On 25/11/2013 at 02:32, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R14 
Platform:   Windows  ;   
Language(s) :     C++  ;

Hi Folks,

I have a few GeUserAreas in a dialog and some of them just won't redraw with the MyUserArea.Redraw(0) call - yet LayoutChanged() works fine.

Is there anything known that might cause this to happen?


P.S. I pass on my thanks in advance in case I can't get back on for a while - our 'national broadband network' rollout here in Australia is leaving many of us without internet connections, making life rather difficult for those who need it in order to work..

On 26/11/2013 at 06:30, xxxxxxxx wrote:

I've never had issues with calling GeUserArea::Redraw(). Are you sure it is not being redrawn? Do you call
it from any other but the main thread?

PS: You should pass FALSE (or false since R15) rather than 0.


On 28/11/2013 at 15:46, xxxxxxxx wrote:

Hi Niklas,

in order for the redraw to happen, I have to mouse click in that particular user area's window. When it refreshes, the draw is correct, but it's not doing the refresh/redraw on the Redraw(0) call.

I'll go through the Redraw calls and change "0" to "FALSE" too, thanks.

I have noticed though that this seems to only happen with one particular user area. There must be something I'm doing that revolves around that one. I'll have to look into this further.


P.S. I should mention I've put GePrint's into various areas of that user area and none print, hence knowing that it's not called to refresh.

On 03/12/2013 at 00:22, xxxxxxxx wrote:

Just an update here while I can for anyone with similar problems..

I've managed to solve some of the Redraw(FALSE) refresh issues. It was to do with some enums that I had incorrectly numbered.

I'm still getting some issues with a SetTimer() call to one user area, but the enum fix makes me think something similar is happening with this user area, so I'm digging around the code to see if I can spot any other possible conflicts!