CUSTOMGUI_PROGRESSBAR

On 02/02/2016 at 07:30, xxxxxxxx wrote:

How do I use the CUSTOMGUI_PROGRESSBAR.
I cannot find any examples?

-Pim

On 02/02/2016 at 09:36, xxxxxxxx wrote:

Hi Pim,

The CUSTOMGUI_PROGRESSBAR is setup and updated using BFM_SETSTATUSBAR GUI message and its related BFM_STATUSBAR container options.
Here's a simple example:

import c4d
from c4d import gui
  
class TestDialog(gui.GeDialog) :
    
    PROGRESSBAR = 1001
    
    def __init__(self) :
        self.progress = 0
    
    def StopProgress(self) :
        self.SetTimer(0)
        progressMsg = c4d.BaseContainer(c4d.BFM_SETSTATUSBAR)
        progressMsg.SetBool(c4d.BFM_STATUSBAR_PROGRESSON, False)
        self.SendMessage(self.PROGRESSBAR, progressMsg)
    
    def CreateLayout(self) :
        self.SetTitle("ProgressBar Example")
        
        self.GroupBegin(id=1000, flags=c4d.BFH_SCALEFIT|c4d.BFV_TOP, cols=0, rows=1)
        self.AddCustomGui(self.PROGRESSBAR, c4d.CUSTOMGUI_PROGRESSBAR, "", c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 0, 0)
        self.GroupEnd()
        
        return True
    
    def InitValues(self) :
        self.SetTimer(1000)
        return True
    
    def Timer(self, msg) :
        self.progress += 1
        progressMsg = c4d.BaseContainer(c4d.BFM_SETSTATUSBAR)
        progressMsg[c4d.BFM_STATUSBAR_PROGRESSON] = True
        progressMsg[c4d.BFM_STATUSBAR_PROGRESS] = self.progress/10.0
        self.SendMessage(self.PROGRESSBAR, progressMsg)
    
    def Message(self, msg, result) :
        if msg.GetId() == c4d.BFM_TIMER_MESSAGE:
            if self.progress==10:
                self.StopProgress()
                self.Close()
                return True
        
        return gui.GeDialog.Message(self, msg, result)
    
    def AskClose(self) :
        self.StopProgress()
        return False
  
  
if __name__=='__main__':
    dialog = TestDialog()
    dialog.Open(dlgtype=c4d.DLG_TYPE_ASYNC, pluginid=0, defaulth=400, defaultw=400)

A progress bar can also be added to a dialog within a status bar with GeDialog.ScrollGroupBegin().

On 02/02/2016 at 12:21, xxxxxxxx wrote:

Is there a speecial reason you use SubDialog as the parent class? Just interested.

On 03/02/2016 at 02:45, xxxxxxxx wrote:

Hi Niklas,

Oooops, I had not seen the dialog was declared as a SubDialog and not as a normal GeDialog.

I updated the code I posted as it was missing the last progress step and other minor things have been fixed (call SetTimer() in InitValues(), StopProgress() etc.)

On 05/02/2016 at 05:36, xxxxxxxx wrote:

Great, thank you.

-Pim