THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 12/12/2007 at 00:29, xxxxxxxx wrote:
Well, you can get away with Cinema 4D defaults if the tree is based upon BaseList2D hierarchies (which include GeListNode and GeListHead). Otherwise you need to structure a 'root' class and a 'node' class for the TreeView to work with.
With respect to materials and channel textures - no idea if this is possible by default. It all depends upon what you want to represent in the tree.
The basic principle for 'custom' TreeView hierarchies is to create a root class and a node class. Then you need to create a TreeViewFunctions class and fill in the necessary virtual methods in accordance with the expected functionality.
BaseMaterial is indeed based on BaseList2D so you should be able to construct an appropriate tree from it (it has roots in GeListNode). But it doesn't have an evident GeListHead as root. I would think that, similar to BaseObject, it would be the BaseDocument. The latest cinema4dsdk example (activeobject) makes it a bit more confusing. Most of my TreeViews require custom access to non-C4D structures so I don't completely understand the dance here.