Grouping multiple MenuPlugins



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/03/2009 at 17:22, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   10.5 
    Platform:      Mac OSX  ; 
    Language(s) :   C.O.F.F.E.E  ;

    ---------
    Hi,

    Is it possible in COFFEE to have multiple Menu Plugins grouped in a single menu item like this:

    _Plugins
    ____MyFancyPlugin (just a caption)
    _______MenuPluginA
    _______MenuPluginB

    I know that the user can create whatever custom layout he wants, but I would like this layout established just by copying the plugin directory into the cinema folder.

    In C++ this should be possible, because the example plugins are all grouped.

    Or maybe A and B can be grouped as a single Menu Plugin but with 2 access points?

    Sorry, I promise this will be my last stupid question for today ;)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/03/2009 at 05:44, xxxxxxxx wrote:

    The menu structure is determined by the plugins' folder hierarchy.

    Lets say you have following file hierarchy:

    plugins/MyFancyPlugin/MenuPluginA.cof
    plugins/MyFancyPlugin/MenuPluginB.cof

    You will get following menu structure

    Plugins
    -MyFancyPlugin
    |-MenuPluginA
    |-MenuPluginB

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/03/2009 at 10:00, xxxxxxxx wrote:

    You mean I just have to put my two .cof files into a directory called MyFancePlugins? I will try this out as soon as I'm home.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/03/2009 at 11:19, xxxxxxxx wrote:

    Quote: Originally posted by the123 on 06 March 2009
    >
    > * * *
    >
    > You mean I just have to put my two .cof files into a directory called MyFancePlugins?
    >
    > * * *

    Yes, exactly.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 07/03/2009 at 09:00, xxxxxxxx wrote:

    Ok, thanks.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 07/03/2009 at 19:22, xxxxxxxx wrote:

    And if you only have one plugin but still want a menu, you can create a 'blank' plugin with a unique plugin ID just to force the menu to appear.



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

    On 14/03/2009 at 19:57, xxxxxxxx wrote:

    Does this also apply to C++ plugins, or can I create submenus from code there?

    Greetings,
    Jack



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

    On 19/03/2009 at 03:28, xxxxxxxx wrote:

    This also applies to C++. Furthermore there exist several methods for managing menus.

    There is for instance the C4DPL_BUILDMENU message allowing you to change the menu during startup. See also the 'main.cpp' file of the SDK examples for a enhanced menu example.

    For CommandData plugins you can create sub-menues and sub-command. See ExecuteSubID() and GetSubContainer().

    Channel shaders can be organized by changing of the registation name. See here the 'Shader organization' paragraph of the 'Changes to the material system in 8.5' chapter in the SDK docu.

    cheers,
    Matthias


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