Bitmap in UserArea

On 12/05/2013 at 13:34, xxxxxxxx wrote:

Ok so first of all: You should always draw a background color if what you can not assume what
you are drawing fills the complete rectangle. The buffer is not simply all set to zero (black) but
is left the way it is. You must fill it with the desired background color yourself.

Second is: You can actually draw outside of the area because the dialog itself is drawn on the same
buffer. You can clip the drawing by using SetClippingRegion(x1, y1, x2, y2)

    def DrawMsg(self, x1, y1, x2, y2, msg) :
        self.DrawRectangle(x1, y1, x2, y2)
        self.SetClippingRegion(x1, y1, x2, y2)
        w = self.bmp.GetBw()
        h = self.bmp.GetBh()
        self.DrawBitmap(self.bmp, self.xValue, self.yValue, w, h, 0, 0, w, h, c4d.BMP_ALLOWALPHA)
        self.DrawBorder(c4d.BORDER_OUT, x1, y1, x2, y2)


On 12/05/2013 at 14:24, xxxxxxxx wrote:

No worries. I've got it all worked out now.
It just didn't like the way I was using the class member variables.

Here's the working version. Just in case anyone needs it. Or is curious about it.
When the GeDialog button is clicked. The image moves to a new position properly now.
I also threw in some mouse position checking code.

import  c4d,os  
from c4d import gui, plugins  
class MyUA(c4d.gui.GeUserArea) :  
  xValue = 0           #These variables will set the position of the image  
  yValue = 0  
  def __init__(self) :      
      dir, file = os.path.split(__file__)   #Gets the plugin's directory   
      path = os.path.join(dir, "res")       #Adds the res folder to the directory to target the res folder      
      image = path + "\myimage.png"         #Adds the image to the path  
      self.bmp = c4d.bitmaps.BaseBitmap()   #Create an instance of the BaseBitmap class  
      self.bmp.InitWith(image)              #Initialize it with the image  
      self.xValue = 5  
      self.yValue = 5  
  def DrawMsg(self, x1, y1, x2, y2, msg) :   
      self.DrawSetPen(c4d.COLOR_BG)         #COLOR_BG is the image we load with DrawBitmap  
      self.DrawRectangle(x1, y1, x2, y2)    #Draws a rectangle and fills it with the image bitmap  
      self.SetClippingRegion(x1, y1, x2, y2)  
      w, h = self.bmp.GetSize()             #Gets the size values of the image  
      self.DrawBitmap(self.bmp, x1 + self.xValue, y1 + self.yValue, w, h, 0, 0, w, h, c4d.BMP_NORMAL | c4d.BMP_ALLOWALPHA)  
      self.DrawBorder(c4d.BORDER_ROUND, x1+5, y1+5, x2-5, y2-5)  #Draws a border around the UserArea          
  def InputEvent(self, msg) :  
      action = c4d.BaseContainer(c4d.BFM_ACTION)  
      action.SetLong(c4d.BFM_ACTION_ID, self.GetId())  
      while self.GetInputState(c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_MOUSELEFT, msg) :    #While the left mouse button is held down  
          if msg.GetLong(c4d.BFM_INPUT_VALUE)==0: break  
          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:  
              print x, y  #The mouse's X & Y pos inside the user area  
              action.SetLong(c4d.BFM_ACTION_INDRAG, True)  
              self.SendParentMessage(action)                    #Sends a message to the parent dialog that the mouse is dragging in the UA  
              self.Redraw()                                     #Redraw while the left mouse button is held down  
      action.SetLong(c4d.BFM_ACTION_INDRAG, False)  
      self.SendParentMessage(action)                            #Sends a message to the parent dialog that the mouse has stopped dragging in the UA                  
      return True  
class MyDialog(c4d.gui.GeDialog) :  
  ua = MyUA()                #Create a local class instance of the UserArea  
  def CreateLayout(self) :  
      self.AddUserArea(2000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)  
      self.AttachUserArea(, 2000)  
      self.AddButton(1000, c4d.BFH_CENTER, 80, 15, "Click Me")  
      self.AddButton(1001, c4d.BFH_CENTER, 80, 15, "Close")  
      return True  
  #This method initializes things when the plugin starts           
  def InitValues(self) :    
      return True  
  def Command(self, id, msg) :  
      if id==1000:  
 = 100  
 = 100  
      elif id==1001:   
      return True          
###### This class is only used to register the plugin...Don't change!!!#######  
class BitmapUaExample(c4d.plugins.CommandData) :  
  dlg = None  
  ua = None  
  PLUGIN_ID   = 10000090 # TESTING ID ONLY!!!  
  ICON = None  
  def Execute(self, doc) :          
      if not self.dlg: self.dlg = MyDialog()  
      self.dlg.Open(c4d.DLG_TYPE_ASYNC, self.PLUGIN_ID, -1, -1, 400, 300)  
      return True  
  def RestoreLayout(self, subid) :  
      if not self.dlg:  
          self.dlg  = MyDialog()  
      return self.dlg.Restore(self.PLUGIN_ID, subid)  
  def Register(myPlugin) :  
      data = {  
          "id":     myPlugin.PLUGIN_ID,  
          "icon":   myPlugin.ICON,  
          "str":    "Bitmap UA Example",  
          "help":   "Some text that shows up at the bottom of the C4D UI",  
          "info":   c4d.PLUGINFLAG_COMMAND_HOTKEY,  
          "dat":    myPlugin(),  
if __name__ == "__main__":