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On 24/07/2004 at 15:05, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Language(s) : C.O.F.F.E.E ;
I have a ToolData plugin, which in turn has a SubDialog which handles the tool's active settings (allocated via AllocSubDialog()).
When I change any of the tool settings whilst using the plugin in C4D, I receive a call to 'SubDialog::Command(LONG id,const BaseContainer &msg;)' to respond to it. So far so good.
What I don't understand is the following:
1. How does the ToolData plugin communicate with its SubDialog? Am I supposed to keep a pointer to it when it is allocated in AllocSubDialog?
2. How can I get the SubDialog to trigger a call in the ToolData object?
So, basically, I don't understand how the ToolData object, and its SubDialog are supposed to communicate...
(The only ToolData example in the SDK has a set of controls, but they don't appear to be connected and don't do anything.)
Any pointers, please?
Cheers - Steve
On 25/07/2004 at 22:55, xxxxxxxx wrote:
Hmm, yeah I can see how the current SDK example isn't the most enlightening in that regard. I think that the way you're supposed to do it, or at least the only sensible way I can see, is to keep a pointer to the dialog and query it for its values, and possible give the dialog a pointer to you for two-way communication.
On 26/07/2004 at 09:54, xxxxxxxx wrote:
Ok, thanks for the reply. I assumed there must be some more direct way of doing it, but if not, then this is the approach I'll take.