Search Icon in Menubar

  • Hi everyone,

    is there a simple solution to add this search icon to the Dialogs Menubar..? (via Python)



  • Hi @lasselauch sorry for the late reply was pretty busy these days.

    There is no built-in way and have to create a BitmapButtonCustomGui then use GeDialog.HideElement

    Find an example below:

    Copyright: MAXON Computer GmbH
    Author: Maxime Adam
        - Creates an async Dialog with a top menu.
        - Defines an icon in the menu to toggle group visibility.
    Class/method highlighted:
        - c4d.gui.GeDialog
        - GeDialog.CreateLayout()
        - c4d.gui.BitmapButtonCustomGui
        - GeDialog.MenuFlushAll()
        - GeDialog.MenuAddString()
        - GeDialog.InitValues()
        - GeDialog.HideElement()
        - GeDialog.Command()
        - GeDialog.LayoutChanged()
        - Win / Mac
        - R15, R16, R17, R18, R19, R20
    import c4d
    class MenuDlg(c4d.gui.GeDialog):
        ID_LEFT_MENU_FIRST_ITEM = 10000
        ID_MAIN_GROUP = 10002
        ID_HIDDEN_GROUP = 10003
        displayContentButtonDlg = None
        toogleState = True
        def CreateLayout(self):
            This method is called automatically when Cinema 4D Create the Layout (display) of the Dialog.
            # Defines the title of the Dialog
            self.SetTitle("A Custom Dialog with a Top Menu")
            # Flushes all the already existing menu to create our one. The content will be on the left.
            # Creates a Sub menu begin to inserts new menu entry
            self.MenuSubBegin("Left Menu")
            # Adds a string with a given ID, so it will trigger a call to Command once clicked
            self.MenuAddString(self.ID_LEFT_MENU_FIRST_ITEM, "Close")
            # Finalizes the Sub Menu
            # Finalizes the menu
            # Creates a Group in the Menu. The content will be on the right
            if self.GroupBeginInMenuLine():
                # Creates a BitmapButtonCustomGui with the find icon
                settings = c4d.BaseContainer()
                settings[c4d.BITMAPBUTTON_BUTTON] = True
                settings[c4d.BITMAPBUTTON_BORDER] = False
                settings[c4d.BITMAPBUTTON_TOGGLE] = True
                self.displayContentButtonDlg = self.AddCustomGui(self.ID_RIGHT_MENU_SHOW_CONTENT,
                                                                 c4d.CUSTOMGUI_BITMAPBUTTON, "",
                                                                 c4d.BFH_CENTER | c4d.BFV_CENTER, 0, 0, settings)
            # Creates a group that will contain the content that will be hidden when the BitmapButton is pressed. It's
            # important to have a parent group to the group that needs to be hidden since you need to redraw this parent
            # group after the visibility definition.
            if self.GroupBegin(self.ID_MAIN_GROUP, c4d.BFH_LEFT | c4d.BFV_CENTER):
                # The group that will be hidden
                if self.GroupBegin(self.ID_HIDDEN_GROUP, c4d.BFH_LEFT | c4d.BFV_CENTER):
                    # Adds the content you want to toggle
                    self.AddStaticText(0, c4d.BFH_LEFT | c4d.BFV_CENTER, name="test")
            # Adds two buttons, Ok and Cancel
            self.AddDlgGroup(c4d.DLG_OK | c4d.DLG_CANCEL)
            return True
        def InitValues(self):
            This method is called automatically after the GUI is initialized.
            # Defines the initial hidden state of the group according the the value stored.
            self.HideElement(self.ID_HIDDEN_GROUP, self.toogleState)
        def Command(self, id, msg):
            This method is called automatically when the user clicks on a gadget and/or changes its value
            this function will be called.
            It is also called when a string menu item is selected.
            :param id: The ID of the gadget that triggered the event.
            :param msg: The original message container
            :return: False if there was an error, otherwise True.
            # If the user click on the "Close" item of the menu
            if id == self.ID_LEFT_MENU_FIRST_ITEM:
            # If the user click on the bitmap button from the menu
            elif id == self.ID_RIGHT_MENU_SHOW_CONTENT:
                # Updates the stored value of the toggle state
                self.toogleState = not self.toogleState
                # Hides the element
                self.HideElement(self.ID_HIDDEN_GROUP, self.toogleState)
                # Notifies that the content of the parent group of the group we just hide has changed and need to be redrawn
            return True
    def main():
        # Quick hack since menu can only be displayed in an async dialog
        # Please don't do this on production, instead create a CommandData to store the GeDialog instance
        global diag
        # Creates an instance of the object MenuDlg
        diag = MenuDlg()
        # Opens the Dialog, Cinema 4D will then call CreateLayout, InitValues and so on...
        diag.Open(dlgtype=c4d.DLG_TYPE_ASYNC, defaultw=-2, defaulth=-2)
    if __name__ == '__main__':


  • Wow, thanks so much for this complete Example, Maxime..!!!
    Great work, really appreciated!