Solved 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