GeDialog Pointer in tooldata



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 12/05/2010 at 01:29, xxxxxxxx wrote:

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

    ---------
    Hello all,
    i have a problem on my plugin and meaby someone can help me.

    i have a tooldata plugin and a gedialog plugin, on tool init i open my dialog like this ;

    MyCustomDLG * dlg; // this is public in tool data

    // this is in ToolData::Init     
    dlg = gNew TRACER;
    dlg->Open(TRUE,ID_TRACERDIALOG,-1,-1);

    obiusly every time i call my tool a new dialog is opened
    how i can know if my dialog is opened ? and mutch important how i can retrive a dlg pointer?

    i saw dlg->IsOpen() but obiusly gNew create a new pointer every time.

    thanks in advance
    Franz



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 12/05/2010 at 02:05, xxxxxxxx wrote:

    Have you checked the liquidtool.cpp example? Tools can have their own dialog. Check the ToolData's   AllocSubDialog() method. Besides I think it's not a good idea to create your own nonmodal dialog from within a tool.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 12/05/2010 at 03:15, xxxxxxxx wrote:

    well my problem is this:
    my dialog is a generic manager to control some part of cinema4d...
    for this reason i can't us AllocSubdialg.... my manager is not needed only for tool.

    all the best
    Franz


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