On 27/10/2013 at 01:04, xxxxxxxx wrote:
hi,
i am not entirely sure what you are actually asking, but here are few thoughts ;)
1. No PrefsDialogObject has not been wrapped for python. But you can of course write a cpp
plugin to set any preference data for your python plugins. It is really not that hard as there
is a quite extensive example in the sdk.
2. Alternatively you could write just a CommandData / dialog plugin in python. Be aware
that PrefsDialogObject will be build upon a description so do come with the formal restrictions
of these. So things might be not in the common place with a CommandData plugin, but also
might look prettier than with a PrefsDialogObject .
3. On a more general note you can store anything in any BaseList2D as long as you 'own'
the id (in form of a plugin cafe id). That does work the same way for all BaseList2D. The
world preferences are just a plugin with their own BaseList2D repr. You could for example
simply do something like that :
wbc = c4d.GetWorldContainerInstance()
mySettings = wbc[myPluginID] # bc with your plugin settings
prettyImportant = wbc[myPluginID][someID]
wbc[myPluginID][anotherID] = 'EvenMoreImportant'
With that concept you could also store the number editor renderings which have been started
in a BaseDocument or the time the user has been surfing on facebook since the start of c4d in
every parametric sphere object in the scene. The WorldPluginData methods are just there to
make things easier for you and sort of combine the wbc and the mySettings step.