CoreMessage and msg data

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On 01/03/2007 at 13:20, xxxxxxxx wrote:

User Information:
Cinema 4D Version:    
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---------
Hi again,

I'm trying to determine when a render to picture view start/end.

I'm trying to receive MSG_MULTI_RENDERNOTIFICATION in a dialog
plugin through CoreMessage(), but not receiving.

  
Bool PluginDialog::CoreMessage(LONG id,const BaseContainer &msg;){  
     switch (id){  
          case MSG_MULTI_RENDERNOTIFICATION:  
               GePrint("received MSG_MULTI_RENDERNOTIFICATION");  
          break;  
     }  
     return GeDialog::CoreMessage(id,msg);  
}  

also how do I tell if render starts or ends?

thanks for all the help guys :)

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 01/03/2007 at 15:38, xxxxxxxx wrote:

Don't use CoreMessage() (wrong method). If you look at CoreMessage(), it doesn't receive these type of messages at all. Use Message() instead. Problem is that GeDialog::Message() doesn't receive this type of message either - it only receives GUI messages. This message is usually relayed to other plugin types (Object, Tag, etc.) - anything based on NodeData.

The solution is to use another type of plugin, usually a SceneHook is suggested.

Per your second question:

case MSG_MULTI_RENDERNOTIFICATION:  
{  
     if (!data)                                   return TRUE;  
     RenderNotificationData*     rnd =          (RenderNotificationData* )data;  
     if (!rnd)                                   return TRUE;  
     // Start Editor or External Render (set Render visibility)  
     if (rnd->start || (rnd->external && (rnd->doc != GetActiveDocument())))     ...  
     // End Editor or External Render (restore Editor visibility)  
     else ...  
     break;  
}

Check out RenderNotificationData in the SDK Docs.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/03/2007 at 10:13, xxxxxxxx wrote:

I've tried to create the scene hook, but crash after register.
am I missing somenthing?

  
  
class MySceneHook : public NodeData {  
public:  
     Bool Message(GeListNode* node, LONG type, void* data) {  
          GePrint("scene hook message");  
     };  
};  
  
static NodeData* SceceHookAllocator() {  
     NodeData *data = gNew MySceneHook;  
     return data;  
}  
  
Bool PluginStart(void) {  
  
// scene hook  
Bool r= RegisterSceneHookPlugin(     1007778,  
                                   "my plugin",  
                                   PLUGINFLAG_HIDE | PLUGINFLAG_HIDEPLUGINMENU,  
                                   SceceHookAllocator,  
                                   EXECUTION_INITIAL,  
                                   0,  
                                   NULL );  
}  
  

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

On 02/03/2007 at 12:24, xxxxxxxx wrote:

1. class MySceneHook : public SceneHookData

2. Do your allocator like this:

class MySceneHook : public SceneHookData
{
     Bool Message(GeListNode* node, LONG type, void* data) {
          GePrint("scene hook message");
     };
     static NodeData* Alloc() { return gNew MySceneHook; }
};

Bool PluginStart(void) {
     Bool r = RegisterSceneHookPlugin(     ...
          MySceneHook::Alloc(),
          ...
          );
}

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

On 02/03/2007 at 12:39, xxxxxxxx wrote:

Thanks all working now!
I was using the wrong base class :-(

small correction

  
Bool PluginStart(void) {  
     Bool r = RegisterSceneHookPlugin(     ...  
     MySceneHook::Alloc,  
          ...  
          );  
}  

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

On 02/03/2007 at 16:46, xxxxxxxx wrote:

You are correct. ;)