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On 28/10/2015 at 04:22, xxxxxxxx wrote:
User Information: Cinema 4D Version: R17 Platform: Windows ; Language(s) : C++ ;
--------- Hi, one more question about dialog and descriptions resources.
Even if i don't really understand difference between Dialog resource and Description resource. I found that columns group in Dialog resource could be EQUAL_COLS; and this is exactly what i need for my layout. Take a look :
Or maybe you know a better way to center elements ? For example the two bottom buttons should be centered ! no ?
Thanks for any suggestions
NB :
CONTAINER timer_visibility { NAME timer_visibility;
INCLUDE Texpression;
GROUP ID_TAGPROPERTIES {
LONG CHOICE { CYCLE { IN_OUT_MODE; PRINTER_MODE; } }
GROUP GRP_ACTION { LAYOUTGROUP; DEFAULT 1; COLUMNS 2;
GROUP{ LONG ACTION_1 { CYCLE { DEFAULT; SHOW; HIDE; } } } GROUP{ LONG ACTION_2 { CYCLE { DEFAULT; SHOW; HIDE; } } } }
BOOL BOOL_INVERT {}
GROUP GRP_IN_OUT {
DEFAULT 1; COLUMNS 2;
REAL REAL_IN {} REAL REAL_OUT {} }
GROUP GRP_PRINTER {
DEFAULT 1; GROUP { STATICTEXT {NAME INFO_PRINTER; SCALE_H;} } GROUP{ STRING STRING_PRINTER {SCALE_H;} } }
GROUP GRP_KEYFRAMES {
BUTTON BUT_GETFROMKEY {} BUTTON BUT_CREATEKEY {} }
} }
On 29/10/2015 at 03:51, xxxxxxxx wrote:
Hello,
the difference between dialog and description resource is actually quite simple:
If you want that a certain element uses the whole width of the Attribute Manager it has to scale in the horizontal direction. This is defined using the SCALE_H flag. This can look like this:
GROUP PARAMETERGROUP { SCALE_H; COLUMNS 2; GROUP { BUTTON BUTTON_A {SCALE_H;} } GROUP { BUTTON BUTTON_B {SCALE_H;} } }
best wishes, Sebastian
On 29/10/2015 at 08:44, xxxxxxxx wrote:
Thanks for your reply. I finally did it with your advices :
One of my major error was to forget in STRINGTABLE, string for LONG Cycle and some other littles things. So the dot for animation disappeared and layout breaks... But SCALE_H; help too
Thanks
With this code :
LONG MASTER_CHOICE { CYCLE { IN_OUT_MODE; PRINTER_MODE; } }
GROUP GRP_ACTION { DEFAULT 0; SCALE_H;
LONG ACTION_1 { SCALE_H; CYCLE { DEFAULT; SHOW; } }
LONG ACTION_2 { SCALE_H; CYCLE { DEFAULT; SHOW; } }
}
REAL REAL_IN {} REAL REAL_OUT {}
BOOL BOOL_INVERT {} }
DEFAULT 0; SCALE_H;
GROUP { STATICTEXT {NAME INFO_PRINTER_1;} STATICTEXT {NAME INFO_PRINTER_2;} STATICTEXT {NAME INFO_PRINTER_3;} } GROUP { STRING STRING_PRINTER { ANIM OFF; } } }
DEFAULT 0; COLUMNS 2; SCALE_H;
BUTTON BUT_GETFROMKEY {SCALE_H;} BUTTON BUT_CREATEKEY {SCALE_H;} }