GeUserArea Question

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/05/2012 at 09:32, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   13 
Platform:   Windows  ; Mac  ;  
Language(s) :     C++  ;

---------
I would like to create a user interface that allows users to click on an image in a dialogue and that will then select items in the scene.  Similar to visual Selector..    Is this something I achieve using the GeUserArea class?  You can either answer with yes or no or elaborate,  lol  I am happy with either.  😄

Thanks,

Shawn

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/05/2012 at 09:41, xxxxxxxx wrote:

yes that's it. 😉
i can give you some py for rederence later .

cheers,

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/05/2012 at 09:47, xxxxxxxx wrote:

Thanks Niklas,   I will look in to it.  🙂

~Shawn

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/05/2012 at 21:03, xxxxxxxx wrote:

Can GeUserArea only be used in a dialog or can it be added to the attributes manager?

Thanks,

Shawn

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 11/05/2012 at 23:55, xxxxxxxx wrote:

I don't think so, but afaik you can subclass a CustomGui, can't you? CustomGui's can be added in both.

Cheers,

PS: Here ya go, ready for the script-manager, you only have to add some paths to your icons you want to show.

  
import c4d  
  
class BaseElement(object) :  
  
  def __init__(self) :  
      self.last_region = 0, 0, 0, 0  
  
  def __contains__(self, (x, y)) :  
      x1, y1, x2, y2 = self.last_region  
      return (x1 <= x <= x2 and y1 <= y <= y2)  
  
  def render(self, area, x, y) :  
      pass  
  
class BitmapElement(BaseElement) :  
  
  def __init__(self, id, bmp, x, y) :  
      super(BitmapElement, self).__init__()  
  
      self.id  = id  
      self.bmp = bmp  
      self.x   = x  
      self.y   = y  
  
  def render(self, area, x=0, y=0) :  
      x += self.x  
      y += self.y  
      w, h = self.bmp.GetSize()  
      self.last_region = (x, y, x + w, y + h)  
      area.DrawBitmap(self.bmp, x, y, w, h,  
                      0, 0, w, h, c4d.BMP_NORMAL)  
  
class BitmapGroup(BaseElement) :  
  
  COLOR_BG = c4d.Vector(0.21, 0.19, 0.27)  
  
  def __init__(self, x, y, w, h) :  
      super(BitmapGroup, self).__init__()  
  
      self.x    = x  
      self.y    = y  
      self.w    = w  
      self.h    = h  
      self.bmps = []  
  
  def add_bitmap(self, bmp) :  
      self.bmps.append(bmp)  
  
  def render(self, area, x=0, y=0) :  
      x += self.x  
      y += self.y  
      w  = self.w  
      h  = self.h  
      self.last_region = (x, y, x + w, y + h)  
      area.SetClippingRegion(self.x, self.y, self.x + w, self.y + h)  
      if self.COLOR_BG:  
          area.DrawSetPen(self.COLOR_BG)  
          area.DrawRectangle(x, y, x + w, y + h)  
      for bmp in self.bmps:  
          bmp.render(area, x, y)  
      area.ClearClippingRegion()  
  
  def what_bitmap(self, x, y) :  
      if (x, y) not in self:  
          return  
      hit_bmp = None  
      for bmp in self.bmps:  
          if (x, y) in bmp:  
              hit_bmp = bmp  
      return hit_bmp  
  
class UserArea(c4d.gui.GeUserArea) :  
  
  COLOR_BG = c4d.Vector(.21)  
  
  def __init__(self) :  
      self.bmpgroup = BitmapGroup(0, 0, 0, 0)  
  
  def GetMinSize(self) :  
      return (100, 80)  
  
  def DrawMsg(self, x1, y1, x2, y2, msg) :  
      self.DrawSetPen(self.COLOR_BG)  
      self.DrawRectangle(x1, y1, x2, y2)  
  
      # adapt size of the bmpgroup  
      self.bmpgroup.x = x1  
      self.bmpgroup.y = y1  
      self.bmpgroup.w = x2 - x1  
      self.bmpgroup.h = y2 - y1  
      self.bmpgroup.render(self, x1, y1)  
  
  
  def InputEvent(self, msg) :  
      if msg[c4d.BFM_INPUT_DEVICE] == c4d.BFM_INPUT_MOUSE:  
          x, y = msg[c4d.BFM_INPUT_X], msg[c4d.BFM_INPUT_Y]  
          g2l  = self.Global2Local()  
          x += g2l['x']  
          y += g2l['y']  
          if msg[c4d.BFM_INPUT_CHANNEL] == c4d.BFM_INPUT_MOUSELEFT:  
              bmp = self.bmpgroup.what_bitmap(x, y)  
              if bmp:  
                  self.bitmap_clicked(bmp, bmp.id)  
      return True  
  
  # new  
  
  def bitmap_clicked(self, bmp, id) :  
      # TODO: implement what happens when Bitmap is clicked  
      print "Bitmap with id", id, "was clicked!"  
      pass  
  
class Dialog(c4d.gui.GeDialog) :  
  
  def __init__(self, ua) :  
      self.ua = ua  
  
  def CreateLayout(self) :  
      self.AddUserArea(1000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)  
      self.AttachUserArea(self.ua, 1000)  
      return True  
  
def main() :  
  ua = UserArea()  
  dlg = Dialog(ua)  
  
  # Add bitmaps to the BitmapGroup with an offset of 50 pixels  
  paths = []      # add your icons or whatever here  
  for i, path in enumerate(paths) :  
      bmp = c4d.bitmaps.BaseBitmap()  
      bmp.InitWith(path)  
      bmp = BitmapElement(i, bmp, i * 50, 0)  
      ua.bmpgroup.add_bitmap(bmp)  
  
  
  
  dlg.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE)  
  
if __name__ == "__main__":  
  main()

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

On 13/05/2012 at 12:53, xxxxxxxx wrote:

Some response would be quite nice. Those code-snippets don't just fly through the window after calling my big-friend Coding God.

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

On 13/05/2012 at 13:00, xxxxxxxx wrote:

Lol sorry niklas. I hadn't had a chance to look at them yet. Thank you for giving me the examples. To be honest I didn't even know there was a code example because I had checked it on my phone and the email that was sent to me didn't have an example.   Sorry for the lack of response.   Thanks again.   I do appreciate your assistance.

-Shawn

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

On 14/05/2012 at 05:10, xxxxxxxx wrote:

So I have to excuse in return. I assumed you did already see it as you have opened another Thread at that time.

Best,
Niklas

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

On 14/05/2012 at 05:15, xxxxxxxx wrote:

Thanks again Niklas,

Your code has been most helpful.  🙂

~Shawn

On 14/08/2014 at 08:14, xxxxxxxx wrote:

Niklas - the code you posted above, is brilliant, and i have a question:

Is it possible to use GeUserArea similar to the above ( ie clickable bitmaps ) but in the ObjectManager properties for a Plugin?

I thought itd be quicker to ask before i waste a lot of time trying something out that isnt possible!

On 14/08/2014 at 08:55, xxxxxxxx wrote:

I might just use the BITMAPBUTTON description element, but would be useful to know..  Plus it avoids registering icon id`s..

On 14/08/2014 at 10:29, xxxxxxxx wrote:

Hi Eclectrik,

Originally posted by xxxxxxxx

Is it possible to use GeUserArea similar to the above ( ie clickable bitmaps ) but in the ObjectManager properties for a Plugin?

Not from Python, unfortunately. That would require implementing a CustomGui plugin.

Best,
-Niklas

PS: Wonder why I was so harsh back then, sorry for that.

On 14/08/2014 at 11:15, xxxxxxxx wrote:

Hi Niklas - sorry i forgot to mention in this case i am using C++.

BTW - i would also be annoyed if i posted a whole script for somebody and didn't get any thanks for it!