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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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++  ;

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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