Solved Browsing Plugin Paths

Hello, I'm looking for a way to get the filepaths from the Preferences -> Plugins -> Search Paths menu. I have a circumstance where one plugin needs to know where another plugin is installed so I want to be able to check those remote paths, but I can't figure out how to access the parameter.
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GetWorldContainer() doesn't seem to contain this parameter but it does others, so I'm not sure where to go from here.

Dan

hello,

thanks @zipit for the answer.

@d_schmidt, please, don't forget to mark your thread as a question and mark it as solved once it is. That help us :)

Instead of getting the preferences, you can use GetModulePaths. It returns all module paths configured through g_modulePath, g_additionalModulePath and user preferences. Including Corelibs and Plugins default directories.

You can have information on Application manual

        // Returns all module paths configured through g_modulePath, g_additionalModulePath and user preferences.
	// include corelibs and plugins default directory.

	const maxon::BaseArray<maxon::Url> myPluginPaths = maxon::Application::GetModulePaths() iferr_return;
	
	for (auto plugPath : myPluginPaths)
		DiagnosticOutput("plugins path @", plugPath);

If you do know the plugin ID, you can also use this kind of code.

        const maxon::Int32 plugin_ID = 1038235;

	BasePlugin* myPlugin = FindPlugin(plugin_ID, PLUGINTYPE::ANY);

	if (myPlugin == nullptr)
		return maxon::NullptrError(MAXON_SOURCE_LOCATION);

	const Filename myPluginPath = myPlugin->GetFilename();
	const maxon::String directory = myPluginPath.GetDirectory().GetString();

	DiagnosticOutput("directory of plugin @ is @", plugin_ID, directory);

Cheers
Manuel

MAXON SDK Specialist

MAXON Registered Developer

Hi,

preference data is often even for native c4d features implemented as a PreferenceData plugin. You have to access that plugin then. To get there you can drag and drop description elements into the python command line, delete the __getitem__() part (the stuff in brackets), and get the __repr__ of the object. With that you can figure out the plugin ID of the corresponding BasePlugin and then access your values.

For your case as a script example:

import c4d
from c4d import plugins
# Welcome to the world of Python

def main():
    # Search for a plugin ID with a known str __repr__ of a BasePlugin. We got from the console:
    # Drag and drop: Plugins[c4d.PREF_PLUGINS_PATHS]
    # >>> Plugins
    #     <c4d.BaseList2D object called 'Plugins/Plugins' with ID 35 at 0x0000028FE8157A50>
    pid, op = None, plugins.GetFirstPlugin()
    while op:
        if 'Plugins/Plugins' in str(op):
            pid = op.GetID()
            break
        op = op.GetNext()
    print "pid:", pid
    
    # Use that ID
    op = plugins.FindPlugin(pid)
    if op:
        print op[c4d.PREF_PLUGINS_PATHS] # we know the enum from the console

# Execute main()
if __name__=='__main__':
    main()

You can use then that Plugin ID in cpp to do the last part (Use that ID) there.

Cheers,
zipit

MAXON SDK Specialist
developers.maxon.net

hello,

thanks @zipit for the answer.

@d_schmidt, please, don't forget to mark your thread as a question and mark it as solved once it is. That help us :)

Instead of getting the preferences, you can use GetModulePaths. It returns all module paths configured through g_modulePath, g_additionalModulePath and user preferences. Including Corelibs and Plugins default directories.

You can have information on Application manual

        // Returns all module paths configured through g_modulePath, g_additionalModulePath and user preferences.
	// include corelibs and plugins default directory.

	const maxon::BaseArray<maxon::Url> myPluginPaths = maxon::Application::GetModulePaths() iferr_return;
	
	for (auto plugPath : myPluginPaths)
		DiagnosticOutput("plugins path @", plugPath);

If you do know the plugin ID, you can also use this kind of code.

        const maxon::Int32 plugin_ID = 1038235;

	BasePlugin* myPlugin = FindPlugin(plugin_ID, PLUGINTYPE::ANY);

	if (myPlugin == nullptr)
		return maxon::NullptrError(MAXON_SOURCE_LOCATION);

	const Filename myPluginPath = myPlugin->GetFilename();
	const maxon::String directory = myPluginPath.GetDirectory().GetString();

	DiagnosticOutput("directory of plugin @ is @", plugin_ID, directory);

Cheers
Manuel

MAXON SDK Specialist

MAXON Registered Developer

Thank you both for the replies! Between both of them I have exactly what I need, thanks.