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On 20/10/2004 at 00:13, xxxxxxxx wrote:
User Information: Cinema 4D Version: 9.012 Platform: Windows ; Language(s) : C++ ;
--------- Hi When I use following code in COFFEE, if its a new document, save as dialog box (windows default) will open automatically. Whats the relavent code in C++?
var doc=GetActiveDocument(); // COFFEE var f = doc->GetFilename(); // COFFEE doc->Save(f); //COFFEE
On 20/10/2004 at 01:08, xxxxxxxx wrote:
I tried something like this...
doc=GetActiveDocument(); Filename fname; fname = doc->GetDocumentName(); SaveDocument(doc,fname,FALSE,0);
Is it the right way?
On 21/10/2004 at 12:05, xxxxxxxx wrote:
Hi there,
it should be fine. Does SaveDocument() bring up a filename selector? If not and you want one, you should add
fname.FileSelect(FSTYPE_SCENES, GE_SAVE);
before SaveDocument.
Timm
On 21/10/2004 at 19:49, xxxxxxxx wrote:
Even though I get the file selector window, "SaveDocument" returns FALSE. Here is my code for your reference
doc=GetActiveDocument(); Filename fname; fname.FileSelect(FSTYPE_SCENES, GE_SAVE); if(SaveDocument(doc,fname,FASLE,0)) GePrint("TRUE - SUCCESS"); else GePrint("FALSE - FAILED");
On 22/10/2004 at 00:32, xxxxxxxx wrote:
I guess "FASLE" is a typo, otherwise it wouldn't compile? (Please copy/paste code to avoid such typos.) This code seems to work:
doc=GetActiveDocument(); Filename fname = doc->GetDocumentPath() + doc->GetDocumentName(); fname.FileSelect(FSTYPE_SCENES, GE_SAVE); if(SaveDocument(doc,fname,FALSE, FORMAT_C4DEXPORT)) { GePrint("TRUE - SUCCESS"); } else { GePrint("FALSE - FAILED"); }
On 22/10/2004 at 02:44, xxxxxxxx wrote:
Mikael, It works fine, but it exports the currently opened new file (example untitled1.c4d) into the new file name which i specify thro' the file selector. I dont want to export, just want to save the current file. So that after saving I can see the new file (no more untiltled1.c4d) as the current active document. Please let me if you are not clear with my requirement. I am looking for the functionality of Save function under BaseDocument Object in COFFEE.
On 22/10/2004 at 02:56, xxxxxxxx wrote:
Ok, then I guess you could simply trigger the save menu command:
namespace c4d_symbols_coh { #undef IDC_OK #undef IDC_CANCEL #undef IDM_CM_CLOSEWINDOW #undef HOTKEY_CAMERA_MOVE #undef HOTKEY_CAMERA_SCALE #undef HOTKEY_CAMERA_ROTATE #undef HOTKEY_OBJECT_MOVE #undef HOTKEY_OBJECT_SCALE #undef HOTKEY_OBJECT_ROTATE #include "../c4d_symbols.coh" }; using namespace c4d_symbols_coh; Bool MenuTest::Execute(BaseDocument *doc) { BaseContainer msg(COREMSG_CINEMA_EXECUTEEDITORCOMMAND); msg.SetLong(COREMSG_CINEMA_EXECUTEEDITORCOMMAND, IDM_SPEICHERN); Bool result = SendCoreMessage(COREMSG_CINEMA, msg, 0).GetLong(); return result; }
On 22/10/2004 at 19:34, xxxxxxxx wrote:
Yes Mikael, it works now. You are great. Thanks.