Multiple SubDialogs



  • On 03/04/2014 at 13:07, xxxxxxxx wrote:

    Use subids to open the dialogs. You can get the subid in CommandData::RestoreLayout() from the "secret" parameter.

    -Niklas



  • On 04/04/2014 at 08:47, xxxxxxxx wrote:

    Thanks for the help Niklas,

    I realized I was calling my subdialogs by the same name, so opening one killed the other.

    This is how I am calling the main dialog/window:

    return self.dialog.Restore(pluginid = PLUGIN_ID, secret = sec_ref)
    

    How do I use the "secret" to restore the submenus? I can't seen to find any information about that parameter.



  • On 04/04/2014 at 09:35, xxxxxxxx wrote:

    This is the best information I have found so far but I cant seam to convert it to python correctly.

    https://plugincafe.maxon.net/topic/1393/732_subid-for-dialogs&OB=ASC

    When I save my layout they plugin windows go blank.



  • On 04/04/2014 at 12:24, xxxxxxxx wrote:

    Try print the "secret". It's no longer cryptic when you see its actually a dictionary.

    -Niklas



  • On 04/04/2014 at 13:01, xxxxxxxx wrote:

    I think I am confusing myself. The fact that this attribute is called "secret" makes it impossible to search for with Google.

    I tried to print the attribute but of course the secret is not defined. (I am pretty sure I am going about this the wrong way.) Do you know where I can find an example of a python plugin consisting of 2 or more windows?



  • On 04/04/2014 at 14:48, xxxxxxxx wrote:

    Sorry, the C++ docs refer to it as "secret", but the Python docs say "sec_ref". I was talking about this parameter, it is the only one passed to RestoreLayout() besides "self".

    print sec_ref

    {'subid': 0, 'ptr': <PYCObject ...>}

    See? Theres the subid.

    -Niklas



  • On 05/04/2014 at 10:12, xxxxxxxx wrote:

    I'm interested in knowing the answer to this one too.
    Since it's much easier to communicate using a working example. Here's a very basic working example showing the problem of not being able to dock a sub dialog:

    import c4d,os,sys  
    from c4d import gui, plugins, bitmaps, documents, utils  
      
    PLUGIN_ID = 1000003    #The plugin's ID#  
    MAINDLG   = 1000040    #An ID to be assigned to the main dialog  
    SUBDLG    = 1000041    #An ID to be assigned to the sub dialog  
      
      
    ###### The sub dialog ######  
    class MySubDialog(gui.GeDialog) :  
      
      def CreateLayout(self) :  
          self.SetTitle("Sub Dialog")          
      
          self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
          self.GroupBorderSpace(5, 5, 5, 5)  
          self.GroupBorder(c4d.BORDER_BLACK)  
          self.AddStaticText(1111, c4d.BFH_LEFT, 0, 0, "Hello World", 0)  
          self.AddEditSlider(2222, c4d.BFH_SCALEFIT, 500, 0)  
          self.GroupEnd()         
          return True   
      
      def InitValues(self) :  
          self.SetReal(id = 2222, value = 5.0, min = 0.0, max = 100.0, step = 1.0, format = c4d.FORMAT_METER)  
          return True  
      
      def Command(self, id, msg) :  
          if (id == 2222) :  
              print self.GetReal(2222)   #Print the value of the slider         
          return True  
      
      
    ###### The main dialog ######  
    class MyMainDialog(gui.GeDialog) :  
      
      subdlg = MySubDialog()  
      
      def CreateLayout(self) :  
          self.SetTitle("Main Dialog")   
          self.AddButton(10001, c4d.BFH_CENTER, 150, 0, "Open SubDlg")     
          return True     
      
      def InitValues(self) :     
          return True  
      
      def Command(self, id, msg) :  
           
          if (id == 10001) :  
              self.subdlg.Open(dlgtype = c4d.DLG_TYPE_ASYNC, pluginid = SUBDLG, defaultw = 200, defaulth = 100)  
               
          c4d.EventAdd()  
          return True  
      
    class Dialog_CD(c4d.plugins.CommandData) :  
      
      mainDialog = None  
      subDialog = None  
      
      def Init(self, op) :  
          return True  
      
      def Execute(self, doc) :  
          if self.mainDialog is None and self.subDialog is None:  
              self.mainDialog = MyMainDialog()  
              self.subDialog = MySubDialog()  
                
          self.mainDialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, -1, -1, 0, 0, MAINDLG)  
          #self.subDialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, -1, -1, 0, 0, SUBDLG)  #For reference only...We don't want to open both dialogs here  
          return True   
            
            
    ##### This does not work!!!! ########  
    #The function stops after it finds the mainDialog. And only restores that dialog!!!  
    #The sub dialog results in "plugin not found" in the layout!!!  
      def RestoreLayout(self, sec_ref) :  
       
          subid = sec_ref["subid"]  
          object = sec_ref["ptr"]  
        
          if self.mainDialog is None:  
              self.mainDialog = MyMainDialog()   
              print subid   
              if subid == MAINDLG:  
                  print "subid == MAINDLG"  
                  self.mainDialog.Restore(MAINDLG, sec_ref)  
      
          if self.subDialog is None:  
              self.subDialog = MySubDialog()   
              print subid   
              if subid == SUBDLG:  
                  print "subid == SUBDLG"  
                  self.subDialog.Restore(SUBDLG, sec_ref)  
                    
          return True   
          
    if __name__ == "__main__":  
      bmp = c4d.bitmaps.BaseBitmap()  
      dir, file = os.path.split(__file__)  
      fn = os.path.join(dir, "res", "icon.tif")  
      bmp.InitWith(fn)  
      result = plugins.RegisterCommandPlugin(PLUGIN_ID, "Dockable SubDialogs", 0, bmp, "Dockable SubDialogs", Dialog_CD()) 
    

    -ScottA



  • On 06/04/2014 at 09:29, xxxxxxxx wrote:

    Hello,

    here is an example similar to yours that demonstrates how you can easily restore even sub-dialogs.
    It also demonstrates a few techniques that are good practice and useful.

    One big problem of your code, for instance, was that, if restoring the sub dialog would have 
    worked, pressing the button on the main dialog would've opened another dialog than the one
    that was restored into the layout.

    Also,

    a) the subid does not need to be a plugin ID
    b) for GeDialog.Restore(), the first argument must be the command plugins PLUGIN_ID,
    same when opening the main and sub dialog.

    The reason it didn't restore is that the first time RestoreLayout() was called, you create the
    sub-dialog, but the second time, the block that forwards the restoring to the sub-dialog isn't
    even executed because of

    if self.subDialog is None:  # False in the second call
        # ...
    

    Best,
    -Niklas

    import c4d
      
    PLUGIN_ID = 1000004 # Test ID
      
    class MainDialog(c4d.gui.GeDialog) :
      
        # Do not create the object on class-level, although it might
        # be unimportant since you do not open multiple objects of your
        # MainDialog, it is contradicting to have one instance of sub
        # dialog for all instances of the main dialog.
        # A property that creates the dialog on-demand is perfect for
        # this purpose.
      
        @property
        def sub_dialog(self) :
            if not hasattr(self, '_sub_dialog') :
                self._sub_dialog = SubDialog()
            return self._sub_dialog
      
        # c4d.gui.GeDialog
      
        def CreateLayout(self) :
            self.SetTitle('Main Dialog')
            self.AddButton(1000, 0, name="Open Sub-Dialog")
            return True
      
        def Command(self, param, bc) :
            if param == 1000:
                self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
            return True
      
        def Restore(self, pluginid, secref) :
            # We override this method so we don't have to handle the sub-
            # dialog from the CommandData plugin. THIS dialog is responsible
            # for the sub-dialog, do not split such management throughout
            # your program or it gets confusing.
            if secref['subid'] == 1:
                return self.sub_dialog.Restore(pluginid, secref)
            else:
                return super(MainDialog, self).Restore(pluginid, secref)
      
    class SubDialog(c4d.gui.GeDialog) :
      
        # c4d.gui.GeDialog
      
        def CreateLayout(self) :
            self.SetTitle('Sub-Dialog')
            self.AddStaticText(1000, 0, name="This is the sub-dialog.")
            return True
      
    class Command(c4d.plugins.CommandData) :
      
        def Register(self) :
            return c4d.plugins.RegisterCommandPlugin(
                    PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
      
        @property
        def dialog(self) :
            if not hasattr(self, '_dialog') :
                self._dialog = MainDialog()
            return self._dialog
      
        # c4d.plugins.CommandData
      
        def Execute(self, doc) :
            return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
      
        def RestoreLayout(self, secref) :
            return self.dialog.Restore(PLUGIN_ID, secref)
      
    if __name__ == '__main__':
        Command().Register()
    


  • On 06/04/2014 at 11:24, xxxxxxxx wrote:

    Thanks Niklas.
    I never thought about using Restore() in the main GeDialog class like that.

    -ScottA



  • On 07/04/2014 at 09:29, xxxxxxxx wrote:

    You're welcome, Scott.

    You can also find the code at the GitHub py-cinema4sdk repository under gui/restore-sub-dialog.pyp!
    Do also take a look at the respective readme file at gui/restore-sub-dialog.md.

    Best,
    -Niklas



  • On 07/04/2014 at 11:19, xxxxxxxx wrote:

    Thanks for the help guys, however I still have a few problems. Using Kiklas' method I got the SubDialogs to behave correctly when I re-open them while they are open and the window becomes active. I still get a Plugin not found while restoring a layout, I think this reason is due to having more than one sub dialog.

    here is the code:

    def Restore(self, PLUGIN_ID, secref) :
         if secref['subid'] == 1:
              return self.sub_dialog1.Restore(PLUGIN_ID,secref)
         elif secref['subid'] == 2:
              return self.sub_dialog2.Restore(PLUGIN_ID,secref)
         else:
              return super(MainDialog, self).Restore(PLUGIN_ID,secref)
    

    How do I correctly look for both subdialogs.



  • On 07/04/2014 at 11:23, xxxxxxxx wrote:

    How do you open the subdialogs?



  • On 07/04/2014 at 11:26, xxxxxxxx wrote:

    if id == 10017: # Get Render Time
         self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, defaulth=200, defaultw=300, subid = 2)
    

    Oh wait, I think I just figured it out, This has to have the plugin ID as well correct?



  • On 07/04/2014 at 11:41, xxxxxxxx wrote:

    No that did not work. Here is what my @properties look like

    @property
    def sub_dialog1(self) :
         if not hasattr(self, '_sub_dialog1') :
              self._sub_dialog1 = ColorDialog()
         return self._sub_dialog1
    @property
    def sub_dialog2(self) :
         if not hasattr(self, '_sub_dialog2') :
              self._sub_dialog2 = RenderTimeDialog()
         return self._sub_dialog2
    


  • On 07/04/2014 at 11:58, xxxxxxxx wrote:

    Here is the code from your exaple made to have 2 sub dialogs: Same problem.

    import c4d
      
    PLUGIN_ID = 1000004 # Test ID
      
    class MainDialog(c4d.gui.GeDialog) :
      
        # Do not create the object on class-level, although it might
        # be unimportant since you do not open multiple objects of your
        # MainDialog, it is contradicting to have one instance of sub
        # dialog for all instances of the main dialog.
        # A property that creates the dialog on-demand is perfect for
        # this purpose.
      
        @property
        def sub_dialog(self) :
            if not hasattr(self, '_sub_dialog') :
                self._sub_dialog = SubDialog()
            return self._sub_dialog
        @property
        def sub_dialog2(self) :
            if not hasattr(self, '_sub_dialog2') :
                self._sub_dialog2 = SubDialog2()
            return self._sub_dialog2
        # c4d.gui.GeDialog
      
        def CreateLayout(self) :
            self.SetTitle('Main Dialog')
            self.AddButton(1000, 0, name="Open Sub-Dialog")
            return True
      
        def Command(self, param, bc) :
            if param == 1000:
                self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=2)
            return True
      
        def Restore(self, pluginid, secref) :
            # We override this method so we don't have to handle the sub-
            # dialog from the CommandData plugin. THIS dialog is responsible
            # for the sub-dialog, do not split such management throughout
            # your program or it gets confusing.
            if secref['subid'] == 1:
                return self.sub_dialog.Restore(pluginid, secref)
            elif secref['subid'] == 2:
                return self.sub_dialog2.Restore(pluginid, secref)
            else:
                return super(MainDialog, self).Restore(pluginid, secref)
      
    class SubDialog(c4d.gui.GeDialog) :
      
        def CreateLayout(self) :
            self.SetTitle('Sub-Dialog')
            self.AddStaticText(1000, 0, name="This is the sub-dialog.")
            return True
    class SubDialog2(c4d.gui.GeDialog) :
      
        def CreateLayout(self) :
            self.SetTitle('Sub-Dialog2')
            self.AddStaticText(1000, 0, name="This is the sub-dialog2.")
            return True
      
    class Command(c4d.plugins.CommandData) :
      
        def Register(self) :
            return c4d.plugins.RegisterCommandPlugin(
                    PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
      
        @property
        def dialog(self) :
            if not hasattr(self, '_dialog') :
                self._dialog = MainDialog()
            return self._dialog
      
        # c4d.plugins.CommandData
      
        def Execute(self, doc) :
            return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
      
        def RestoreLayout(self, secref) :
            return self.dialog.Restore(PLUGIN_ID, secref)
      
    if __name__ == '__main__':
        Command().Register()
    


  • On 07/04/2014 at 13:45, xxxxxxxx wrote:

    OK I got the example to work. 
    however I cannot get my plugin to work. could it be that my main window uses a .res file?

    import c4d
      
    PLUGIN_ID = 1000004 # Test ID
      
    class MainDialog(c4d.gui.GeDialog) :
      
        # Do not create the object on class-level, although it might
        # be unimportant since you do not open multiple objects of your
        # MainDialog, it is contradicting to have one instance of sub
        # dialog for all instances of the main dialog.
        # A property that creates the dialog on-demand is perfect for
        # this purpose.
      
        @property
        def sub_dialog(self) :
            if not hasattr(self, '_sub_dialog') :
                self._sub_dialog = SubDialog()
            return self._sub_dialog
        @property
        def sub_dialog2(self) :
            if not hasattr(self, '_sub_dialog2') :
                self._sub_dialog2 = SubDialog2()
            return self._sub_dialog2
        # c4d.gui.GeDialog
      
        def CreateLayout(self) :
            self.SetTitle('Main Dialog')
            self.AddButton(1000, 0, name="Open Sub-Dialog")
            return True
      
        def Command(self, param, bc) :
            if param == 1000:
                self.sub_dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=1)
                self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=2)
            return True
      
        def Restore(self, pluginid, secref) :
            # We override this method so we don't have to handle the sub-
            # dialog from the CommandData plugin. THIS dialog is responsible
            # for the sub-dialog, do not split such management throughout
            # your program or it gets confusing.
            if secref['subid'] == 1:
                print "yes"
                return self.sub_dialog.Restore(pluginid, secref)
            if secref['subid'] == 2:
                return self.sub_dialog2.Restore(pluginid, secref)
            else:
                return super(MainDialog, self).Restore(pluginid, secref)
      
    class SubDialog(c4d.gui.GeDialog) :
      
        def CreateLayout(self) :
            self.SetTitle('Sub-Dialog')
            self.AddStaticText(1000, 0, name="This is the sub-dialog.")
            return True
            
    class SubDialog2(c4d.gui.GeDialog) :
      
        def CreateLayout(self) :
            self.SetTitle('Sub-Dialog2')
            self.AddStaticText(1000, 0, name="This is the sub-dialog2.")
            return True
      
    class Command(c4d.plugins.CommandData) :
      
        def Register(self) :
            return c4d.plugins.RegisterCommandPlugin(
                    PLUGIN_ID, "Sub-Dialog Docking Test", 0, None, "", self)
      
        @property
        def dialog(self) :
            if not hasattr(self, '_dialog') :
                self._dialog = MainDialog()
            return self._dialog
      
        # c4d.plugins.CommandData
      
        def Execute(self, doc) :
            return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID)
      
        def RestoreLayout(self, secref) :
            return self.dialog.Restore(PLUGIN_ID, secref)
      
    if __name__ == '__main__':
        Command().Register()
    


  • On 08/04/2014 at 14:11, xxxxxxxx wrote:

    I think the problem with my plugin has something to do with the main command class, the "RestoreLayout" does not get called at all. I added some print functions to see and nothing. However the example prints just fine. Here is my main command code:

    class RenderBuddy(c4d.plugins.CommandData) :
      
        @property
        def RBdialog(self) :
            if not hasattr(self, '_RBdialog') :
                self._RBdialog = BuddyDialog()
            return self._RBdialog
            
        def Register(self) :
            return c4d.plugins.RegisterCommandPlugin(PLUGIN_ID, "Render Buddy (Beta)",0, bmp, "", self)
                    
        def Execute(self, doc) :
            return self.RBdialog.Open(c4d.DLG_TYPE_ASYNC,PLUGIN_ID)
            
        def RestorLayout(self, secref) :
            print "RB_Main"
            return self.RBdialog.Restore(PLUGIN_ID, secref)
        
    if __name__ == "__main__":
        
        path, fn = os.path.split(__file__)
        bmp = bitmaps.BaseBitmap()  
        bmp.InitWith(os.path.join(path, "res/icons/", "icon.tif"))
         
        RenderBuddy().Register()
    

    Everything seems to be right, but the RestoreLayout does not get called.



  • On 08/04/2014 at 14:14, xxxxxxxx wrote:

    Figured it out! After typing it out above I realized RestoreLayout() was misspelled. Thank you guys for all the help!

    *Edit there is a new problem the setup:

        def Restore(self, pluginid, secref) :
            if secref['subid'] == 1:
                print "Color"
                return self.RB_ColorDLG.Restore(pluginid,secref)
            if secref['subid'] == 2:
                print "Temp"
                return self.RB_TempDLG.Restore(pluginid,secref)
            else:
                print "Main"
                return super(BuddyDialog, self).Restore(pluginid,secref)
    

    This causes cinema to crash. I will restore the layout but if you launch the sub dialog again everything locks up. This happens with the Example as well. 



  • On 08/04/2014 at 16:01, xxxxxxxx wrote:

    Hi Shawn, I can reproduce the problems you have described. The Example I posted worked though,
    but funnily broke after a few more times testing it. I'll have to talk to a developer on this, I am pretty
    sure this is a bug. Especially this message is

    Traceback (most recent call last) :
      File "'restore-sub-dialog.pyp'", line 57, in CreateLayout
    SystemError: error return without exception set

    Best,
    -Niklas



  • On 08/04/2014 at 16:19, xxxxxxxx wrote:

    Thank you Niklas.

    -Shawn


Log in to reply