SOLVED How can I add a menu to .res file for muti-language support?

@ferdinand

I try to do this but it report a bug , here is a more part of codes:

plugin.pyp

ID_MB = 100 # button ID
    def CreateLayout(self):
        IDS_MENU: int = 20002 # MENU str ID in c4d_symbols.h 
        myLocalizedString: str = c4d.plugins.GeResource.LoadString(IDS_MENU)
        # buttton in menu
        if self.GroupBeginInMenuLine():
            self.AddButton(self.ID_MB, c4d.BFH_LEFT | c4d.BFV_TOP, name=myLocalizedString)
        self.GroupEnd()
        return self.LoadDialogResource(20001) # DIALOG ID in c4d_symbols.h 

c4d_symbols.h

enum {  
_FIRST_ELEMENT_ = 20000,    
IDD_DIALOG,
IDS_MENU,   
_DUMMY_ELEMENT_ 
};

IDD_DIALOG.res in resources :

DIALOG IDD_DIALOG
{  
  NAME IDS_DIALOG; SCALE_V; SCALE_H; 
}

c4d_strings.str in strings_en-US/dialogs folder

{
  IDS_DIALOG    "Title";
  IDS_MENU   "button1";
}

console reports

myLocalizedString: str = c4d.plugins.GeResource.LoadString(IDS_MENU)
TypeError: descriptor 'LoadString' for 'c4d.plugins.GeResource' objects doesn't apply to a 'int' object

Thanks

sorry for my bad internet those days,It will duplicate post sometimes

Hello,

eh, my bad I overlooked that you were using an incorrect call for loading the string. Since you you are in the pyp file, you do not have to init the ressource yourself, as the module attribute __res__ of that file already contains it (just put a print(__res__) anywhere in your code in the pyp file, and you will see that it is a GeResource instance).

In your case you just have to use

myLocalizedString: str = c4d.plugins.GeLoadString(IDS_MENU)

which will then use the resource __res__ which has been build automatically by Cinema 4D for your plugin. It is only when you are outside of that pyp file, that you must build the GeResource

When you are in such scenario or just want to generally load a custom resource, it will work something like this:

resource: c4d.plugins.GeResource = c4d.plugins.GeResource()
# resourcePath is the root folder of where the resource is located. E.g., you have the plugin MyPlugin
# at the directory /MyPlugin with a directory /MyPlugin/res in it, then resourcePath would be /MyPlugin
resource.Init(resourcePath)

# You can then either expose this resource as the module resource and then use c4d.plugins.GeLoadString
# as in a pyp file.
global __res__
__res__: c4d.plugins.GeResource = resource
myLocalizedString: str = c4d.plugins.GeLoadString(IDS_MENU)

# Or use the resource instance directly.
myLocalizedString: str = resource.GeLoadString(IDS_MENU)

Cheers,
Ferdinand

@ferdinand

Sorry to reply late. Little busy before.

I am a little confused , in python document Plugin Structure , This page said plugin structure like this:
b3bfa8f7-9ce3-4e82-b572-115fab70cf0a-image.png
It's different with the structure above.

And another problem is : In my mind , string_us/dialogs/IDD_DIALOG.str , this str file define the dialogs texts string , but the string_us/c4d_strings.str file , It's a little confused , is it define the strings in the menu of the dialog? If it is , how can I set the ID of this string ?

And in the code above, myLocalizedString: str = c4d.plugins.GeResource.LoadString(20002) , this line cann't find a string in IDD_DIALOG.str with the ID(int) in c4d_symbols.h .
7522b224-c6e6-417e-afb2-34213e6b29dd-image.png

Hello @dunhou,

You are right, my little diagram was not correct, the string folders must be part of the resource, I forgot to indent them one level. I have fixed the diagram.

The string definitions in language\dialog, e.g., string_us/dialogs/myDialog.str, define the strings referenced by a dialog definition, e.g., dialogs/myDialog.res. E.g., when you have some dialog gadget which is defined to have NAME IDS_MY_GADGET in myDialog.res, the myDialog.str files for all languages must define a string IDS_MY_GADGET.

The file c4d_strings.str on the other hand is used to store generic string, and it is not specifically made for menus, it is just one way you can use it. There is no (public) mechanism to define menus in resources, so, all you can do is to define strings in the c4d_strings.str files and then load strings for the currently active language inside Cinema 4D to build a localized menu out of them.

You can see this multipurpose nature at the example of the strings_en-US/c4d_strings.str file of the Asset API Examples Plugin. I stored there all kinds of string information, ranging from tooltips, over the names of the examples and their short descriptions, to some URLs. c4d_strings.str does exactly what its name implies, it stores generic strings.

I hope this clarifies things.

Cheers,
Ferdinand

@ferdinand

A lot of appreciate!

It works very well , I found when I have a c4d_strings.str , the myDialog.str must have SAME name as myDialog.res . If it doesn't have a c4d_strings.str file and work with only one dialog , the myDialog.str can have another name and it works well too.

(I am not sure this qustion should be post there or in a new blog😢 )
And a little thing I am not sure is : those ID form c4d_symbols.h contain the ID of text/bitmap/button/... , in this case main dialog ID is 20000 , but if I have mutiple dialogs or sub dialogs from the main dialog(even another plugins), what is happend if those dialog's ID contain some same numbers?

Hey,

but if I have mutiple dialogs or sub dialogs from the main dialog(even another plugins), what is happend if those dialog's ID contain some same numbers?

You cannot do that, all integer identifiers for dialogs within a project (i.e., stuff the is located in the same resource directory) must be unique. Except for cycle values, they only do have to be unique within the scope of the cycle/dropdown they are being defined for.

If you really want to have two dialogs which share ID values for gadgets, then you must define them in different projects, each with their own resource directory. Which will also mean that the two dialogs cannot access each other's implementation (in an easy manner, you could of course cook something up with messages for example).

Cheers,
Ferdinand

@ferdinand

Is that means if I have a plugin A with unique ID A , the dialog ID 100 likes A-100 inside , and plugin B with unique ID B , the dialog ID 100 likes B-100 , so that they can exist at same time ?

And those A-100 like IDs will dispear when close c4d , so I don't have to unreg them :eg.: bitmapbutton IDs manually? ( c4d.gui.RegisterIcon / c4d.gui.UnregisterIcon)

Is that means if I have a plugin A with unique ID A , the dialog ID 100 likes A-100 inside , and plugin B with unique ID B , the dialog ID 100 likes B-100 , so that they can exist at same time ?

Yes, other than plugin IDs, resource IDs are scoped within the resource they are being used for. plugin A is simply not aware of the resources of plugin B.

And those A-100 like IDs will dispear when close c4d , so I don't have to unreg them :eg.: bitmapbutton IDs manually? ( c4d.gui.RegisterIcon / c4d.gui.UnregisterIcon)

You do not have to register or unregister anything in this context.

Cheers,
Ferdinand

@ferdinand

Thaks for all of that explains .

With your detailed and friendly explains , A new habbitor like me can code within Cinema 4D as well . Thanks for that !🤣