Multiple SubDialogs



  • 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



  • On 08/04/2014 at 19:28, xxxxxxxx wrote:

    It seems to work just fine for me. No errors or problems at all.
    Maybe you're trying to do something different than I'm doing?

    Here is a complete example that works fine for me in R13.
    Save it as a .pyp file and put it in your plugins folder.
    The main dialog has buttons to open two other dialogs. And a button that will change the checkbox gizmo in dilaog1.
    All three dialogs can be docked into the UI and saved in a custom layout.

    #This is an example of a GeDialog plugin that opens three dialogs  
    #It also allows all three dialogs to be docked and saved in a custom layout  
      
    import c4d, os  
    from c4d import gui, plugins, bitmaps  
      
    PLUGIN_ID  = 1000004 #Testing ID  
    SUBDLG_ID1  = 1000005 #Testing ID  
    SUBDLG_ID2 = 1000006 #Testing ID  
      
    MAINDLG_BUTTON1_ID = 1000  
    MAINDLG_BUTTON2_ID = 1001  
    MAINDLG_BUTTON3_ID = 1002  
    SUBDLG_TEXT_ID     = 1003  
    SUBDLG_CHKBOX_ID   = 1004  
    SUBDLG_RESET_ID    = 1005  
      
    ############################  
    #The first sub dialog              
    class SubDialog1(c4d.gui.GeDialog) :  
      
      def CreateLayout(self) :  
          self.SetTitle('Sub-Dialog1')      
            
          self.GroupBeginInMenuLine()    
          self.AddCheckbox(SUBDLG_RESET_ID, c4d.BFH_RIGHT, 100, 20, name="Reset")  
          self.GroupEnd()          
            
          self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
          self.GroupBorderSpace(5, 5, 5, 5)  
          self.GroupBorder(c4d.BORDER_BLACK)  
          self.AddStaticText(SUBDLG_TEXT_ID, c4d.BFH_LEFT, 200, 20, "This is the sub-dialog1")  
          self.AddCheckbox(SUBDLG_CHKBOX_ID, c4d.BFH_LEFT, 20, 20, "myChkbox")  
          self.GroupEnd()   
            
          return True          
            
      def Command(self, id, msg) :  
          if id == SUBDLG_RESET_ID:  
              self.SetBool(SUBDLG_CHKBOX_ID, False)   
              self.SetBool(SUBDLG_RESET_ID, False)     
                
          return True         
            
            
    ############################  
    #The second sub dialog              
    class SubDialog2(c4d.gui.GeDialog) :  
      
      def CreateLayout(self) :  
          self.SetTitle('Sub-Dialog2')      
            
          self.GroupBeginInMenuLine()    
          self.AddCheckbox(SUBDLG_RESET_ID, c4d.BFH_RIGHT, 100, 20, name="Reset")  
          self.GroupEnd()          
            
          self.GroupBegin(0, c4d.BFH_SCALEFIT, 2, 0, "MyGroup")  
          self.GroupBorderSpace(5, 5, 5, 5)  
          self.GroupBorder(c4d.BORDER_BLACK)  
          self.AddStaticText(SUBDLG_TEXT_ID, c4d.BFH_LEFT, 200, 20, "This is the sub-dialog2")  
          self.AddCheckbox(SUBDLG_CHKBOX_ID, c4d.BFH_LEFT, 20, 20, "myChkbox")  
          self.GroupEnd()   
            
          return True          
            
      def Command(self, id, msg) :  
          if id == SUBDLG_RESET_ID:  
              self.SetBool(SUBDLG_CHKBOX_ID, False)   
              self.SetBool(SUBDLG_RESET_ID, False)     
                
          return True          
            
      
      
    ############################  
    #The main dialog  
    class MainDialog(c4d.gui.GeDialog) :   
      
      sub_dialog1 = SubDialog1()  
      sub_dialog2 = SubDialog2()          
      
      def CreateLayout(self) :  
          self.SetTitle('Main Dialog')  
          self.AddButton(MAINDLG_BUTTON1_ID, 0, name="Open Sub-Dialog1")  
          self.AddButton(MAINDLG_BUTTON2_ID, 0, name="Open Sub-Dialog2")  
          self.AddButton(MAINDLG_BUTTON3_ID, 0, name="Change Sub-Dialog1")  
          return True  
      
      def Command(self, id, msg) :  
          if id == MAINDLG_BUTTON1_ID:  
              self.sub_dialog1.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=SUBDLG_ID1)  
                
          if id == MAINDLG_BUTTON2_ID:  
              self.sub_dialog2.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, subid=SUBDLG_ID2)              
                
          if id == MAINDLG_BUTTON3_ID:  
              self.sub_dialog1.SetBool(SUBDLG_CHKBOX_ID, True)              
                
          return True  
            
      #Restore the subdialog and the main dialog in the layout  
      def Restore(self, pluginid, secref) :  
          if secref['subid'] == SUBDLG_ID1:  
              return self.sub_dialog1.Restore(pluginid, secref)  
                
          if secref['subid'] == SUBDLG_ID2:  
              return self.sub_dialog2.Restore(pluginid, secref)              
                
          else:  
              return super(MainDialog, self).Restore(pluginid, secref)  
            
    ############################  
    #The Command Data section   
    class MainDialog_CD(c4d.plugins.CommandData) :  
      
      @property  
      def dialog(self) :  
          if not hasattr(self, '_dialog') :  
              self._dialog = MainDialog()  
          return self._dialog  
      
      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__":  
      
      bmp = bitmaps.BaseBitmap()  
      dir, file = os.path.split(__file__)  
      fn = os.path.join(dir, "res", "icon.png")  
      bmp.InitWith(fn)  
      plugins.RegisterCommandPlugin(PLUGIN_ID, "Sub-Dialog Docking",0, bmp, "re-open", MainDialog_CD())
    

    -ScottA


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