Dear community,
this question has been forked from Cinema 4D locks up, when opening dialog from MessageData.CoreMessage. The author of the question has been @a_block.
This may already be considered off topic, let me know, if I should open a separate thread. Could you provide a bit more info on how the Plugin ID parameter is used by GeDialogs? I mean, the golden rule seems to be, when you open a GeDialog from a CommandData, the CommandData's plugin ID gets passed here. Fine. But what if not? If a GeDialog gets opened from another GeDialog? Or like in my case from a MessageData? Is passing zero ok? Is passing a unique plugin ID, registered only for this purpose ok, even if it is not related to a registered CommandData? One thing C4D seems to use the ID for is to store size information. Which can already be a bit annoying, if like in my case, this dialog is used as a requester with varying content, because once it was opened with some more content, it will remain large, even when displaying less content later on. But ok, that's just cosmetic (though I was thinking to register a bunch of plugin IDs to mitigate this issue). But I could imagine the plugin ID to be used for more serious stuff as well. Like managing contexts or event loops. So long text, short question, can I do harm with this plugin ID?
Cheers,
Ferdinand