Image in Dialog

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 01/03/2005 at 05:36, xxxxxxxx wrote:

User Information:
Cinema 4D Version:    
Platform:      
Language(s) :     C++  ;

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Well, I know there are quite a few topics about this but I couldn't get any of these to work. I'm trying to put a simple image into my dialoge.

The dialoge is defined in a .res file, I can access all the things I've made there, change values ect, but I seem to be unable to put a simple bitmap in there.

I've tried to add a UserArea and a BitmapButton, but without any results.

has anyone a snipped of code he can show just to add a bitmap to a UserArea defined in the res file?

Thanks and best Regards

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 01/03/2005 at 08:27, xxxxxxxx wrote:

Don't use the .res file to add a bitmap. I never had luck with it. Don't need to use a UserArea either.

Here's how I do it in GeDialog::CreateLayout() :

  
               // Image  
               GroupBegin(0, BFH_SCALEFIT|BFV_SCALEFIT, 0, 1, String(""), 0);  
               {  
                    GroupBorderSpace(8,8,8,8);  
                    BitmapButtonCustomGui* bmbutton;  
                    BaseContainer bc;  
  
                    bc.SetLong(DESC_CUSTOMGUI,CUSTOMGUI_BITMAPBUTTON);  
                    bc.SetLong(BITMAPBUTTON_BORDER,BORDER_IN);  
                    bc.SetBool(BITMAPBUTTON_BUTTON,FALSE);  
                    // BitMap Button  
                    if (!(bmbutton = (BitmapButtonCustomGui* )AddCustomGui(4000,CUSTOMGUI_BITMAPBUTTON,String(),BFH_CENTER|BFV_CENTER,SizePix(256),SizePix(200),bc)))  
                         throw ErrorException(ERROR_MEMORY, "AboutDialog.CreateLayout.bmbutton");  
                    Filename bg = GeGetPluginPath()+Filename("res")+Filename("about.jpg");  
                    if (GeFExist(bg)) bmbutton->SetImage(bg, FALSE);  
               }  
               GroupEnd();  

If you know the image size, change the "SizePix()" values in the AddCustomGui() call. If not, you can preload the bitmap, get the dimensions, and go from there.

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/03/2005 at 00:05, xxxxxxxx wrote:

Ah, it works! Finally, at least something that works ;)

Thanks Robert!

Best Regards,

Hans