ShowPopupDialog



  • On 28/11/2013 at 11:01, xxxxxxxx wrote:

    Hey,

    I try to create a PopUp Menu like the default from cinema - with more menus around the mouse position

    i get a single menu item but can`t get a second menu item. has one a short example ?

    Thanks



  • On 28/11/2013 at 13:42, xxxxxxxx wrote:

    post your code, there is an extensive example in the sdk under gui.ShowPopUpDialog()



  • On 28/11/2013 at 13:53, xxxxxxxx wrote:

    i get a popup with one menu

    menu = c4d.BaseContainer()
      
    functionsmenu = c4d.BaseContainer()
    functionsmenu.SetString(1, 'men');
    functionsmenu2 = c4d.BaseContainer()
    functionsmenu2.SetString(1, 'men 2');
      
      
    menu.SetContainer(IDM_FUNCTIONSMENU, functionsmenu) 
    menu.SetContainer(IDM_GROUPMENU, functionsmenu2)      
      
    result = gui.ShowPopupDialog(cd=None, bc=menu, x=c4d.MOUSEPOS, y=c4d.MOUSEPOS, flags=c4d.POPUP_CENTERVERT|c4d.POPUP_EXECUTECOMMANDS)
      
    
    


  • On 28/11/2013 at 15:01, xxxxxxxx wrote:

    The documentation shows to use BaseContainer.InsData(), not any of the setter methods.

    Best,
    -Niklas



  • On 28/11/2013 at 15:55, xxxxxxxx wrote:

    the example show it with SetStrings 
    http://www.maxonexchange.de/sdk/CINEMA4DPYTHONSDK/help/modules/c4d.gui/index.html?highlight=popup#c4d.gui.ShowPopupDialog

    my problem is not to add a submenu - my problem is i like to add more than the one menu at the time - like the cinema default popup menu



  • On 29/11/2013 at 04:10, xxxxxxxx wrote:

    your code is technically correct, on which c4d version are you ? for me the code does run just fine 
    in r14/15 . are you sure that your container ids are properly set / unique ?



  • On 29/11/2013 at 04:25, xxxxxxxx wrote:

    i use R15 -

    right is the menu i get - it work - but is not what i want :)

    _<_img src="http://hantmade.com/wp-content/uploads/c4d_plugincafe.png" height="443" width="453" border="0" /_>_



  • On 29/11/2013 at 05:35, xxxxxxxx wrote:

    hm,

    I am not quite sure what you mean with 'what I want'. here is a small and recursive example 
    building a menu tree.

    import c4d
    import random
    from c4d import gui
    #Welcome to the world of Python
      
      
    def main() :
        cid, menu =  getMenueContainer(c4d.FIRST_POPUP_ID, 0, 3, 8) 
        result = gui.ShowPopupDialog(None, menu, c4d.MOUSEPOS, c4d.MOUSEPOS, 
                                     c4d.POPUP_CENTERVERT|c4d.POPUP_EXECUTECOMMANDS)
      
    def getMenueContainer(cid, curdepth, maxdepth, maxitems, root = c4d.BaseContainer()) :
        """
        """
        if curdepth <= maxdepth:
            children = []
            for i in xrange(random.randint(1, maxitems)) :
                item = c4d.BaseContainer()
                item.SetString(1, 'Item_{0}'.format(i))
                cid, item = getMenueContainer(cid, curdepth + 1, maxdepth, maxitems, item)
                cid += 1
                root.SetContainer(cid, item)
        return cid, root
        
      
    if __name__=='__main__':
        main()
    


  • On 29/11/2013 at 05:38, xxxxxxxx wrote:

    Hey Littledevil,

    thanks for that code - sorry for my bad description

    I don`t mean to get a tree menu i like to get a menu with more than one menus - a round that mouse position - like the default popup menu in cinema (get it with "v")



  • On 29/11/2013 at 05:52, xxxxxxxx wrote:

    Ah ok. You are talking about the pie menus. Unfortunately they are not exposed in python 
    (and I think they aren't in cpp too). You would have to write your own system and open 
    several borderless GeDialogs simultaneously and then render the 'button content' into these
    dialogs with a GeUserArea (for example nikklas button thingy class). Has always been on my
    'would be fun to do' list, but i never managed to get to it, so I am not sure if it is possible.


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