id
                for id, bc in self.userdataGroup.GetUserDataContainer():
                    cycleBC = bc.GetContainer(c4d.DESC_CYCLE)
                    if (id == c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA, c4d.DTYPE_SUBCONTAINER,0), c4d.DescLevel(SubLists[indexEl][0]))):
                        for element in cycleBC: # get userdata data
                            if (len(indexList) == indexEl):
                                indexList.append([element[0]])
                            else:
                                indexList[indexEl].append(element[0])
                self.userdataGroup[c4d.ID_USERDATA,SubLists[indexEl][0]] = randint(0,len(indexList[indexEl]) - 1) #Change userdata values
            self.userdataGroup[c4d.ID_USERDATA,userDataId] = False

You can see full code in the attached c4d file. Pls help me
For better understanding what I want, watch the video:
https://www.youtube.com/watch?v=BtPD9jS5TYM
Experieces.c4d
/////
Seems I've understood why I get the issue. I put random class before object class and it works 'cause in this code, I get an active object before getting random value. But it is doesn't correct in point of view of the code. It's hierarhy disturbing. Ways to generate active object after generating random?

Hello and welcome,

please use the Q&A system to mark your post as a question.

Also, please use tags to inform us about which version of Cinema you are using.

What do you mean with "hierarhy disturbing"? What do you mean with "generate active object after generating random"?

Why is your user interface on the "Interface" null object and not the Python Tag itself? If your UI would be on the Python Tag, you could implement the tag's message() function to handle such user events properly.

def message(id, data):
    if id == c4d.MSG_DESCRIPTION_COMMAND:
        buttonID = data['id']
        # check for user data
        if buttonID[0].id == c4d.ID_USERDATA:
            # ceck button ID
            if buttonID[1].id == 1:
                print("button pressed")

best wishes,
Sebastian

@s_bach said in Get active object after random value:

please use the Q&A system to mark your post as a question.
Also, please use tags to inform us about which version of Cinema you are using.

And...Done.

@s_bach said in Get active object after random value:

What do you mean with "hierarhy disturbing"? What do you mean with "generate active object after generating random"?

"Hierarhy disturbing".
Simply put, there is first func (where there are object details) and there is the second func which generate a random number, but data of active object stores in the first func. Need to execute the second func before first to make it works. But it doesn't right cause' it disturbs actions timeline. Right way is: First display object to the viewport, then generate random nimber after pressing button. But this code requires to run second func before first one.
"generate active object after generating random"
I think attached video link better speaks for me.

@s_bach said in Get active object after random value:

Why is your user interface on the "Interface" null object and not the Python Tag itself?

Thanks. Need to try.

I get the same issue. The script gives only previous data (randint limit). I know why, but I don't know how to get an active data.

def message(id, data):
    if id == c4d.MSG_DESCRIPTION_COMMAND:
        randomButtons = [5] #Random  buttons Ids
        buttonID = data['id']
        SubList = [] #container storing id's values to have to changing
        SubList = randomId_new(SubList,[3,4])#filling the container
        if buttonID[0].id == c4d.ID_USERDATA:#check for user data
            for RandomButtonId in range (0,len(randomButtons)):#loop for each button
                if buttonID[1].id == randomButtons[RandomButtonId]:#check button ID
                    for SublistId in range (0,len(SubList[RandomButtonId])):
                        RandomLimit = 0 #limit for randint
                        for id, bc in op.GetUserDataContainer():
                            if (id == c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA, c4d.DTYPE_SUBCONTAINER,0), c4d.DescLevel(SubList[RandomButtonId][SublistId]))): #check id
                                cycleBC = bc.GetContainer(c4d.DESC_CYCLE)
                                for element in cycleBC: #define len of cycleList
                                    RandomLimit += 1
                        op[c4d.ID_USERDATA,SubList[RandomButtonId][SublistId]] = randint(0,RandomLimit - 1) #generate random value
                        print(str(SubList[RandomButtonId][SublistId]) + ': ' + str(RandomLimit)) #checking to console 

You can see what I want via video link

hello,

Is it possible to have the last version of your file so i have a chance to follow you and try to help you.

Cheers
Manuel

@m_magalhaes said in Get active object after random value:

hello,
Is it possible to have the last version of your file so i have a chance to follow you and try to help you.

Sure. Thanks in advance. I also commented on my code to better to understand.
Experieces_old.c4d

hello,

You create your UI dynamically but still use it to retrieves data. You should simply separate both.

The problem here is that Message() is called before Main() (nothing you can changed)

In the Message() function you can check the id == MSG_DESCRIPTION_POSTSETPARAMETER, you can retrieves the descid in the data attached.

By checking the descid you can update only if the cycles are changed. (not the button)

Your Main() can be "empty". I picked everything that was in Main() and copy/paste in LaunchUpdate()
You should split that function in several parts.

In the random function I can now call LaunchUpdate() to update the UI and use it to retrieves the data. (but as I said you should separate both)

This now works but LaunchUpdate() is executed too much times. It would need more work to split that function in several parts.

This look more like a design issue than a Cinema4D issue.

Let me know if i'm not clear.

import c4d
from c4d import gui
from c4d import documents
import random
from random import randint

class bcSettings():
    def Group(self,basecontainerVar,groupContainerVar,columns=1,parentGroupState=False,parentGroupId=0):
        return {'Base container': basecontainerVar, 'Group container': groupContainerVar,'Columns': columns,'Subgroup': parentGroupState,'Parent group id': parentGroupId}
    def CycleObj(self,basecontainerVar,groupContainerVar,parentGroupId=0,hide=True):
        return {'Base container': basecontainerVar, 'Group container': groupContainerVar,'Parent group id': parentGroupId,'hideState': hide}
    def CycleTex(self,basecontainerVar,groupContainerVar,effect,shader,parentGroupId=0):
        return {'Base container': basecontainerVar, 'Group container': groupContainerVar,'effect': effect,'shader': shader,'Parent group id': parentGroupId}
    def RandomButton (self,basecontainerVar,groupContainerVar,parentGroupId=0):
        return {'Base container': basecontainerVar, 'Group container': groupContainerVar,'Parent group id': parentGroupId}
def BaseContainerVariable(index,typeName): #it's list func for checking and adding to list a new varaibale instead use one unique variable
    if (len(index) == 0):
        index.append(typeName + str(1))
    else:
        index.append(typeName + str(len(index) + 1))
    return index

class base_controllers(object):
    def __init__(self,userdataGroup,parentObject=None):
        self.userdataGroup = userdataGroup
        self.parentObject = parentObject
    def Group(self,config,title,userDataId):
        BaseContainerVariable(config['Base container'],'BaseContainerId')
        CountCheckingBC = 0
        #check if list is null and add new varabe to list
        if (len(config['Base container']) > 0):
            CountCheckingBC = len(config['Base container']) - 1
            config['Base container'][CountCheckingBC] = title + 'BaseContainer'
            config['Base container'][CountCheckingBC] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_GROUP)
        else:
            config['Base container'][0] = title + 'BaseContainer'
            config['Base container'][0] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_GROUP)
        #continue creating userdata
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_NAME, title)
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_SHORT_NAME, title)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_COLUMNS, config['Columns'])
        if (config['Subgroup'] == True and config['Parent group id'] > 0 ): #check whether userdata should have a parent group
            config['Base container'][CountCheckingBC].SetData(c4d.DESC_PARENTGROUP, c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA), c4d.DescLevel(config['Parent group id'], c4d.DTYPE_GROUP, 0)))
        BaseContainerVariable(config['Group container'],'GroupContainerId')
        CountCheckingCont = 0
        #check if list is null and add new varabe to list
        if (len(config['Group container']) > 0):
            CountCheckingCont = len(config['Group container']) - 1
        config['Group container'][CountCheckingCont] = c4d.BaseContainer()
        config['Base container'][CountCheckingBC].SetContainer(c4d.DESC_CYCLE, config['Group container'][CountCheckingCont])
        self.userdataGroup.SetUserDataContainer([c4d.ID_USERDATA, userDataId], config['Base container'][CountCheckingBC])
    def CycleObj(self,config,title,userDataId):
        BaseContainerVariable(config['Base container'],'BaseContainerId')
        CountCheckingBC = 0
        #check if list is null and add new varabe to list
        if (len(config['Base container']) > 0):
            CountCheckingBC = len(config['Base container']) - 1
            config['Base container'][CountCheckingBC] = title + 'BaseContainer'
            config['Base container'][CountCheckingBC] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_LONG)
        else:
            config['Base container'][0] = title + 'BaseContainer'
            config['Base container'][0] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_LONG)
        #continue creating userdata
        limit = len(self.parentObject.GetChildren())
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_NAME, title)
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_SHORT_NAME, title)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_CUSTOMGUI, c4d.CUSTOMGUI_CYCLE)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_MIN, 0)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_MAX, limit-1)
        config['Base container'][CountCheckingBC].SetData(c4d.DESC_PARENTGROUP, c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA), c4d.DescLevel(config['Parent group id'], c4d.DTYPE_GROUP, 0)))
        BaseContainerVariable(config['Group container'],'GroupContainerId')
        CountCheckingCont = 0
        if (len(config['Base container']) > 0):
            CountCheckingCont = len(config['Group container']) - 1
        config['Group container'][CountCheckingCont] = c4d.BaseContainer()
        for indexLoop in range(0, limit):#filling userdata container with object names
            config['Group container'][CountCheckingCont].SetString(indexLoop, self.parentObject.GetChildren()[indexLoop].GetName())
        config['Base container'][CountCheckingBC].SetContainer(c4d.DESC_CYCLE, config['Group container'][CountCheckingCont])
        self.userdataGroup.SetUserDataContainer([c4d.ID_USERDATA, userDataId], config['Base container'][CountCheckingBC])
        if (config['hideState'] == True): #hide all objects besides chosen
            for indexObjectHide in range (0, limit):
                if (indexObjectHide == self.userdataGroup[c4d.ID_USERDATA,userDataId]):
                    self.parentObject.GetChildren()[indexObjectHide].SetEditorMode(2)
                    self.parentObject.GetChildren()[indexObjectHide].SetRenderMode(2)
                else:
                    self.parentObject.GetChildren()[indexObjectHide].SetEditorMode(1)
                    self.parentObject.GetChildren()[indexObjectHide].SetRenderMode(1)
    def CycleTex(self,config,title,userDataId):
        layer_list = []
        temp_list_var = config['shader'].GetFirstLayer()
        layer_list.append(temp_list_var)
        while temp_list_var:# get layers
            if temp_list_var.GetNext() is not None:
                layer_list.append(temp_list_var.GetNext())
                temp_list_var = temp_list_var.GetNext()
            else:
                break
        count_texture = len(layer_list)
        BaseContainerVariable(config['Base container'],'BaseContainerId')
        CountCheckingBC = 0
        if (len(config['Base container']) > 0):
            CountCheckingBC = len(config['Base container']) - 1
            config['Base container'][CountCheckingBC] = title + 'BaseContainer'
            config['Base container'][CountCheckingBC] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_LONG)
        else:
            config['Base container'][0] = title + 'BaseContainer'
            config['Base container'][0] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_LONG)
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_NAME, title)
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_SHORT_NAME, title)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_CUSTOMGUI, c4d.CUSTOMGUI_CYCLE)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_MIN, 0)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_MAX, count_texture-1)
        config['Base container'][CountCheckingBC].SetData(c4d.DESC_PARENTGROUP, c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA), c4d.DescLevel(config['Parent group id'], c4d.DTYPE_GROUP, 0)))
        BaseContainerVariable(config['Group container'],'GroupContainerId')
        CountCheckingCont = 0
        if (len(config['Base container']) > 0):
            CountCheckingCont = len(config['Group container']) - 1
        config['Group container'][CountCheckingCont] = c4d.BaseContainer()
        if (config['effect'] == 'hide'):
            for indexLoop in range(0, len(layer_list)):
                config['Group container'][CountCheckingCont].SetString(indexLoop, "Texture " + str(indexLoop + 1))
        config['Base container'][CountCheckingBC].SetContainer(c4d.DESC_CYCLE, config['Group container'][CountCheckingCont])
        self.userdataGroup.SetUserDataContainer([c4d.ID_USERDATA, userDataId], config['Base container'][CountCheckingBC])
        if (config['effect'] == 'hide'):
            active_texture = self.userdataGroup[c4d.ID_USERDATA,userDataId]
            if (active_texture >= count_texture):
                self.userdataGroup[c4d.ID_USERDATA,userDataId] = count_texture - 1
                active_texture = self.userdataGroup[c4d.ID_USERDATA,userDataId]
            for index_active_texture in range(0,count_texture):
                if (index_active_texture == active_texture):
                    layer_list[index_active_texture].SetParameter(c4d.LAYER_S_PARAM_ALL_ACTIVE, True)
                else:
                    layer_list[index_active_texture].SetParameter(c4d.LAYER_S_PARAM_ALL_ACTIVE, False)
        c4d.EventAdd()
        config['shader'].Message(c4d.MSG_CHANGE)
    def RandomButton(self,config,title,userDataId):
        BaseContainerVariable(config['Base container'],'BaseContainerId')
        CountCheckingBC = 0
        if (len(config['Base container']) > 0):
            CountCheckingBC = len(config['Base container']) - 1
            config['Base container'][CountCheckingBC] = title + 'BaseContainer'
            config['Base container'][CountCheckingBC] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_BUTTON)
        else:
            config['Base container'][0] = title + 'BaseContainer'
            config['Base container'][0] = c4d.GetCustomDatatypeDefault(c4d.DTYPE_BUTTON)
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_NAME, title)
        config['Base container'][CountCheckingBC].SetString(c4d.DESC_SHORT_NAME, title)
        config['Base container'][CountCheckingBC].SetInt32(c4d.DESC_CUSTOMGUI, c4d.CUSTOMGUI_BUTTON)
        config['Base container'][CountCheckingBC].SetData(c4d.DESC_PARENTGROUP, c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA), c4d.DescLevel(config['Parent group id'], c4d.DTYPE_GROUP, 0)))
        BaseContainerVariable(config['Group container'],'GroupContainerId')
        CountCheckingCont = 0
        if (len(config['Base container']) > 0):
            CountCheckingCont = len(config['Group container']) - 1
        config['Group container'][CountCheckingCont] = c4d.BaseContainer()
        config['Base container'][CountCheckingBC].SetContainer(c4d.DESC_CYCLE, config['Group container'][CountCheckingCont])
        self.userdataGroup.SetUserDataContainer([c4d.ID_USERDATA, userDataId], config['Base container'][CountCheckingBC])

def main():
    pass
   

def LaunchUpdate():
    Interface = op.GetObject()
    Objects = Interface.GetDown()
    indexBc = []
    groupBc = []
    InterfaceGroup = bcSettings().Group(indexBc,groupBc)
    base_controllers(op,Objects).Group(InterfaceGroup,'Interface',1)
    ObjectsGroup = bcSettings().Group(indexBc,groupBc,3,True,1)
    base_controllers(op,Objects).Group(ObjectsGroup,'Objects',2)
    ObjectsCycle = bcSettings().CycleObj(indexBc,groupBc,2,True)

    base_controllers(op,Objects).CycleObj(ObjectsCycle,'Object',3)
    active_Ttag = Objects.GetChildren()[op[c4d.ID_USERDATA,3]].GetFirstTag()
    active_Ttag = active_Ttag.GetNext()
    active_mat = active_Ttag.GetMaterial()
    if active_mat is None:
        return
    shader = active_mat[c4d.MATERIAL_COLOR_SHADER]
    if shader is None:
        return

    TextureCycle = bcSettings().CycleTex(indexBc,groupBc,'hide',shader,2)
    base_controllers(op,Objects).CycleTex(TextureCycle,'Texture',4)
    ObjectRandomButton = bcSettings().RandomButton(indexBc,groupBc,2)
    base_controllers(op,Objects).RandomButton(ObjectRandomButton,'Random',5)

def randomId_new(index,data):
    index.append(data)
    return index

def message(id, data):
    if id == c4d.MSG_DESCRIPTION_POSTSETPARAMETER:
        print data['descid']
            
        LaunchUpdate()
        
    if id == c4d.MSG_DESCRIPTION_COMMAND:

        randomButtons = [5] #Random  buttons Ids
        buttonID = data['id']
        SubList = [] #container storing id's values to have to changing
        SubList = randomId_new(SubList,[3,4])#filling the container
        if buttonID[0].id == c4d.ID_USERDATA:#check for user data
            for RandomButtonId in range (0,len(randomButtons)):#loop for each button
                if buttonID[1].id == randomButtons[RandomButtonId]:#check button ID
                    for SublistId in range (0,len(SubList[RandomButtonId])):
                        LaunchUpdate() # we can launch an update of the ui
                        RandomLimit = 0 #limit for randint
                        for id, bc in op.GetUserDataContainer():
                            if (id == c4d.DescID(c4d.DescLevel(c4d.ID_USERDATA, c4d.DTYPE_SUBCONTAINER,0), c4d.DescLevel(SubList[RandomButtonId][SublistId]))): #check id
                                cycleBC = bc.GetContainer(c4d.DESC_CYCLE)
                                for element in cycleBC: #define len of cycleList
                                    RandomLimit += 1
                        op[c4d.ID_USERDATA,SubList[RandomButtonId][SublistId]] = randint(0,RandomLimit - 1) #generate random value
                        print(str(SubList[RandomButtonId][SublistId]) + ': ' + str(RandomLimit)) #checking to console
        

Cheers
Manuel

@m_magalhaes said in Get active object after random value:

The problem here is that Message() is called before Main() (nothing you can changed)

Hello.
Thank you so much. I've understood. Yea, it works. I'd break my mind to understand it by myself. So, then I gonna optimize drawcalls (don't know how to call it another) of LaunchUpdate() func