Insert String Info Into AddStaticText dialog command



  • AddStaticText Insert String defined by variable as text name in Python

    Hey guys,

    I'm having a hard time trying to figure out the right order in which I'm trying to use a string obtained by a variable andu use the string infomation as a StaticText. Here's my current working code minus the AddStaticText part which works under the CreateLayout Definition, but it would run that before obtaining the information I would want it to, so I moved it under my Command Definition. Any small insight would be very grateful!

    import c4d
    from c4d import gui, plugins, bitmaps, documents
    
    class GUI(gui.GeDialog):
        """ Creates the main graphical user interface of the plug-in  """
        BUTTON_ID = 1001
        Checkbox_ID = 1002
        ComboBox_ID = 1003
        AddChild_1 = 1004
        TextEdit = 1005
        def CreateLayout(self):
            self.SetTitle("CAV MVR IMPORTER")  # Set dialog title
            self.AddButton(self.BUTTON_ID, c4d.BFH_LEFT | c4d.BFV_TOP, 100, 25, "Close Dialog")
            
            self.AddCheckbox(self.Checkbox_ID, c4d.BFH_LEFT | c4d.BFV_TOP, 25, 25, "Checkbox")
            self.AddComboBox(self.ComboBox_ID, 0 | 0, 100, 25, True, True)
            self.AddChild(self.ComboBox_ID, self.AddChild_1, "Drop Down 1")
            #self.AddStaticText(self.TextEdit, 0 | 0, 100, 25, "Test Text", 1)
        def Command(self, id, msg):
            if id == 1001:
                fn = c4d.storage.LoadDialog()
                print fn
                if fn == str:
                    self.AddStaticText(self.TextEdit, 0 | 0, 100, 25, fn, 1)
               
    
    
        
            
    def main():
        # Test dialog
        diag = GUI()
        diag.Open(dlgtype=c4d.DLG_TYPE_MODAL, defaultw=1000, defaulth=400)
    
        
    
    
    # Execute main()
    if __name__ == '__main__':
        main()
    

    Cheers!

    MattG



  • Hi @geese780,

    please make use of the Q&A New Functionality and read How to Post Questions, especially about category and tagging system.

    I've setup correctly your post but please do it correctly for the next one.

    Regarding your question, AddStaticText adds a new gadget into the UI, the usual way is to define all the Layout in the CreateLayout method of your GeDialog then defining value after user interaction.
    So in your case, you could use GeDialog.SetString.

    import c4d
    
    class GUI(c4d.gui.GeDialog):
        """ Creates the main graphical user interface of the plug-in  """
        BUTTON_ID = 1001
        Checkbox_ID = 1002
        ComboBox_ID = 1003
        AddChild_1 = 1004
        TextEditGroup = 1005
        TextEdit = 1006
        
        def CreateLayout(self):
            self.SetTitle("CAV MVR IMPORTER")  # Set dialog title
            self.AddButton(self.BUTTON_ID, c4d.BFH_LEFT | c4d.BFV_TOP, 100, 25, "Close Dialog")
            
            self.AddCheckbox(self.Checkbox_ID, c4d.BFH_LEFT | c4d.BFV_TOP, 25, 25, "Checkbox")
            self.AddComboBox(self.ComboBox_ID, c4d.BFH_LEFT | c4d.BFV_TOP, 100, 25, True, True)
            self.AddChild(self.ComboBox_ID, self.AddChild_1, "Drop Down 1")
            
            # Create a Group, its usefull because here we adds the StaticText Gadget and to make it appears again
            # LayoutChanged needs to be called, which work only a group.
            if self.GroupBegin(self.TextEditGroup, c4d.BFH_SCALEFIT | c4d.BFV_TOP):
                self.AddStaticText(self.TextEdit, c4d.BFH_SCALEFIT | c4d.BFV_TOP, 100, 25, "", 1)
                self.HideElement(self.TextEdit, True)
            self.GroupEnd()
            
            return True
            
            
        def Command(self, id, msg):
            if id == 1001:
                fn = c4d.storage.LoadDialog()
                
                # Unhides the Text element
                self.HideElement(self.TextEdit, False)
                
                # Checks if its a str, then display the file path
                if isinstance(fn, str):
                    self.SetString(self.TextEdit, fn)
                    
                # If its not a string, the user cancelled
                else:
                    self.SetString(self.TextEdit, "User cancelled")
                    
                # Notify the layout of the group changed, this will invalidate the group and it will be then redraw
                # This is needed because the UI was hidden, if the Ui is not hidden then there is no need for it
                self.LayoutChanged(self.TextEditGroup)
    
            return True
            
    def main():
        # Test dialog
        diag = GUI()
        diag.Open(dlgtype=c4d.DLG_TYPE_MODAL, defaultw=1000, defaulth=400)
    
    # Execute main()
    if __name__ == '__main__':
        main()
    

    If there is something you don't understand feel free to ask.

    Cheers,
    Maxime



  • Thanks Maxime, understood on the rules and regulations, sorry about that.

    I understand the group concept now, read up more on it and I have a better idea on how to approach the goal I'm trying to get to.

    I have another error I'm getting but I'll try to do another post and see if I tag it right!

    Thanks for your time!

    Cheers!

    MattG