Treeview with custom tree



  • On 16/01/2014 at 07:39, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   R15 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    All the Treeview examples I see are using cinema objects or materials.
    What if I want to create my own tree and display this tree using treeview.

    E.g.:

    - Family A
            - parent A
            - parent B
    - Family B
            - ...

    Etc.

    I think I have to make the tree using BaseList2D hierarchies (which include GeListNode and GeListHead), but I do not if this is the correct way and if so, where to start?



  • On 16/01/2014 at 08:25, xxxxxxxx wrote:

    You need to create your own datastructure that can represent a tree. Like

    class Node {
    public:
      
        Node* next, pred, up, down;
      
        Node() : next(nullptr), pred(nullptr), up(nullptr), down(nullptr) { }
      
        ~Node() {
            next = pred = up = down = nullptr;
        }
      
        // ...
      
    };
    

    The gui/activeobject.cpp example in the Cinema 4D SDK does it.

    Best,
    -Niklas



  • On 16/01/2014 at 10:54, xxxxxxxx wrote:

    Thank you.
    I'll try it out.



  • On 17/01/2014 at 00:14, xxxxxxxx wrote:

    Sorry, more complicated then I thought.
    From the example should I use DebugArray or ListHeader / ListObject?
    A more simple example would help me.
    If a simple example on how to create tree data structure.

    My C++ is still not that good.



  • On 17/01/2014 at 00:23, xxxxxxxx wrote:

    Hi,

    See this simple example in C4D Programming Blog:
    http://c4dprogramming.wordpress.com/2012/11/25/treeview-made-simple-part-1/



  • On 17/01/2014 at 00:29, xxxxxxxx wrote:

    Hi Yannick,

    I know that example and that was the start of my question.
    Instead of using objects or materials I want to use my own tree and display it with treeview.
    But I do not know how to create my own tree data structure and display it / link it to treeview.

    Regards, Pim



  • On 17/01/2014 at 00:51, xxxxxxxx wrote:

    Hey Yannick,

    I think that's not what Pim is searching for. The blog shows how to use the TreeView by leveraging the
    BaseList2D's hierarchical tree structure, which is what he already denoted as being the only thing he
    examples for.

    Pim,

    it has less to do with C++ but with logic.

    class Node {
    public:
      
        Node* next;
        Node* pred;
        Node* up;
        Node* down;
      
        Node() : next(nullptr), pred(nullptr), up(nullptr), down(nullptr) { }
      
        Node(const String& name) : Node() {
            this->name = name;
        }
      
        virtual ~Node() {
            next = pred = up = down = nullptr;
        }
      
        void InsertAfter(Node* pred) {
            if (pred->next) {
                pred->next->pred = this;
                this->next = pred->next;
            }
            pred->next = this;
            this->pred = pred;
      
            if (pred->up)
                this->up = pred->up;
        }
      
        void InsertBefore(Node* next) {
            if (next->pred) {
                next->pred->next = this;
                this->pred = next->pred;
            }
            next->pred = this;
            this->next = next;
      
            if (pred->up)
                this->up = pred->up;
            if (this->pred == nullptr && this->up)
                this->up->down = this;
        }
      
        void InsertUnder(Node* up) {
            if (up->down) {
                this->InsertBefore(up->down);
            }
            else {
                up->down = this;
                this->up = up;
            }
        }
      
        void Remove() {
            if (this->up) {
                if (this->pred == nullptr)
                    assert(this->up->down == this);
                if (this->up->down == this) {
                    this->up->down = this->next;
                }
            }
            if (this->next) {
                this->next->pred = this->pred;
            }
            if (this->pred) {
                this->pred->next = this->next;
            }
      
            this->up = this->pred = this->next = nullptr;
        }
      
    };
    

    Add some members to this class which will contain data that you want to display in the Treeview and
    use it to cast void* to Node* instead of BaseList2D*. Beware of the memory management, while the
    BaseList2D* classes are managed by Cinema 4D (assuming they are inserted in the tree), you'll need
    to manage the memory of the Node* structure for yourself.

    Best,
    -Niklas



  • On 17/01/2014 at 02:31, xxxxxxxx wrote:

    Ok, based on your example and another tutorial, I can now create my own tree structure.
    What I need to do now is:
    SetRoot(void* root, [TreeViewFunctions](file:///D:/Users/pgrooff/Documents/pim/c4d/c++%20R15%20sdk/help/pages/customgui_listview/class_TreeViewFuncti1603.html)* functions, void* userdata)
    void Refresh()

    Thus override in TreeViewFunctions at least [GetFirst](file:///D:/Users/pgrooff/Documents/pim/c4d/c++%20R15%20sdk/help/pages/customgui_listview/class_TreeViewFuncti1603.html#getfirst2), [GetDown](file:///D:/Users/pgrooff/Documents/pim/c4d/c++%20R15%20sdk/help/pages/customgui_listview/class_TreeViewFuncti1603.html#getdown3), [GetNext](file:///D:/Users/pgrooff/Documents/pim/c4d/c++%20R15%20sdk/help/pages/customgui_listview/class_TreeViewFuncti1603.html#getnext4) and [GetPred](file:///D:/Users/pgrooff/Documents/pim/c4d/c++%20R15%20sdk/help/pages/customgui_listview/class_TreeViewFuncti1603.html#getpred5).
    How do I handle child's in my structure. Set an extra bit to indicate?

    void* root is the address of the first node?
    In my case 'start'? See code below.

    struct node
    {
        String name;
        node *next;
        node *prev;
    };
    void addnode();
    void display();
    node *start=NULL, *temp1, *temp2, *temp3;
      
    void display()        //display all Nodes
    {
        temp3=start;
        if(start==NULL)
            //cout<<"no node to display"<<endl;
    		GePrint ("Nothing in list.");
        else
        {
          while(temp3->next!=NULL)
          {
    		 //cout<<"Data stored is "<<temp3->data<<" at "<<temp3<<endl;
    		 GePrint ("naam: " + temp3->name);
             temp3=temp3->next;
          }
          //cout<<"Data stored is "<<temp3->data<<" at "<<temp3<<endl;
    	  GePrint ("naam: " + temp3->name);
        }
    }
      
    void addnode(String naam)          //adding node at end
    {
        temp1=new node;
    	temp1->name = naam;
      
    	if(start==NULL)	//first?
        {
            start=temp1;
            temp1->next=NULL;
            temp1->prev=NULL;
        }
        else
        {
            temp2=start;
            while(temp2->next!=NULL)
                temp2=temp2->next;
            temp2->next=temp1;
            temp1->prev=temp2;
            temp1->next=NULL;
        }  
    }
    


  • On 17/01/2014 at 02:55, xxxxxxxx wrote:

    A bit? No. As you can clearly see in my above code, a Node has not also a "prev" and "next" pointer,
    but also a "child" and "up" pointer. You could use the class directly, I wrote it extra for this very answer
    and tested it. 😉

    You can either alter the code or subclass it. Something like this (though this code is untested) :

    class MyNode : public Node {
      
        typedef Node super;
      
    public:
      
        String name;
        Bool selected, folded;
      
        MyNode(const String& name) : super(), name(name), selected(false), folded(true) { }
      
    };
      
    class MyTreeViewFunctions : public TreeViewFunctions {
      
    public:
      
        virtual void* GetFirst(void* root, void* ud) {
            if (root)
                return static_cast<MyNode*>(root)->down;
            return nullptr;
        }
      
        virtual String GetName(void* root, void* ud, void* obj) {
            if (obj)
                return static_cast<MyNode*>(obj)->name;
            return "???";
        }
      
        // ...
      
      
    };
      
    class MyDialog : public GeDialog {
      
        MyNode m_rootNode;
        TreeViewCustomGui* m_tree;
        MyTreeViewFunctions m_model;
      
    public:
      
        // ...
      
        virtual Bool InitValues() {
            
            m_tree->SetRoot(&m_rootNode, &m_model, nullptr);
            return true;
        }
      
    };
    


  • On 17/01/2014 at 03:39, xxxxxxxx wrote:

    It is getting clearer and clearer, thanks.

    I looked at your first code, but did not use it because:
    - I got errors on

        Node(const String& name) : Node() {
            this->name = name;
        }
    

    "Node" is not a nonstatic data member or base class of class "Node".
    Class "Node" has no member "name"

    - I do not how to insert the first record.

    So, how to use your class Node to insert records?

    Thanks for your effort, Pim



  • On 17/01/2014 at 12:52, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    All the Treeview examples I see are using cinema objects or materials.
    What if I want to create my own tree and display this tree using treeview.

    E.g.:

    - Family A
            - parent A
            - parent B
    - Family B
            - ...

    Is there a reason that you're writing your own node?
    The code you're posting (GetFirst, GetNext, GetUp, etc..) is already set up for us in the TreeViewFunctions SDK class.

    You haven't said what you want to display in your tree gizmo.
    But if you don't want to display objects or materials in your tree. And want to use it for displaying something else. Then I don't see why you'd go through the extra trouble of writing a node class.

    Suppose you wanted to display tags in the tree gizmo.
    Instead of using:

            virtual void *GetFirst(void *root,void *userdata)  
          {  
              if (!root) return NULL;  
              BaseDocument *doc = (BaseDocument* )root;  
              return (BaseList2D* )doc->GetFirstMaterial();  
          }
    

    You would use something like this instead

            virtual void *GetFirst(void *root,void *userdata)  
          {  
              if (!root) return NULL;  
              BaseDocument *doc = (BaseDocument* )root;   
              return GetActiveDocument()->GetFirstObject()->GetFirstTag();  
          }
    

    Are you sure you really need to go through the trouble of creating a custom Node?

    -ScottA



  • On 17/01/2014 at 13:43, xxxxxxxx wrote:

    @Scott: Well, he said he's only seen examples of using BaseList2D elements with the TreeView. I suppose
    he wants to display something very different. And it's not that much of a trouble to write your own
    node class, the code is just a few posts earlier.

    @Pim: I used a C++11 feature in the code. You can rewrite the Node constructor like

        Node() : next(nullptr), pred(nullptr), up(nullptr), down(nullptr), name("") { }
      
        Node(const String& name) : next(nullptr), pred(nullptr), up(nullptr), down(nullptr), name(name) {
        }
    

    instead of calling Node() in the initializer list of the second constructor.

    What problems do you have about "inserting the first record"? Just use the Insert~() functions

    Node* root = new Node("ROOT");
    Node* firstChild = new Node("First Entry");
    firstChild->InsertUnder(root);
    

    -Niklas



  • On 19/01/2014 at 03:32, xxxxxxxx wrote:

    @Scott: I want to download information from the Internet and present it in a treeview.
    So, the information is not cinema 4d info, thus I need to define my own nodes and present it in the treeview.

    @Niklas: More clear now. Thanks for the example.
    Quite possibility I will come back with more questions.

    Regards, Pim



  • On 19/01/2014 at 06:18, xxxxxxxx wrote:

    It is quite possible (and easy) to use your own class structures in a tree view.  InterPoser Pro uses a folder/file system to display items as a tree view.  You need to have a root and items and associate levels with them (parents/children).  If you would like to see my code, PM me.



  • On 19/01/2014 at 06:24, xxxxxxxx wrote:

    Hi Niklas, sorry still very confusing.
    I can now create a data structure and defined the TreeViewFunctions.
    Not all of them, GetFirst and GetName, GetDown, GetNext and SetName.

    I now get a window with a starting treeview and one little arrow.
    No names however.

    Is *root in my case always root (so I have to define it globally) or is it somewhere else defined?
    Also, I seem to be mixing up class Node and class MyNode.
    When to use which class?

    #include "c4d.h"
     
    #define ID_SHADER_BROWSER 11229405 // plugin id test
      
    class Node {
    public:
      
        Node* next;
        Node* pred;
        Node* up;
        Node* down;
    	String	name;
      
    	Node() : next(nullptr), pred(nullptr), up(nullptr), down(nullptr), name("") { }
      
        Node(const String& name) : next(nullptr), pred(nullptr), up(nullptr), down(nullptr), name(name) {
        }
      
        virtual ~Node() {
            next = pred = up = down = nullptr;
        }
      
        void InsertAfter(Node* pred) {
            if (pred->next) {
                pred->next->pred = this;
                this->next = pred->next;
            }
            pred->next = this;
            this->pred = pred;
      
            if (pred->up)
                this->up = pred->up;
        }
      
        void InsertBefore(Node* next) {
            if (next->pred) {
                next->pred->next = this;
                this->pred = next->pred;
            }
            next->pred = this;
            this->next = next;
      
            if (pred->up)
                this->up = pred->up;
            if (this->pred == nullptr && this->up)
                this->up->down = this;
        }
      
        void InsertUnder(Node* up) {
            if (up->down) {
                this->InsertBefore(up->down);
            }
            else {
                up->down = this;
                this->up = up;
            }
        }
      
        //void Remove() {	code removed
      
    };
      
    class MyNode : public Node 
    {
        typedef Node super;
      
    public:
      
        String name;
        Bool selected, folded;
      
        MyNode(const String& name) : super(), name(name), selected(false), folded(true) { }
      
    };
      
    GeListNode* GetNextElement(GeListNode* op)
    {
      if (!op)
        return NULL;
        // in case of material inspect shaders otherwise continue in usual mode
        if (op->IsInstanceOf(Mmaterial) && ((BaseList2D* )op)->GetFirstShader())
        {
            return ((BaseList2D* )op)->GetFirstShader();
        }
      else if (op->GetDown())
        return op->GetDown();
        while (!op->GetNext() && op->GetUp())
            op = op->GetUp();
        return op->GetNext();
    }
      
    void UnselectNodes(BaseDocument *doc)
    {
        if (!doc)
            return;
        BaseList2D *mat = (BaseList2D* )doc->GetFirstMaterial();
        if (!mat)
            return;
        while (mat)
        {
            mat->DelBit(BIT_ACTIVE);
            mat = (BaseList2D* )GetNextElement(mat);
        }
    }
      
    //----------------------------------------------------------------------------------------
    ///TreeView Functions Table class
    //----------------------------------------------------------------------------------------
    class CustomTree : public TreeViewFunctions
    {
    public:
     
      
    	virtual void* GetFirst(void* root, void* ud) {
            if (root)
    		{
                return static_cast<MyNode*>(root)->down;
    		}
            return nullptr;
        }
      
        virtual String GetName(void* root, void* ud, void* obj) {
            if (obj)
    		{
                return static_cast<MyNode*>(obj)->name;
    		}
            return "???";
        }
      
        // ...
      
    	virtual Bool IsOpened(void *root,void *userdata,void *obj)
    	{
    		return  false;
    	}
      
    	virtual void Open(void* root, void* userdata, void* obj, Bool onoff)
    	{
    		return;
    	}
      
    	void SetName(void* root, void* userdata, void* obj, const String& str)
    	{
    		static_cast<MyNode*>(obj)->name = str;
    		return;
    	}
      
        virtual void* GetDown(void *root,void *userdata,void *obj)
        {
            return static_cast<MyNode*>(root)->down;
        }
     
        virtual void*   GetNext(void *root,void *userdata,void *obj)
        {
            return static_cast<MyNode*>(root)->next;
        }
     
    	virtual void Select(void *root,void *userdata,void *obj,Int32 mode)
    	{
    		return;
    	}
      
    	virtual Bool IsSelected(void *root,void *userdata,void *obj)
    	{
    		return FALSE;
    	}
     
        virtual Int   GetId(void *root,void *userdata,void *obj)
        {
            return (Int)obj;
        }
     
        virtual Int32 GetDragType(void *root,void *userdata,void *obj)
        {
            return NOTOK;
        }
    };
      
    //----------------------------------------------------------------------------------------
    ///Dialog class
    //----------------------------------------------------------------------------------------
    class CustomBrowser : public GeDialog
    {
    public:
     
        CustomBrowser()
        {
            _customTreeGui = NULL;
        }
     
        ~CustomBrowser()
        {
        }
     
        // define dialog with some gadget build menus, title and so on
        virtual Bool CreateLayout(void)
        {
            // call class parent function
            Bool res = GeDialog::CreateLayout();
            // set dialog title
            SetTitle("Custom Tree Browser");
     
    		//attach treeview so the GUI element and define its parameter via treedata BaseContainer
    		BaseContainer treedata;
    		treedata.SetBool(TREEVIEW_ALTERNATE_BG,TRUE);
    		_customTreeGui = (TreeViewCustomGui* )AddCustomGui(1000, CUSTOMGUI_TREEVIEW, String(), BFH_SCALEFIT|BFV_SCALEFIT, 0, 0, treedata);
      
            if (_customTreeGui)
            {
                BaseContainer layout;
                // add column 0 with type LV_TREE so default tree with name
                layout.SetInt32(0, LV_TREE);
                // set column layout to the GUI element
                if (!_customTreeGui->SetLayout(1,layout))
                    return FALSE;
            }
     
            return res;
        }
     
        // set tree root and update it
        Bool UpdateTree(Node* root)
        {
            if (!_customTreeGui->SetRoot(root, &_customTree, NULL))
                return FALSE;
            // update tree GUI
            _customTreeGui->Refresh();
            return TRUE;
        }
     
        // initialize dialog
        Bool InitValues(void)
        {
            // call parent function
            if (!GeDialog::InitValues())
                return FALSE;
      
    		// build tree datastructure
    		Node* root = new Node("ROOT");
    		Node* firstChild = new Node("First Entry");
    		firstChild->InsertUnder(root);
    		Node* secondChild = new Node("Second Entry");
    		secondChild->InsertUnder(firstChild);
    		Node* thirdChild = new Node("Third Entry");
    		thirdChild->InsertUnder(secondChild);
      
            // build tree and set root
            if (!UpdateTree(root))
                return FALSE;
            return TRUE;
        }
     
        // react toglobal notifications
        Bool CoreMessage(Int32 id, const BaseContainer& msg)
        {
            //if (id == EVMSG_CHANGE)
            //{
                // get active document
            //    BaseDocument * doc = GetActiveDocument();
            //    if (!doc)
            //        return FALSE;
                // build tree and set root		How to get root?
            //    if (!UpdateTree(doc))
            //        return FALSE;
            //}
            return GeDialog::CoreMessage(id, msg);
        }
     
    private:
        CustomTree                  _customTree;
        TreeViewCustomGui       *_customTreeGui;
    };
      
    ...
      
    
    



  • On 19/01/2014 at 06:28, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    It is quite possible (and easy) to use your own class structures in a tree view.  InterPoser Pro uses a folder/file system to display items as a tree view.  You need to have a root and items and associate levels with them (parents/children).  If you would like to see my code, PM me.

    Hi Robert, your inbox is full.
    I like to see your code very much.

    Regards, Pim



  • On 19/01/2014 at 10:52, xxxxxxxx wrote:

    I'd like to see an example too Robert.
    Because while I can also wrote the gizmo. It crashes when I try to add things to it due to using a custom Node.

    And I still don't understand why we need to write a completely new Node for this?
    If we don't want to use a  baselist2D object. Can't we just substitute another type of object in the various TreeViewFunctions class methods?

    Seeing a working example might help me answer those questions.

    -ScottA



  • On 19/01/2014 at 15:47, xxxxxxxx wrote:

    I think this example should set things clear now.

    Best,
    -Niklas



  • On 19/01/2014 at 17:04, xxxxxxxx wrote:

    Thanks Niklas,

    Only you're using a bunch of C++11 stuff.
    And when I convert it to work in R13. The selections don't work. And the new items are never created as children.

    I'm still trying to figure out why they don't work.

    -ScottA



  • On 20/01/2014 at 02:51, xxxxxxxx wrote:

    Great, thanks Niklas.
    For me with R15 and VS Express 2010 it is working great.
    Adding new nodes, drag&drop, rename, delete, everything works!
    It looks very advanced C++ programming, so I will learn a lot from it.

    Thanks, Pim


Log in to reply