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On 23/09/2007 at 15:12, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 10.102
Platform: Mac OSX ;
Language(s) : C++ ;
---------
Hello,
I feel a bit embarrassed because I'm asking a lot of basic stuff but I need a little help getting started.
A want to adopt one of my COFFEE plugins to C++. This plugin is nothing special, just a little dialog plugin. I duplicated the cinema4dsdk folder, renamed it, deleted all the stuff and so on...
Here is my skeleton:
#include "c4d.h"
#include "c4d_symbols.h"
LONG PLUGIN_ID = 1000008;
String ap_version = "1.0";
class ap_gui : GeDialog {
private:
Bool sel, ref_point;
public:
ap_gui();
virtual Bool CreateLayout();
virtual Bool InitValues();
virtual Bool Command(LONG id, const BaseContainer& msg);
};
ap_gui::ap_gui() {
}
Bool ap_gui::CreateLayout() {
return TRUE;
}
Bool ap_gui::InitValues() {
return TRUE;
}
Bool ap_gui::Command(LONG id, const BaseContainer& msg) {
return TRUE;
}
class APoints : public BaseData {
public:
APoints();
virtual Bool Execute(BaseDocument* doc);
virtual LONG GetState(BaseDocument* doc);
virtual Bool RestoreLayout(void* secret);
};
APoints::APoints() {
}
Bool APoints::Execute(BaseDocument* doc) {
return TRUE;
}
LONG APoints::GetState(BaseDocument* doc) {
}
Bool APoints::RestoreLayout(void* secret) {
return TRUE;
}
Still need to create a main.cpp and register the plugin.
But where do I have to put all my files? Right now the XCode project files are in a folder inside the plugins folder of Cinema. The build files are in another folder outside Cinema. Do I have to copy the required files inside a new folder with the res/dialogs structure. Or should I create the same structure inside the XCode project? XCode also needs the dialogs description, no?
Also, is there a simple dialog example using BaseData in the cinema4dsdk? I couldn't find one. Only tools, shaders, tag plugins...