No multiple selection in Treeview not working?



  • I added following statement to the treeview settings, but I can still select multiple objects.

    "TREEVIEW_NO_MULTISELECT bool True if no multiple selection is allowed."

            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) #True if no multiple selection is allowed."
    
            self._treegui = self.AddCustomGui( 1000, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 0, 0, customgui)
            if not self._treegui:
                print "[ERROR]: Could not create TreeView"
                return False
    


  • Hi @pim I came across this recently myself then I found out in the documentation it states:

    TreeViewFunctions.GetDragType() returns: The object drag type, or c4d.NOTOK to disable drag-and-drop

    So, try setting the GetDragType to c4d.NOTOK:

        def GetDragType(self, root, userdata, obj):
            return c4d.NOTOK
    

    Hope it helps.

    Cheers,
    Lasse



  • @lasselauch said in No multiple selection in Treeview not working?:

    def GetDragType(self, root, userdata, obj):
        return c4d.NOTOK
    

    Sorry, that did not solve the issue.
    Multiple selection is still possible!

    Also you say "c4d.NOTOK to disable drag-and-drop", but I want to disable multiple selections in the treeview.

    -Pim



  • It was either this or disabling the DragStart function that did the trick for me can't remember exactly, sorry.
    However, it seems a bit odd that you can set the Flag TREEVIEW_NO_MULTISELECT to True and it still let's you drag Objects.



  • Isn' there a difference between selecting and drag-and-drop an object?



  • Hi Pim I'm not able to reproduce

    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_OTHER:
                name = obj.otherData
                geUserArea = drawinfo["frame"]
                w = geUserArea.DrawGetTextWidth(name)
                h = geUserArea.DrawGetFontHeight()
                xpos = drawinfo["xpos"]
                ypos = drawinfo["ypos"] + drawinfo["height"]
                drawinfo["frame"].DrawText(name, xpos, ypos - h * 1.1)
    
        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.SetLong(ID_OTHER, c4d.LV_USER)
            self._treegui.SetLayout(3, 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()
    

    Can you share your code? and on which version are you? Which OS?
    Cheers,
    Maxime.



  • OK, I can reproduce it in your code.
    It goes wrong when you add children (using the button on the bottom of the dialog).
    You can select multiple children.
    Parent objects, you can indeed only select one.

    5977ec2a-da86-45e8-b766-95012074bcb1-image.png

    I guess AddChild() should be changed?

        def AddChild(self, obj):
            obj._parent = weakref.ref(self)
            self.children.append(obj)
    


  • I also noticed that deselecting a child does not work.
    def Select(self, root, userdata, obj, mode) does not deselect children when the mode is c4d.SELECTION_NEW.

    However, I cannot find what is wrong.



  • I would guess that TreeView items are arbitrary nodes and only top level nodes are managed (and even then - only if they are already of the right type like GeListNode)
    So you have to take care about any node items, because they simply do not belong directly to the treeview and thus cannot be managed.

    If you write custom list classes, you have to do the selection management manually anyway. :)

    Cheers.



  • I think you are right.
    Doing it 'manually' works fine.

    # deselect all
    for tex in TextureObjectIterator(self._listView.listOfTexture):
          tex.Deselect()
    

    But let's see what Maxon replies.



  • Hi @pim, TREEVIEW_NO_MULTISELECT only change SELECTION_ADD to SELECTION_NEW when the Select method is called.

    So you have to support parent properly (which is not the case in my previous scrip), but you can adapt the Select method like so (Note that since our checked method, also select the object the TREEVIEW_NO_MULTISELECT don't prevent at all to have multiple stuff selected).

        def Select(self, root, userdata, obj, mode):
            """
            Called when the user selects an element.
            """
            if mode == c4d.SELECTION_NEW:
                for tex in TextureObjectIterator(self.listOfTexture):
                    tex.Deselect()
                obj.Select()
    
            elif mode == c4d.SELECTION_ADD:
                obj.Select()
                
            elif mode == c4d.SELECTION_SUB:
                obj.Deselect()
    

    Cheers,
    Maxime.



  • Thanks, that solved the issue.
    -Pim


Log in to reply