SOLVED Crash with GeListHead and TreeViewFunctions SetName()


I noticed that when using a GeListHead for storing custom BaseList2D items leads to a crash when TreeViewFunctions' SetName is called.
Is this a known bug/behavior?
If not, what did I do wrong? 😉

Here's a minimal example. Try to rename any ListItem with Double-Click -> Freeze.
On R21 I did some more debugging and it turned out that obj in SetName() is of type long.

import c4d
from c4d import gui
from c4d import plugins

PLUGIN_ID = 1000001  # Test plugin id
PLUGIN_ID_ND = 1000002  # Test plugin id

class ListItem(plugins.NodeData):
    def Init(self, node):
        # do stuff here
        return True

class Tvf(gui.TreeViewFunctions):
    def GetFirst(self, root, userdata):
        if not root:
            return None
        return root.GetFirst()

    def GetNext(self, root, userdata, obj):
        return obj.GetNext()

    def GetName(self, root, userdata, obj):
        return obj.GetName()

    def SetName(self, root, userdata, obj, str):

class TestDialog(gui.GeDialog):
    def __init__(self):
        self.items = c4d.GeListHead()
        self.treegui = None
        self.tvf = Tvf()

    def add_item(self):
        item = c4d.BaseList2D(PLUGIN_ID_ND)

    def CreateLayout(self):
        settings = c4d.BaseContainer()
        settings.SetBool(c4d.TREEVIEW_HAS_HEADER, True)

        self.treegui = self.AddCustomGui(0, c4d.CUSTOMGUI_TREEVIEW, "",
                                         c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT,

        return True

    def InitValues(self):
        for x in range(5):

        layout_bc = c4d.BaseContainer()
        layout_bc.SetInt32(0, c4d.LV_TREE)
        self.treegui.SetLayout(1, layout_bc)

        self.treegui.SetHeaderText(0, "Name")

        self.treegui.SetRoot(self.items, self.tvf, None)
        return True

class TestCommand(plugins.CommandData):
    def __init__(self):
        self.dlg = None

    def Register(self):
        return plugins.RegisterCommandPlugin(PLUGIN_ID, "Test-Plugin", 0, None, None, self)

    def Execute(self, doc):
        if self.dlg is None:
            self.dlg = TestDialog()

        return self.dlg.Open(dlgtype=c4d.DLG_TYPE_ASYNC, pluginid=PLUGIN_ID, defaulth=400, defaultw=400)

    def RestoreLayout(self, sec_ref):
        if self.dlg is None:
            self.dlg = TestDialog()

        return self.dlg.Restore(pluginid=PLUGIN_ID, secret=sec_ref)

if __name__ == '__main__':
    plugins.RegisterNodePlugin(PLUGIN_ID_ND, "ListItem", c4d.PLUGINFLAG_HIDE, ListItem, None)

Hi @mp5gosu unfortunately this is a bug, I'm still digging it so thanks for the report 🙂

I will take you informed if I found a workaround.

Hi sorry for the late reply, just in case I'm still on it...
However, the issue seems to happen only if the root is a GeListNode, if you use a python list instead, then it's working nicely.


Hi @mp5gosu , I will set the topic as closed.

Note that the fix will not come in the next update but don't worry we have it logged and it's on our list of things to fix in the future.