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On 06/05/2010 at 11:10, xxxxxxxx wrote:
User Information: Cinema 4D Version: r11 Platform: Language(s) : C++ ;
--------- hi there,
can i somehow define strings that are available for different plugins? where do i need to include those?
thanks and cheers, ello
On 06/05/2010 at 13:11, xxxxxxxx wrote:
Hello, if i understand you have to create a string in a plugin and then you have to read it for another ? if yes.... try to store string in first plugin basecontainer and read it for the other... but this is not the only way. all the best franz
On 06/05/2010 at 13:37, xxxxxxxx wrote:
no, sorry, i guess i was a bit unclear. what i am searching for is a way to reuse string definitions for my descriptions. for example i have a group called GENERALSETTINGS and i have defined it like GENERALSETTINGS "general settings";
now i'd like to use this string in more than one res-file.
cheers, ello
On 07/05/2010 at 00:43, xxxxxxxx wrote:
Well, as long as we're talking about a single plugin package, c4d_string.str and c4d_symbols.h are the places to define and declare it. Don't know about dialogs though, but for descriptions it should be fine.
Hope it helps
Kabe
On 07/05/2010 at 01:42, xxxxxxxx wrote:
thanks for your input
is c4d_string.str loaded automatically? since i tried placing the definition there and it didnt work. i tried it for a string which is used as a NAME for a GROUP..
On 07/05/2010 at 10:55, xxxxxxxx wrote:
Where do you place this group?
On 07/05/2010 at 11:09, xxxxxxxx wrote:
it is just a usual res file, like:
GROUP { NAME SETTINGS; ... }
On 10/05/2010 at 01:49, xxxxxxxx wrote:
*.res file for a dialog? Or a description?
On 10/05/2010 at 02:05, xxxxxxxx wrote:
for a description
On 12/05/2010 at 01:10, xxxxxxxx wrote:
Strings always need an ID and the actual string. In your case the ID goes into the c4d_symbols.h file and the string into the c4d_strings.str file. You can then load the string with GeLoadString(MY_STRING_ID).
cheers, Matthias