ComboBox child with icons in .res based dialog



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/12/2012 at 18:59, xxxxxxxx wrote:

    Hi again guys..

    I know how to get an icon loaded for a child item of a combobox when using GeDialog:

    self.AddComboBox(prof_combo, c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, inith=20)
    self.AddChild(prof_combo,prof_circle,"Circle&i"+str(c4d.OBJECT_SPLINECIRCLE) + "&")
    self.AddChild(prof_combo,prof_square,"Square&i"+str(c4d.OBJECT_SPLINERECTANGLE) + "&")
    

    but I can't figure out how to get the same behavior using a .res dialog file:

    COMBOBOX prof_combo
            {
              ALIGN_TOP; ALIGN_LEFT; SIZE 150, 0; 
              CHILDS
              {
                0, PROF_CIRCLE;
                1, PROF_SQUARE; 
                2, PROF_NSIDE; 
                3, PROF_STAR; 
                4, PROF_FLOWER; 
                5, PROF_CUSTOM; 
              }
            }
    

    whats the right way of doing it ? 
    Cheers



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/12/2012 at 01:50, xxxxxxxx wrote:

    Hi Massimiliano,

    The declaration of the COMBOBOX seems correct in your .res for the dialog.
    Are prof_combo (should be renamed as ID_PROF_COMBO according to CINEMA naming convention), PROF_CIRCLE, PROF_SQUARE etc. (should be renamed to IDS_PROF_CIRCLE, IDS_PROF_SQUARE etc.) declared in c4d_symbols.h?
    And do you define the strings identifiers in a .str in strings_xx/dialogs?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/12/2012 at 04:18, xxxxxxxx wrote:

    Hi Yannick,
    yep sorry, I stripped out all the other lines just to focus on the combo. The dialog works good in both cases, I got all the resources from ResEdit, so all the IDS are declared in c4d_symbols.h and strings. I just can't get the same icons in .res based dialog:

    geDialog version:
     

    res_based:

    The dialogs are for two separate things, I'm not mixing 'em up, just trying to recreate the same(ish) dialog based on .res. Hope this will clear up things a bit better :)

    cheers



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/12/2012 at 05:32, xxxxxxxx wrote:

    How do you define the strings in the .str file?

    They should include the icon ID literal value (not the ID name i.e. c4d.OBJECT_SPLINECIRCLE and c4d.OBJECT_SPLINERECTANGLE) :

    IDS_CIRCLE "Circle&i5181&";
    IDS_SQUARE "Square&i5186&";
    


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

    On 05/12/2012 at 06:08, xxxxxxxx wrote:

    Ahhh, ok, I see. I have to set the icon ID in the strings, not the dialog.res :) 
    That's not exactly obvious (for noobs like me), maybe the SDK should repor it..for GeDialogs.AddChild() too, as icons are not even mentioned :)
    Thanks for your help an time !



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

    On 05/12/2012 at 10:16, xxxxxxxx wrote:

    Tricks, fwiw, you have a typo in your gui. I know it's not your priority in this post, but I thought I'd just give you a heads up.

    🙂

    Jim



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

    On 05/12/2012 at 10:32, xxxxxxxx wrote:

    Ouch, thanks :) I hate that "th"


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