SOLVED Best way to update objects after preference change?


in my plugin, I have a PrefsDialogObject. After the user changed something in those preferences, I need to notify all my plugin objects in all open documents. What's the best way of doing this?


I'd go for SpecialEventAdd.

That would work... if NodeDatas would receive CoreMessages ;-)

Ah yea, my bad. You were talking about objects, not GUI.
Maybe implement a Scenehook that notifies all objects in question.

Yeah, I thought about a SceneHook, too. But if that scene hook would only iterate over the objects in the document and send a message to each object of the desired type, I can simply do that from within the PrefsDialogObject.

I was hoping for some message-based approach that would spare me more code :D

Maybe the SDK Team has an idea(@r_gigante )? If I could just have all object in the scene receive a message like MSG_MYPREFSHAVECHANGED, that would be nice.

Oh wait, I think I found a way. In case anybody else wants to know, here it is...

In the PrefsDialogObject:

Bool MyPrefsDialog::SetDParameter(GeListNode *node, const DescID &id,const GeData &t_data,DESCFLAGS_SET &flags)
	BaseContainer* bc = MyPlugin::GetPreferences();
	if (!bc)
		SUPER::SetDParameter(node, id, t_data, flags);
	switch (id[0].id)
		// If PREFS_MYPLUGIN_SOMEVALUE was changed, store value and notify plugin objects in all open documents.
			bc->SetInt32(PREFS_MYPLUGIN_SOMEVALUE, t_data.GetInt32());
			// Iterate open documents
			for (BaseDocument *doc = GetFirstDocument(); doc; doc = doc->GetNext())
				// Send broadcast message to each document, use unique ID
				doc->MultiMessage(MULTIMSG_ROUTE::BROADCAST, MyPlugin::UNIQUE_ID_PREFS, nullptr);
			return true;
	return SUPER::SetDParameter(node, id, t_data, flags);

And then, in the plugin object:

Bool MyPluginObject::Message(GeListNode *node, Int32 type, void *data)
	if (type == MyPlugin::UNIQUE_ID_PREFS)
		GePrint("Aha! My prefs have changed!"_s);
		return true;
	return SUPER::Message(node, type, data);