Higher precision Real CustomGui



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/10/2009 at 15:04, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   10-11.5 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
       I wrote a CustomGui for Real to allow input of more decimal places because I need this occasionally in my plugins.

    Since this might be interestion for you folks so I decided to share the code here.

    Theres a little limitation tho: Currently it doesnt use the UNIT set in the description. Is there an easy way to find out which unit is set? (so i can append it to the string)

    looks like this:



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/10/2009 at 15:06, xxxxxxxx wrote:

    The code:

    > \> #include "c4d.h" \> \> const LONG CINDIGO_REAL_CUSTOMGUI = 1000001; //TODO: get plugin ID \> \> static LONG restypetable[] = { DA_REAL }; \> \> class CindigoRealDlg : public iCustomGui \>      { \>           INSTANCEOF(CindigoRealDlg, iCustomGui) \>      private: \>           BaseContainer m_settings; \>            \>           Real m_real; \>           Bool m_tristate; \>            \>      public: \>           CindigoRealDlg(const BaseContainer &settings;, CUSTOMGUIPLUGIN \*plugin) \>           : iCustomGui(settings, plugin), m_real(), m_tristate(false), m_settings(settings) \>           { \>                 \>           } \> \>           virtual void CustomGuiRedraw() \>           { \>           } \> \>           virtual void DestroyWindow(void) \>           { \> \>           } \>            \>           virtual Bool CreateLayout (void) \>           { \>                AddEditNumberArrows(1000,0,80,0); \>                 \>                return TRUE; \>           } \>            \>           virtual Bool SupportLayoutSwitch() \>           { \>                return FALSE; \>           } \>            \>           virtual Bool InitValues() \>           { \>                SetUnclampedReal(m_real); \> \>                return TRUE; \>           } \> \>           void SetUnclampedReal(Real r) \>           { \>                SetReal(1000, r); \>                String s = RealToString(r,-1,5); \> \>                //if r == 0.0 set 0 \>                if (r == 0.0) { \>                     s = "0"; \>                } else { \>                     //cut of trailing zeros \>                     LONG i = 0; \>                     for(i = s.GetLength()-1; i > 0; i--) \>                     { \>                          if (s[i] != '0') break; \>                     } \>                     s = s.SubStr(0, i+1); \>                } \> \>                SetString(1000, s); \>           } \>            \>           virtual LONG Message(const BaseContainer& msg, BaseContainer& result) \>           { \>                if ((msg.GetId() == BFM_ACTION) && msg.GetLong(BFM_ACTION_ID) == 1000) \>                { \>                     if (msg.GetLong(BFM_ACTION_VALCHG) || msg.GetReal(BFM_ACTION_VALUE,MAXREAL) != MAXREAL) \>                     { \>                          m_real = msg.GetReal(BFM_ACTION_VALUE); \> \>                          SetUnclampedReal(m_real); \> \>                          return TRUE; //message processed \>                     } \>                } \> \>                return GeDialog::Message(msg,result); \>           } \>            \>           virtual Bool Command(LONG id, const BaseContainer& msg) \>           { \>                switch (id) \>                { \>                case 1000: \>                     { \>                          BaseContainer m(msg); \>                          m.SetLong(BFM_ACTION_ID, GetId()); \>                          m.RemoveData(BFM_ACTION_VALUE); \>                          m.SetData(BFM_ACTION_VALUE, GetData().GetValue()); \>                          SendParentMessage(m); \> \>                          break; \>                     } \>                } \>                return TRUE; \>           } \>            \>           virtual Bool SetData(const TriState<GeData> &tristate;) \>           { \>                m_real = tristate.GetValue().GetReal(); \>                m_tristate = tristate.GetTri(); \> \>                return TRUE; \>           } \>            \>           virtual TriState<GeData> GetData() \>           { \>                GetReal(1000, m_real); \>                return GeData(m_real); \>           } \>      }; \> \> class CindigoRealGui : public CustomGuiData \>      { \>      public: \>           virtual LONG GetId() { return CINDIGO_REAL_CUSTOMGUI; } \>            \>           virtual CDialog\* Alloc(const BaseContainer &settings;) \>           { \>                CindigoRealDlg\* dlg = gNew CindigoRealDlg(settings, GetPlugin()); \>                if (!dlg) return NULL; \>                 \>                CDialog \*cdlg = dlg->Get(); \>                if (!cdlg) return NULL; \>                 \>                return cdlg; \>           } \>            \>           virtual void Free(CDialog \*dlg, void \*userdata) \>           { \>                if (!dlg || !userdata) return; \>                CindigoRealDlg \*sub = static_cast<CindigoRealDlg\*>(userdata); \>                gDelete(sub); \>           } \>            \> #ifdef CINDIGO_C4D_VERSION_R115 \>           virtual const CHAR \*GetResourceSym() \> #else \>           virtual CHAR \*GetResourceSym() \> #endif \>           { \>                return "CINDIGO_REAL_GUI"; \>           } \>            \>           virtual LONG GetResourceDataType(LONG \*&table;) \>           { \>                table = restypetable; \>                return sizeof(restypetable)/sizeof(LONG); \>           } \>      }; \> \> \> \> Bool RegisterRealGUI() \> { \>      static BaseCustomGuiLib mylib; \>      ClearMem(&mylib;,sizeof(mylib)); \>      FillBaseCustomGui(mylib); \>       \>      return InstallLibrary(CINDIGO_REAL_CUSTOMGUI, &mylib;, 1000, sizeof(mylib)) \>       \>      && \>       \>      RegisterCustomGuiPlugin("My String GUI", PLUGINFLAG_HIDE, gNew CindigoRealGui); \> } \>



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

    On 06/10/2009 at 16:35, xxxxxxxx wrote:

    Thanks. Generous to share. I always simply use percentage fields so I can support more digits but this is also nice.

    Usually you use FormatNumber() which will give you a string with the current unit attached but you can also read out the units from the preferences and do it yourself (or add your own units). That´s what I did for my real customgui. Here is a code snippet:

    > <code>
    > enum
    > {
    >      BPERCENT=0,
    >      BMETER,
    >      BDEGREE,
    >      BREAL,
    >      BLONG,
    >      _dummy
    > };
    >
    > iDpitBarDialog(const BaseContainer &settings;,CUSTOMGUIPLUGIN *plugin) : iCustomGui(settings,plugin)
    >      {
    >           ra.min = R_rmin = settings.GetReal(DESC_MIN);
    >           ra.max = R_rmax = settings.GetReal(DESC_MAX);
    >           R_rtype = settings.GetLong(DESC_UNIT);
    >
    >           if(R_rmin==R_rmax || R_rmin==0 && R_rmax==0)
    >           {
    >                ra.min = R_rmin = settings.GetReal(DPIT_REAL_MIN);
    >                ra.max = R_rmax = settings.GetReal(DPIT_REAL_MAX);
    >                R_rtype = settings.GetLong(DPIT_REAL_TYPE);
    >
    >                switch(R_rtype)
    >                {
    >                case BREAL: R_rtype=DESC_UNIT_REAL;break;
    >                case BPERCENT: R_rtype=DESC_UNIT_PERCENT;break;
    >                case BDEGREE: R_rtype=DESC_UNIT_DEGREE;break;
    >                case BMETER: R_rtype=DESC_UNIT_METER;break;
    >                case BLONG: R_rtype=DESC_UNIT_LONG;break;
    >                }
    >                if(R_rmin==R_rmax || R_rmin==0 && R_rmax==0)
    >                {
    >                     ra.min = -100;
    >                     ra.max = 100;
    >                     R_rtype = DESC_UNIT_REAL;
    >                }
    >           }
    >
    >           ra.unit = GetWorldContainer().GetLong(WPREF_UNITS_BASIC);
    >      }</code>



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

    On 06/10/2009 at 16:48, xxxxxxxx wrote:

    Awesome, thank you, Katachi!

    I'll add it to my code tomorrow.



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

    On 12/10/2009 at 01:39, xxxxxxxx wrote:

    Looks like I can't append a unit string. As soon as enter a value smaller than 0.001 with a unit string appended ("m", for example), C4D apparently parses the whole thing wrong and throws weird numbers at me.

    I'm not going to spend any more time on this - but if someone figures it out, please let me know :)



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

    On 10/12/2010 at 03:21, xxxxxxxx wrote:

    Does this code really work for you? For me it doesn´t do anything. The value doesn´t even change and element->GetReal(ID) does always return the initial value.



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

    On 10/12/2010 at 03:29, xxxxxxxx wrote:

    ok, ok, my fault. It works but you need to get rid of this line:
    return TRUE; //message processed



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

    On 10/12/2010 at 06:03, xxxxxxxx wrote:

    The problem with the unit appending is that c4d tries to interpret the appended unit as the unit that is currently set in the c4d preferences.


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