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On 15/03/2012 at 13:55, xxxxxxxx wrote:
Is it possible to include CustomGui bitmaps in a resource based dialog? I am trying to restructure my plugin to fit the recommendation that dialogs be created through the res/dialogs/MyDialog.res. Currently everything in withing the main dialog class.
Here is an example of how I am getting my custom buttons(thanks to Niklas, Scott and Yannick for the help on this bit!) :
bc = c4d.BaseContainer() ######Create a new container to store the button image
bc.SetLong(c4d.BITMAPBUTTON_ICONID1, c4d.OBJECT_BULGE) #####Sets Button Icon
bc.SetBool(c4d.BITMAPBUTTON_BUTTON, True)
bc.SetString(c4d.BITMAPBUTTON_TOOLTIP, "Bulge")
self.myBitButton=self.AddCustomGui(BUTTON_SELECT_BULGE, c4d.CUSTOMGUI_BITMAPBUTTON, "Bulge", c4d.BFH_CENTER | c4d.BFV_CENTER, 32, 32, bc)
Now, I know that this can be condensed down into some sort of function in itself, so that I wouldnt have to repeat this code for every button...but that may be another discussion altogether :)
For now, how do I get this into a dialog res structure?
If this is an obvious question...my apologies...newbie here :)
Thanks in advance!
Marc