How to Open a Dialog Plugin from a Tag Plugin?
blastframe last edited by blastframe
I have seen tag plugins that, when they are double-clicked, open a dialog.
Using the py-look_at_camera_r13 example from the SDK, I came up with the code below. I'm trying to open the Dialog with the Execute method of the plugin class which is clearly the wrong place for it.
import c4d, os from c4d import plugins, utils, bitmaps, gui, documents TAG_ID = 1234567 PLUGIN_ID = 2345678 global dlg class MyDlg(gui.GeDialog): def CreateLayout(self): self.SetTitle("MyDlg") self.GroupBegin(1, c4d.BFH_CENTER, 2, 1, None, 640) self.GroupBorderSpace(10, 20, 10, 20) self.AddButton(2, c4d.BFH_FIT, name="Yes", initw=100) self.AddButton(3, c4d.BFH_FIT, name="No", initw=100) self.GroupEnd() return True def Command(self, id, msg): return True class MyTagPlugin(c4d.plugins.TagData): def Init(self, node): pd = c4d.PriorityData() if pd is None: raise MemoryError("Failed to create a priority data.") pd.SetPriorityValue(c4d.PRIORITYVALUE_CAMERADEPENDENT, True) node[c4d.EXPRESSION_PRIORITY] = pd return True def Execute(self, tag, doc, op, bt, priority, flags): global dlg if dlg == None: dlg = MyDlg() dlg.Open(dlgtype=c4d.DLG_TYPE_ASYNC, xpos=-1, ypos=-1, pluginid=PLUGIN_ID, defaultw=540, defaulth=640) return c4d.EXECUTIONRESULT_OK if __name__ == "__main__": # Retrieves the icon path directory, _ = os.path.split(__file__) fn = os.path.join(directory, "res", "icon.png") # Creates a BaseBitmap bmp = c4d.bitmaps.BaseBitmap() if bmp is None: raise MemoryError("Failed to create a BaseBitmap.") # Init the BaseBitmap with the icon if bmp.InitWith(fn) != c4d.IMAGERESULT_OK: raise MemoryError("Failed to initialize the BaseBitmap.") c4d.plugins.RegisterTagPlugin(id=TAG_ID , str="MyTagPlugin", info=c4d.TAG_EXPRESSION | c4d.TAG_VISIBLE, g=MyTagPlugin, description="Tmytagplugin", icon=bmp)
This code throws the following error:
RuntimeError: illegal operation, invalid cross-thread call
I'm guessing it's because it's a gui call off of the main thread.
It seems the Tag plugins launch a Command Plugin somehow. I have a few questions about this:
- How would I launch the Command Plugin once when the tag is double-clicked and not every time Init() or Execute() are called by the tag or if one is already open?
- How could I get the Dialog Plugin to update its UI when one of the Python tag plugins is selected?
zipit last edited by zipit
you answered your own question (almost) correctly: GUI functionalities are only allowed to be invoked from the main thread and
c4d.TagData.Excute()is not being executed from the main thread. Some thoughts / solutions for your problem:
- Generally speaking your desired functionality is rather exotic. May I ask for practical examples on where you have seen this behavior? Breaking with interface paradigms of an application is only rarely a good idea.
- The general place to handle "events" in Cinema are the various message functions and methods.
NodeData.Message()is also usually invoked from the main thread, but you can double check with
c4d.threading.GeIsMainThread(), to make sure that it is safe to invoke any GUI calls.
- There is the mouse and keyboard input related message ID
BFM_INPUT, but this message is not being sent to
NodeData.Message(), since Cinema does not propagate messages through the whole GUI graph, like one might be used to from event based systems.
- So your only option is to piggyback on a message ID, that is being sent in a context 'close enough'.
c4d.MSG_EDITcould be such a candidate, as it is being invoked when you double click on a node.
mp5gosu last edited by
May I ask for practical examples on where you have seen this behavior?
There are actually some tags with GUI interaction. The MographCache Tag for example.
blastframe last edited by blastframe
@zipit Thank you for the reply. A practical example would be storing data about a set of objects (as in a character pose) in a tag. The Command plugin would have the UI used for organizing the multiple tags' data (adding/deleting poses to the tag, renaming poses, etc.). Here's one example. I'd be very happy to hear ideas for other paradigms.
Here's what I have now in my Tag:
def Message(self, op, type, data): if type == c4d.MSG_EDIT: try: global dlg dlg.Open(dlgtype=c4d.DLG_TYPE_ASYNC, xpos=-1, ypos=-1, pluginid=COMMANDPLUGIN_ID, defaultw=540, defaulth=640) except NameError: global myDlg dlg = MyDlg() dlg.Open(dlgtype=c4d.DLG_TYPE_ASYNC, xpos=-1, ypos=-1, pluginid=COMMANDPLUGIN_ID, defaultw=540, defaulth=640) return True
This method only opens the dialog once. If I close and try to reopen it, however, nothing happens. Opening it this way creates double menu bars:
Also, I'm still unsure of how to check if the Command Plugin UI is already open from the Tag Plugin?
@mp5gosu Thank you. I'll check out the Message Plugin.
zipit last edited by zipit
@zipit Thank you for the reply. A practical example would be storing data about a set of objects (as in a character pose) in a tag.
With an example I actually meant where you have seen this before in 'the wild', but @mp5gosu already did provide such an example. I however would remain on my point that this is a rather exotic feature and I would still suggest contemplating if this is really what you want. Weird GUIs are really good way to alienate users. I am not saying this is a bad idea, I am just saying: Really make sure that this is not a bad idea.
I am not quite sure, if I have missed the
CommandDatastuff before or if this is new information. I would lean more into the direction of @mp5gosu suggestion now.
- Your bug might be caused by the fact, that you have your dialog dangling around as a global variable, which might lead to the dislog not terminating properly. I am not sure though.
- I originally thought the dialog was attached to your node. If you just want to open the dialog of a
CommandDataplugin, either execute the plugin itself via
c4d.CallCommand()or send a message to your
CommandDataplugin (similar to @mp5gosu suggestion):
# In the tag def Message(self, node, type, data): if type == c4d.MSG_EDIT: c4d.GePluginMessage(ID_OPEN_YOUR_DIALOG, data=some_data) [...] # In the command data: def Message(self, type, data): if type == ID_OPEN_YOUR_DIALOG: self._open_my_dialog(data) [...]
- You could also use core messages like @mp5gosu suggested, if you want to do more complex stuff.
edit: Jeah, there it is, CommandData, in your first posting, mea culpa ;)
s_bach last edited by
the important question is, if you want to open a modal or asynchronous dialog.
As mentioned above, a double-click on a tag can be detected by looking for the
MSG_EDITmessage (NodeData::Message() Manual).
So, when you detect
MSG_EDIT,you simply have to execute the command that hosts you dialog. You can simply do that using
CallCommand()(Command Utility Manual).
Within your dialog, you can find your tag by getting the active tag.