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On 06/05/2014 at 15:20, xxxxxxxx wrote:
I created a button through UserData with:
UD=c4d.GetCustomDataTypeDefault(c4d.DTYPE_BUTTON) UD[c4d.DESC_NAME] = "Press Me" UD[c4d.DESC_CUSTOMGUI] = c4d.CUSTOMGUI_BUTTON node.AddUserData(UD)
(actually, I created more than one button)
Now, how can I check what button was pressed. I believe it is inside the Message method but... how?!
On 07/05/2014 at 02:43, xxxxxxxx wrote:
I think it is: NodeData.Message(self, node, type, data)
NodeData.Message
_<_t_>_
On 07/05/2014 at 03:43, xxxxxxxx wrote:
I had tried that but it returns me the same value, no matter what button I press
I used this code to check it out:
def Message(self, node, type, data) :
if type==c4d.MSG_DESCRIPTION_COMMAND: bt = data['id'][0].id print bt
On 07/05/2014 at 07:55, xxxxxxxx wrote:
Here is how I do it in C++ (sorry). I assume you already check this forum. There are multiple posts about e.g. MSG_DESCRIPTION_COMMAND
Bool SolarObject::Message(GeListNode* node, Int32 id, void* data) { switch (id) { case MSG_DESCRIPTION_COMMAND: // MSG_DESCRIPTION_COMMAND is send when button is clicked { DescriptionCommand *dc = (DescriptionCommand* )data; //data contains the description ID of the button Int32 button = dc->id[0].id; //Get the ID of the button //GePrint ("MSG_DESCRIPTION_COMMAND: " + String::IntToString(button)); switch (button) //Check for different button IDs { case SETKEY: // set key
You can also try checking for MSG_DESCRIPTION_CHECKUPDATE
case MSG_DESCRIPTION_CHECKUPDATE: // MSG_DESCRIPTION_CHECKUPDATE is send UD field is clicked { //BaseContainer *data = ((BaseObject* )node)->GetDataInstance(); DescriptionCheckUpdate *dcu = (DescriptionCheckUpdate* ) data; Int32 button = dcu->descid[0][0].id;
On 07/05/2014 at 07:58, xxxxxxxx wrote:
I don't understand why you can't get it's value just like any other UserData gizmo?
This script that will create a UD button to an object:
import c4d def main() : obj = doc.GetFirstObject() if not obj: return False bc = c4d.GetCustomDatatypeDefault(c4d.DTYPE_BOOL) #Create the default container bc.SetString(c4d.DESC_NAME,"Click Me") #The text on the button bc.SetLong(c4d.DESC_CUSTOMGUI,c4d.CUSTOMGUI_BUTTON) #Sets the bool gizmo to be a button button = obj.AddUserData(bc) #Add the userdata to the object obj[button] = False #Assign a default value to it when it created c4d.SendCoreMessage(c4d.COREMSG_CINEMA, c4d.BaseContainer(c4d.COREMSG_CINEMA_FORCE_AM_UPDATE)) c4d.EventAdd() if __name__=='__main__': main()
To get it's value this should be all you need to do.
#Since the button gimzo was the first UD item created #It has a level ID #1 btnValue = obj[c4d.ID_USERDATA,1] #<---Returns true/false depending on the button's click state print btnValue
Each new button should have it's own level#. So you just use that number instead of #1 in the code for getting the value of the other buttons.
Are you doing something different than this Rui?
-ScottA
On 07/05/2014 at 11:08, xxxxxxxx wrote:
It worked great!! Thank you, Scott. I just had to make sure that after reading the value I set the value back to False. Now I just need to know how to change the name of the UserData tab into another thing. And, how to simulate multi-column groups of UD parameters programmatically.