Object doesn't show up in plugin menu.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 26/12/2009 at 12:30, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   11.5 
    Platform:      
    Language(s) :     C++  ;

    ---------
    I created a basic object template and for some reason no object is showing up in the plugins menu.    Here is the .cpp file and the main.cpp file..    Does anyone see any reason why this wouldn't work in 11.5?

    TreeMaker.cpp

      
      
    /////////////////////////////////////////////////////////////  
    // TreeMaker  
      
    #include "c4d.h"  
    #include "c4d_symbols.h"  
    #include "otreemaker.h"  
      
    // be sure to use a unique ID obtained from www.plugincafe.com  
    #define ID_TREEMAKER  1024835  
      
    class TreeMaker : public ObjectData  
    {  
      INSTANCEOF(TreeMaker,ObjectData)  
      
      public:  
          virtual Bool Init(GeListNode *node);  
          virtual Bool Message(GeListNode *node, LONG type, void *t_data);  
          static    NodeData *Alloc(void) { return gNew TreeMaker; }  
                  Bool CreateTree(GeListNode *node, BaseObject* op);  
      
                    
    };  
      
    // initialize settings  
    Bool TreeMaker::Init(GeListNode *node)  
    {    //Called when a new instance of the node plugin has been allocated. You can use this function to for example fill the BaseContainer of the connected node with default values:  
      return TRUE;  
    }  
      
    Bool TreeMaker::Message(GeListNode *node, LONG type, void *t_data)  
    {      
      return TRUE;  
    }  
      
    Bool TreeMaker::CreateTree(GeListNode *node, BaseObject* op)  
    {  
      return TRUE;  
    }  
      
    Bool RegisterTreeMaker(void)  
    {  
      // decide by name if the plugin shall be registered - just for user convenience  
      String name=GeLoadString(IDS_TREEMAKER); if (!name.Content()) return TRUE;  
      return RegisterObjectPlugin(ID_TREEMAKER,name,OBJECT_GENERATOR|OBJECT_INPUT,TreeMaker::Alloc,"OTreeMaker","TreeMaker.tif",0);  
    }  
      
      
    

    and here is main.cpp

      
    /////////////////////////////////////////////////////////////  
    // CINEMA 4D SDK                                           //  
    /////////////////////////////////////////////////////////////  
    // (c) 1989-2004 MAXON Computer GmbH, all rights reserved  //  
    /////////////////////////////////////////////////////////////  
      
    // Starts the plugin registration  
      
    #include "c4d.h"  
    #include <string.h>  
      
    // forward declarations  
    Bool RegisterTreeMaker(void);  
      
    C4D_CrashHandler old_handler;  
      
    void SDKCrashHandler(CHAR *crashinfo)  
    {  
      //printf("SDK CrashInfo:\n");  
      //printf(crashinfo);  
        
      // don't forget to call the original handler!!!  
      if (old_handler) (*old_handler)(crashinfo);  
    }  
      
    void EnhanceMainMenu(void)   
    {  
      // do this only if necessary - otherwise the user will end up with dozens of menus!  
      
      if (!(GeGetVersionType()&VERSION_CINEMA4D)) // only if C4D is loaded  
          return;  
      
      BaseContainer *bc = GetMenuResource(String("M_EDITOR"));  
      if (!bc) return;  
      
      // search for the most important menu entry. if present, the user has customized the settings  
      // -> don't add menu again  
      if (SearchMenuResource(bc,String("PLUGIN_CMD_1000472")))  
          return;   
      
      GeData *last = SearchPluginMenuResource();  
      
      BaseContainer sc;  
      sc.InsData(MENURESOURCE_SUBTITLE,String("SDK Test"));  
      sc.InsData(MENURESOURCE_COMMAND,String("IDM_NEU")); // add C4D's new scene command to menu  
      sc.InsData(MENURESOURCE_SEPERATOR,TRUE);  
      sc.InsData(MENURESOURCE_COMMAND,String("PLUGIN_CMD_1000472")); // add ActiveObject dialog to menu  
        
      if (last)  
          bc->InsDataAfter(MENURESOURCE_STRING,sc,last);  
      else // user killed plugin menu - add as last overall entry  
          bc->InsData(MENURESOURCE_STRING,sc);  
    }  
      
    Bool PluginStart(void)  
    {  
      // example of installing a crashhandler  
      old_handler = C4DOS.CrashHandler; // backup the original handler (must be called!)  
      C4DOS.CrashHandler = SDKCrashHandler; // insert the own handler  
        
      // shader plugins  
      if (!RegisterTreeMaker()) return FALSE;  
      
      
      return TRUE;  
    }  
      
    void PluginEnd(void)  
    {  
      
    }  
      
    Bool PluginMessage(LONG id, void *data)  
    {  
      //use the following lines to set a plugin priority  
      //  
      switch (id)  
      {  
          case C4DPL_INIT_SYS:  
              if (!resource.Init()) return FALSE; // don't start plugin without resource  
              //if (!RegisterTreeMaker()) return FALSE;  
              return TRUE;  
      
          case C4DMSG_PRIORITY:   
              return TRUE;  
      
          case C4DPL_BUILDMENU:  
              EnhanceMainMenu();       
              break;  
                
          case C4DPL_COMMANDLINEARGS:  
              {  
                  C4DPL_CommandLineArgs *args = (C4DPL_CommandLineArgs* )data;  
                  LONG i;  
      
                  for (i=0;i<args->argc;i++)  
                  {  
                      if (!args->argv[i]) continue;  
                        
                      if (!strcmp(args->argv[i],"--help") || !strcmp(args->argv[i],"-help"))  
                      {  
                          // do not clear the entry so that other plugins can make their output!!!  
                          GePrint("\x01-SDK is here :-)");  
                      }  
                      else if (!strcmp(args->argv[i],"-SDK"))  
                      {  
                          args->argv[i] = NULL;  
                          GePrint("\x01-SDK executed:-)");  
                      }  
                      else if (!strcmp(args->argv[i],"-plugincrash"))  
                      {  
                          args->argv[i] = NULL;  
                          *((LONG* )0) = 1234;  
                      }  
                  }  
              }  
              break;  
      
          case C4DPL_EDITIMAGE:  
              {  
                  C4DPL_EditImage *editimage = (C4DPL_EditImage* )data;  
                  if (!data) break;  
                  if (editimage->return_processed) break;  
                  GePrint("C4DSDK - Edit Image Hook: "+editimage->imagefn->GetString());  
                  // editimage->return_processed = TRUE; if image was processed  
              }  
              return FALSE;  
      }  
      
      return FALSE;  
    }  
    

    Thanks,

    ~Shawn



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

    On 27/12/2009 at 04:29, xxxxxxxx wrote:

    You have to overload the ObjectData::GetVirtualObjects() member.

    cheers,
    Matthias


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