CustomGui strings into 'dialog'

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On 22/11/2008 at 08:56, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R9-11 
Platform:   Windows  ; Mac  ;  Mac OSX  ; 
Language(s) :     C++  ;

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I've created my CustomDataType and CustomGui basic structure (amazingly, it's working!) ;), but the datatype/customgui has .h/.res/.str files describing the elements for the gui. How would one get the strings out of Dkdzfalloff.str into this dialog in my derived iCustomGui class so that I can keep the strings as resources but out of the my global c4d_strings.h?

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 23/11/2008 at 03:47, xxxxxxxx wrote:

You would need to create dialog resources just as if you´d create them for a non-modal dialog command plugin.

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On 23/11/2008 at 09:19, xxxxxxxx wrote:

That was my thinking - but since I'm using a GeUserArea, I'm not using a dialog resource (it really gets too complicated otherwise - like this isn't complicated enough - lol).

They might need to go into the c4d_strings.h after all.

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On 24/11/2008 at 00:58, xxxxxxxx wrote:

Have you tried const String & GeLoadString(LONG id)?

Just define the strings in your description resource files for the custom description gui.

cheers,
Matthias

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On 24/11/2008 at 06:33, xxxxxxxx wrote:

I have to correct myself, the strings for custom GUIs go into c4d_symbols.h and c4d_strings.str.

cheers,
Matthias

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 24/11/2008 at 10:54, xxxxxxxx wrote:

Thanks, Matthias! That does the trick. 🙂