SOLVED Custom GUI button via resource description

Hi,

In the past I have been able to programmatically provide a custom gui "clearselection" button in a GeDialog using:

Bool MyGeDialog::CreateLayout(void)
{
	...
	BaseContainer bc = GetCustomDataTypeDefault(CUSTOMGUI_BITMAPBUTTON);
	bc = GetCustomDataTypeDefault(CUSTOMGUI_BITMAPBUTTON);
	bc.SetBool(BITMAPBUTTON_BUTTON, TRUE);
	bc.SetInt32(BITMAPBUTTON_ICONID1, RESOURCEIMAGE_CLEARSELECTION);
	AddCustomGui(IDC_FILTER_CLEAR, CUSTOMGUI_BITMAPBUTTON, String(), 0, 0, 0, bc);

I have also been able to provide my own customgui in a DescriptionToolData resource using:

CONTAINER MyDescriptionTool_desc
{     
	NAME MyDescriptionTool_desc;

	GROUP
	{
		LONG REFERENCEPOINT_GADGETID { ANIM OFF; CUSTOMGUI REFERENCEPOINT; REFERENCEPOINTS 5; }
		...

Where "reference point" is a custom gadget allowing to select one of the corners of a rectangle, to be used as reference/origin.

Now I would like to provide a "clearselection" button as part of a DescriptionToolData resource description.
Could anyone please point me to an example how to go about this. Thank you.

I don't think you can configure a bitmap button in a res file.

You can add a BITMAPBUTTON parameter in the res file (e.g. ocamera.res). But then you have to implement DescriptionToolData::GetDDescription() to define the specific settings of this parameter's GUI.

@PluginStudent

You mentioning the BITMAPBUTTON and with the help of ExampleSculptGrabBrush::GetDDescription from the cinemasdk I was able to make it work.
Thanks.