Adding a icon to a treeview field.



  • Is it possible to add a icon (thumbnail) to a treeview field?
    At this moment the Treeview field is just a (filename) string.

    For example:
    1e640f29-28e4-4707-a61f-60c990f626da-image.png



  • Yes, you can basically draw everything you want wih DrawCell()

    The DrawInfos frame is actually a UserArea, so you draw Bitmaps inside this like you do in normal UAs.



  • I confirm that DrawCell is the way to go.
    Cheers,
    Maxime.



  • I thought that DrawCell is only for LV_USER fields and not for LV_TREE fields.
    See comment in example

            """
            Draw into a Cell, only called for column of type LV_USER
            """
    

    ecaf0cf7-0e73-4e90-bce9-07ab0bf425dd-image.png

    I like to do something similar to the content browser.
    9170075a-52c5-4809-b548-e4bfa72965ea-image.png



  • Hi @pim sorry for the delay,
    I will take as base the code provided in No multiple selection in Treeview not working?.

    My comment is actually a bit wrong since DrawCell is called for all of the following types LV_USER, LV_USERTREE, LV_CHECKBOXUSER (but I included only LV_USER on my comment because in my example I did use only LV_USER.

    So in the InitValues instead of layout.SetInt32(ID_NAME, c4d.LV_TREE) I used layout.SetInt32(ID_NAME, c4d.LV_USERTREE).

    And here the DrawCell Method.

        def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor):
            """
            Draw into a Cell, only called for column of type LV_USER
            """
            if col == ID_NAME:
                geUserArea = drawinfo["frame"]
                ICON_SIZE = drawinfo["height"]
                TEXT_SPACER = 6
                bgColor = c4d.COLOR_SB_TEXTHG1 if drawinfo["line"] % 2 else c4d.COLOR_SB_TEXTHG2
    
                # Draw icon bmp, in our case a cube bitmap
                cube = c4d.BaseObject(c4d.Ocube)
                cubeIcon = cube.GetIconEx()
                bmp = cubeIcon.GetGuiScalePart()
                
                geUserArea.DrawSetPen(bgColor)
                geUserArea.DrawBitmap(bmp, drawinfo["xpos"], drawinfo["ypos"], ICON_SIZE, ICON_SIZE, 0, 0, bmp.GetBw(), bmp.GetBh(), c4d.BMP_ALLOWALPHA)
    
                # Draw name
                name = str(obj)
                fontHeight = geUserArea.DrawGetFontHeight()
                fontWidth = geUserArea.DrawGetTextWidth(name)
    
                x = drawinfo["xpos"] + ICON_SIZE + TEXT_SPACER
                y = drawinfo["ypos"] + (ICON_SIZE - fontHeight) / 2
                
                txtColor = c4d.COLOR_SB_TEXT_ACTIVE1 if obj.IsSelected else c4d.COLOR_SB_TEXT
                geUserArea.DrawSetTextCol(txtColor, bgColor)
                
                geUserArea.DrawText(name, x, y)
    
            elif col == ID_OTHER:
                name = obj.otherData
                geUserArea = drawinfo["frame"]
                
                fontWidth = geUserArea.DrawGetTextWidth(name)
                fontHeight = geUserArea.DrawGetFontHeight()
                x = drawinfo["xpos"]
                y = drawinfo["ypos"] + (drawinfo["height"] - fontHeight) / 2
                drawinfo["frame"].DrawText(name, x, y)
    

    Cheers,
    Maxime.



  • Great, thank you.
    -Pim



  • Your example works great.
    Now in my plugin I do not want a Checkbox or Other. Just the name.
    When I change your example to below, nothing is shown, but I can see that Drawcell() is called.

        def InitValues(self):
            # Initialize the column layout for the TreeView.
            layout = c4d.BaseContainer()
            #layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX)
            #layout.SetLong(ID_NAME, c4d.LV_TREE)
            layout.SetInt32(ID_NAME, c4d.LV_USERTREE)
            #layout.SetLong(ID_OTHER, c4d.LV_USER)
            self._treegui.SetLayout(1, layout)
    
            # Set the header titles.
            self._treegui.SetHeaderText(ID_CHECKBOX, "Check")
            self._treegui.SetHeaderText(ID_NAME, "Name")
            self._treegui.SetHeaderText(ID_OTHER, "Other")
            self._treegui.Refresh()
    
            # Set TreeViewFunctions instance used by our CUSTOMGUI_TREEVIEW
            self._treegui.SetRoot(self._treegui, self._listView, None)
            return True
    

    Here before removing the checkbox and other.
    b9194150-cc98-4831-ab3b-b3c5e6a1cd6e-image.png

    Here after removing checkbox and name.
    4849f8f0-3de5-455c-b458-19779d4650d4-image.png
    I tested it on R20.
    Here the whole script.

    import c4d
    import weakref
    
    # Be sure to use a unique ID obtained from http://www.plugincafe.com/.
    PLUGIN_ID = 1000010 # TEST ID ONLY
    
    # TreeView Column IDs.
    ID_CHECKBOX = 1
    ID_NAME = 2
    ID_OTHER = 3
    
    def TextureObjectIterator(lst):
        
        for parentTex in lst:
            yield parentTex
            for childTex in TextureObjectIterator(parentTex.GetChildren()):
                yield childTex
    
    class TextureObject(object):
        """
        Class which represent a texture, aka an Item in our list
        """
        texturePath = "TexPath"
        otherData = "OtherData"
        _selected = False
        _open = True
    
        def __init__(self, texturePath):
            self.texturePath = texturePath
            self.otherData += texturePath
            self.children = []
            self._parent = None
    
        @property
        def IsSelected(self):
            return self._selected
    
        def Select(self):
            self._selected = True
    
        def Deselect(self):
            self._selected = False
    
        @property
        def IsOpened(self):
            return self._open
    
        def Open(self):
            self._open = True
        
        def Close(self):
            self._open = False
    
        def AddChild(self, obj):
            obj._parent = weakref.ref(self)
            self.children.append(obj)
            
        def GetChildren(self):
            return self.children
    
        def GetParent(self):
            if self._parent:
                return self._parent()
            
            return None
            
        def __repr__(self):
            return str(self)
    
        def __str__(self):
            return self.texturePath
    
    
    class ListView(c4d.gui.TreeViewFunctions):
    
        def __init__(self):
            self.listOfTexture = list() # Store all objects we need to display in this list
    
            # Add some defaults values 
            t1 = TextureObject("T1")
            t2 = TextureObject("T2")
            t3 = TextureObject("T3")
            t4 = TextureObject("T4")
    
            self.listOfTexture.extend([t1, t2, t3, t4])
    
    
        def IsResizeColAllowed(self, root, userdata, lColID):
            return True
    
        def IsTristate(self, root, userdata):
            return False
    
        def GetColumnWidth(self, root, userdata, obj, col, area):
            return 80  # All have the same initial width
    
        def IsMoveColAllowed(self, root, userdata, lColID):
            # The user is allowed to move all columns.
            # TREEVIEW_MOVE_COLUMN must be set in the container of AddCustomGui.
            return True
    
        def GetFirst(self, root, userdata):
            """
            Return the first element in the hierarchy, or None if there is no element.
            """
            rValue = None if not self.listOfTexture else self.listOfTexture[0]
            return rValue
    
        def GetDown(self, root, userdata, obj):
            """
            Return a child of a node, since we only want a list, we return None everytime
            """
            children = obj.GetChildren()
            if children:
                return children[0]
    
            return None
    
        def GetNext(self, root, userdata, obj):
            """
            Returns the next Object to display after arg:'obj'
            """
            rValue = None
    
            # If does have a child it means it's a child.
            objParent = obj.GetParent()
            listToSearch = objParent.GetChildren() if objParent is not None else self.listOfTexture
    
            currentObjIndex = listToSearch.index(obj)
            nextIndex = currentObjIndex + 1
            if nextIndex < len(listToSearch):
                rValue = listToSearch[nextIndex]
    
            return rValue
    
        def GetPred(self, root, userdata, obj):
            """
            Returns the previous Object to display before arg:'obj'
            """
            rValue = None
    
            # If does have a child it means it's a child.
            objParent = obj.GetParent()
            listToSearch = objParent.GetChildren() if objParent is not None else self.listOfTexture
    
            currentObjIndex = listToSearch.index(obj)
            predIndex = currentObjIndex - 1
            if 0 <= predIndex < len(listToSearch):
                rValue = listToSearch[predIndex]
    
            return rValue
    
        def GetId(self, root, userdata, obj):
            """
            Return a unique ID for the element in the TreeView.
            """
            return hash(obj)
    
        def Select(self, root, userdata, obj, mode):
            """
            Called when the user selects an element.
            """
            if mode == c4d.SELECTION_NEW:
                for tex in self.listOfTexture:
                    tex.Deselect()
                obj.Select()
            elif mode == c4d.SELECTION_ADD:
                obj.Select()
            elif mode == c4d.SELECTION_SUB:
                obj.Deselect()
    
        def IsSelected(self, root, userdata, obj):
            """
            Returns: True if *obj* is selected, False if not.
            """
            return obj.IsSelected
    
        def SetCheck(self, root, userdata, obj, column, checked, msg):
            """
            Called when the user clicks on a checkbox for an object in a
            `c4d.LV_CHECKBOX` column.
            """
            if checked:
                obj.Select()
            else:
                obj.Deselect()
    
        def IsChecked(self, root, userdata, obj, column):
            """
            Returns: (int): Status of the checkbox in the specified *column* for *obj*.
            """
            if obj.IsSelected:
                return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED
            else:
                return c4d.LV_CHECKBOX_ENABLED
    
        def IsOpened(self, root, userdata, obj):
            """
            Returns: (bool): Status If it's opened = True (folded) or closed = False.
            """
            # If there is some children
            return obj.IsOpened
    
        def Open(self, root, userdata, obj, onoff):
            """
            Called when the user clicks on a folding state of an object to display/hide its children
            """
            if onoff:
                obj.Open()
    
            else:
                obj.Close()
    
        def GetName(self, root, userdata, obj):
            """
            Returns the name to display for arg:'obj', only called for column of type LV_TREE
            """
            return str(obj) # Or obj.texturePath
    
        def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor):
            """
            Draw into a Cell, only called for column of type LV_USER
            """
            if col == ID_NAME:
                print "Drawcell obj: ", str(obj)
                geUserArea = drawinfo["frame"]
                ICON_SIZE = drawinfo["height"]
                TEXT_SPACER = 6
                bgColor = c4d.COLOR_SB_TEXTHG1 if drawinfo["line"] % 2 else c4d.COLOR_SB_TEXTHG2
    
                # Draw icon bmp, in our case a cube bitmap
                #cube = c4d.BaseObject(c4d.Ocube)
                #cubeIcon = cube.GetIconEx()
                #bmp = cubeIcon.GetGuiScalePart()
                bmp = c4d.bitmaps.InitResourceBitmap(c4d.RESOURCEIMAGE_ARROWUP)
                
                geUserArea.DrawSetPen(bgColor)
                geUserArea.DrawBitmap(bmp, drawinfo["xpos"], drawinfo["ypos"], ICON_SIZE, ICON_SIZE, 0, 0, bmp.GetBw(), bmp.GetBh(), c4d.BMP_ALLOWALPHA)
    
                # Draw name
                name = str(obj)
                fontHeight = geUserArea.DrawGetFontHeight()
                fontWidth = geUserArea.DrawGetTextWidth(name)
    
                x = drawinfo["xpos"] + ICON_SIZE + TEXT_SPACER
                y = drawinfo["ypos"] + (ICON_SIZE - fontHeight) / 2
                
                txtColor = c4d.COLOR_SB_TEXT_ACTIVE1 if obj.IsSelected else c4d.COLOR_SB_TEXT
                geUserArea.DrawSetTextCol(txtColor, bgColor)
                
                geUserArea.DrawText(name, x, y)
    
    
        def DoubleClick(self, root, userdata, obj, col, mouseinfo):
            """
            Called when the user double-clicks on an entry in the TreeView.
    
            Returns:
              (bool): True if the double-click was handled, False if the
                default action should kick in. The default action will invoke
                the rename procedure for the object, causing `SetName()` to be
                called.
            """
            c4d.gui.MessageDialog("You clicked on " + str(obj))
            return True
    
        def DeletePressed(self, root, userdata):
            "Called when a delete event is received."
            for tex in reversed(list(TextureObjectIterator(self.listOfTexture))):
                if tex.IsSelected:
                    listToRemove = objParent.GetChildren() if objParent is not None else self.listOfTexture
                    listToRemove.remove(tex)
    
    class TestDialog(c4d.gui.GeDialog):
        _treegui = None # Our CustomGui TreeView
        _listView = ListView() # Our Instance of c4d.gui.TreeViewFunctions
    
        def CreateLayout(self):
            # Create the TreeView GUI.
            customgui = c4d.BaseContainer()
            customgui.SetBool(c4d.TREEVIEW_BORDER, c4d.BORDER_THIN_IN)
            customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True) # True if the tree view may have a header line.
            customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False) # True if no lines should be drawn.
            customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True) # True if the user can move the columns.
            customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True) # True if the column width can be changed by the user.
            customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True) # True if all lines have the same height.
            customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True) # Alternate background per line.
            customgui.SetBool(c4d.TREEVIEW_CURSORKEYS, True) # True if cursor keys should be processed.
            customgui.SetBool(c4d.TREEVIEW_NOENTERRENAME, False) # Suppresses the rename popup when the user presses enter.
            customgui.SetBool(c4d.TREEVIEW_NO_MULTISELECT, True)
    
            self._treegui = self.AddCustomGui( 1000, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 300, 300, customgui)
            if not self._treegui:
                print "[ERROR]: Could not create TreeView"
                return False
    
            self.AddButton(1001, c4d.BFH_CENTER, name="Add")
            self.AddButton(1002, c4d.BFH_CENTER, name="Add Child to selected")
            return True
    
        def InitValues(self):
            # Initialize the column layout for the TreeView.
            layout = c4d.BaseContainer()
            #layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX)
            #layout.SetLong(ID_NAME, c4d.LV_TREE)
            layout.SetInt32(ID_NAME, c4d.LV_USERTREE)
            #layout.SetLong(ID_OTHER, c4d.LV_USER)
            self._treegui.SetLayout(1, layout)
    
            # Set the header titles.
            self._treegui.SetHeaderText(ID_CHECKBOX, "Check")
            self._treegui.SetHeaderText(ID_NAME, "Name")
            self._treegui.SetHeaderText(ID_OTHER, "Other")
            self._treegui.Refresh()
    
            # Set TreeViewFunctions instance used by our CUSTOMGUI_TREEVIEW
            self._treegui.SetRoot(self._treegui, self._listView, None)
            return True
    
        def Command(self, id, msg):
            # Click on button
            if id == 1001:
                # Add data to our DataStructure (ListView)
                newID = len(self._listView.listOfTexture) + 1 
                tex = TextureObject("T{}".format(newID))
                self._listView.listOfTexture.append(tex)
    
                # Refresh the TreeView
                self._treegui.Refresh()
                
            elif id == 1002:
                for parentTex in TextureObjectIterator(self._listView.listOfTexture):
                    if not parentTex.IsSelected:
                        continue
    
                    newID = len(parentTex.GetChildren()) + 1 
                    tex = TextureObject("T{0}.{1}".format(str(parentTex), newID))
                    parentTex.AddChild(tex)
                    
                # Refresh the TreeView
                self._treegui.Refresh()
    
            return True
    
    
    def main():
        global dialog
        dialog = TestDialog()
        dialog.Open(c4d.DLG_TYPE_ASYNC, defaulth=600, defaultw=600)
    
    
    if __name__ == "__main__":
        main()
    


  • Hi @pim, if you only have user columns you need to define the actual height of these columns so the GeUserArea know which size she must take.
    To do so you have to override TreeViewFunctions.GetLineHeight.

    Cheers,
    Maxime.
    .



  • Yes, that solved it.
    Thanks.


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