thank you very much! It's help me a lot! sorry about the multiple topics, I'll take them apart next time
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hello,guys
there is some problem with CUSTOMGUI_BITMAPBUTTON, I want to use it to create a file browser.
my envirment: c4d R26, Python
1.width self-adaptive,when I change the dialog width,the number of BitmapButton in row could be changed by the dialog width。
just like this.
here is my demo picture:face_with_thermometer:
2.can I capture the double click event Message with bitmapbutton? I want entry the directory when I double click the directory bitmapbutton。
3.the bottom of the directory bitmapbutton Text
when the text is too long, it will be hide in the end
exp. Text is “electric wire”
I want Is Shows "delctric..."
but is Shows "electric w"
how could I measure the width,or Is there have some other solution?
thanks very much for reading! have a good day!
here is my demo code
import c4d
class Test1Dialog(c4d.gui.GeDialog):
ID_BITMAP_BUTTON = 10000
ID_BITMAP_TEXT = 20000
BITMAP_WIDTH = 50
def CreateLayout(self):
"""Creates the layout for the dialog.
"""
if self.ScrollGroupBegin(0, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, c4d.SCROLLGROUP_VERT | c4d.SCROLLGROUP_AUTOVERT, 80, 80):
if self.GroupBegin(1, c4d.BFH_LEFT | c4d.BFV_TOP, 0, 0, "", c4d.BFV_GRIDGROUP_EQUALCOLS | c4d.BFV_GRIDGROUP_EQUALROWS | c4d.BFV_DIALOG_BAR_VERT | c4d.BFV_LAYOUTGROUP_PALETTEOUTLINES):
for i in range(30):
bc = c4d.BaseContainer()
bc[c4d.BITMAPBUTTON_BUTTON] = True
bc[c4d.BITMAPBUTTON_ICONID1] = 1052837
bc[c4d.BITMAPBUTTON_BACKCOLOR] = c4d.COLOR_BG
bc[c4d.BITMAPBUTTON_DISABLE_FADING] = False
bc[c4d.BITMAPBUTTON_FORCE_SIZE] = Test1Dialog.BITMAP_WIDTH
if self.GroupBegin(0, c4d.BFH_LEFT, 1, 2):
self.AddCustomGui(Test1Dialog.ID_BITMAP_BUTTON + i, c4d.CUSTOMGUI_BITMAPBUTTON, "", c4d.BFH_CENTER | c4d.BFV_CENTER, 0, 0, bc)
self.AddStaticText(id= Test1Dialog.ID_BITMAP_TEXT + i,flags=c4d.BFH_SCALEFIT,initw=Test1Dialog.BITMAP_WIDTH,inith=0,name="test string number" + str(i) ,borderstyle=0)
self.GroupEnd()
self.GroupEnd()
self.GroupEnd()
self.AddDlgGroup(c4d.DLG_OK | c4d.DLG_CANCEL)
return True
def main():
global dialog
dialog = Test1Dialog()
dialog.Open(dlgtype=c4d.DLG_TYPE_ASYNC, defaultw=-2, defaulth=-2)
if __name__ == '__main__':
main()
hi @ferdinand about 3,I'm try to exeute the example code by the link provided, but It seems not work,It opens as Separate Window.
:dizzy_face:
hi @ferdinand
These responses are very useful to me,Thank you for taking so much time to reply,Have a nice day!
hello,guys
I'm implement some functions like model manage system, similar with asset browser, but the data come from Remote DataBase,so this is some questions on my way。
my environment
python
c4d R26
code:
import c4d
ID_NAME = 1
PLUGIN_ID = 3000011 # TEST ID ONLY
class TreeNode(object):
data = None
_selected = False
def __init__(self, data):
self.data = data
@property
def Text(self):
return self.__text
@Text.setter
def Text(self, value: str):
self.__text = value
@property
def IsSelected(self):
return self._selected
def Select(self):
self._selected = True
def Deselect(self):
self._selected = False
def __repr__(self):
return str(self)
def __str__(self):
return str(self.data)
class TreeView(c4d.gui.TreeViewFunctions):
def __init__(self):
self.listOfItems = list() # Store all objects we need to display in this list
def IsResizeColAllowed(self, root, userdata, lColID):
return True
def IsTristate(self, root, userdata):
return False
def GetColumnWidth(self, root, userdata, obj, col, area):
return 80 # All have the same initial width
def IsMoveColAllowed(self, root, userdata, lColID):
# The user is allowed to move all columns.
# TREEVIEW_MOVE_COLUMN must be set in the container of AddCustomGui.
return False
def GetFirst(self, root, userdata):
"""
Return the first element in the hierarchy, or None if there is no element.
"""
rValue = None if not self.listOfItems else self.listOfItems[0]
return rValue
def GetDown(self, root, userdata, obj):
"""
Return a child of a node, since we only want a list, we return None everytime
"""
return None
def GetNext(self, root, userdata, obj):
"""
Returns the next Object to display after arg:'obj'
"""
rValue = None
currentObjIndex = self.listOfItems.index(obj)
nextIndex = currentObjIndex + 1
if nextIndex < len(self.listOfItems):
rValue = self.listOfItems[nextIndex]
return rValue
def GetPred(self, root, userdata, obj):
"""
Returns the previous Object to display before arg:'obj'
"""
rValue = None
currentObjIndex = self.listOfItems.index(obj)
predIndex = currentObjIndex - 1
if 0 <= predIndex < len(self.listOfItems):
rValue = self.listOfItems[predIndex]
return rValue
def GetId(self, root, userdata, obj):
"""
Return a unique ID for the element in the TreeView.
"""
return hash(obj)
def Select(self, root, userdata, obj, mode):
"""
Called when the user selects an element.
"""
if mode == c4d.SELECTION_NEW:
for tex in self.listOfItems:
tex.Deselect()
obj.Select()
elif mode == c4d.SELECTION_ADD:
obj.Select()
elif mode == c4d.SELECTION_SUB:
obj.Deselect()
def IsSelected(self, root, userdata, obj):
"""
Returns: True if *obj* is selected, False if not.
"""
return obj.IsSelected
def SetCheck(self, root, userdata, obj, column, checked, msg):
"""
Called when the user clicks on a checkbox for an object in a
`c4d.LV_CHECKBOX` column.
"""
if checked:
for tex in self.listOfItems:
tex.Deselect()
obj.Select()
else:
obj.Deselect()
def IsChecked(self, root, userdata, obj, column):
"""
Returns: (int): Status of the checkbox in the specified *column* for *obj*.
"""
if obj.IsSelected:
return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED
else:
return c4d.LV_CHECKBOX_ENABLED
def GetName(self, root, userdata, obj):
"""
Returns the name to display for arg:'obj', only called for column of type LV_TREE
"""
return str(obj.Text)
def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor):
"""
Draw into a Cell, only called for column of type LV_USER
"""
value = obj.Text
geUserArea = drawinfo["frame"]
w = geUserArea.DrawGetTextWidth(value)
h = geUserArea.DrawGetFontHeight()
xpos = drawinfo["xpos"]
ypos = drawinfo["ypos"] + drawinfo["height"]
drawinfo["frame"].DrawText(value, xpos, ypos - h * 1.1)
def DoubleClick(self, root, userdata, obj, col, mouseinfo):
"""
Called when the user double-clicks on an entry in the TreeView.
Returns:
(bool): True if the double-click was handled, False if the
default action should kick in. The default action will invoke
the rename procedure for the object, causing `SetName()` to be
called.
"""
return True
def EmptyText(self, root: object, userdata: object) -> str:
return "empty"
class TestTreeDialog(c4d.gui.SubDialog):
_treegui = None # Our CustomGui TreeView
_listView = TreeView() # Our Instance of c4d.gui.TreeViewFunctions
ID_LISTVIEW = 10000
def CreateLayout(self):
if self.GroupBegin(0, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, cols=2):
# Create the TreeView GUI.
customgui = c4d.BaseContainer()
customgui.SetBool(c4d.TREEVIEW_BORDER, c4d.BORDER_THIN_OUT)
# True if the tree view may have a header line.
customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True)
# True if no lines should be drawn.
customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False)
# True if the user can move the columns.
customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True)
# True if the column width can be changed by the user.
customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True)
# True if all lines have the same height.
customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True)
# Alternate background per line.
customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True)
# True if cursor keys should be processed.
customgui.SetBool(c4d.TREEVIEW_CURSORKEYS, True)
# Suppresses the rename popup when the user presses enter.
customgui.SetBool(c4d.TREEVIEW_NOENTERRENAME, False)
customgui.SetBool(c4d.TREEVIEW_NO_MULTISELECT, True)
#customgui.SetBool(c4d.TREEVIEW_RESIZABLE, True)
self._treegui = self.AddCustomGui(
self.ID_LISTVIEW, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 50, 100, customgui)
if not self._treegui:
print("[ERROR]: Could not create TreeView")
return False
self.AddMultiLineEditText(0, c4d.BFH_SCALEFIT|c4d.BFV_SCALEFIT, 80,100)
self.GroupEnd()
return True
def InitValues(self):
#testcode
node1 = TreeNode("1")
node1.Text = "a1"
self._listView.listOfItems.append(node1)
node2 = TreeNode("1")
node2.Text = "a2"
self._listView.listOfItems.append(node2)
# Initialize the column layout for the TreeView.
layout = c4d.BaseContainer()
layout.SetLong(ID_NAME, c4d.LV_TREE)
self._treegui.SetLayout(1, layout)
# Set the header titles.
self._treegui.SetHeaderText(ID_NAME, "name")
#self._treegui.Refresh()
# Set TreeViewFunctions instance used by our CUSTOMGUI_TREEVIEW
self._treegui.SetRoot(self._treegui, self._listView, None)
self._treegui.Refresh()
return True
def Command(self, messageId, bc):
return True
class MenuToolData(c4d.plugins.ToolData):
dialog = None
def Message(self, doc, data, msgType, t_data):
return True
def AllocSubDialog(self, bc):
return TestTreeDialog()
def GetState(self, doc):
return c4d.CMD_ENABLED
def MouseInput(self, doc, data, bd, win, msg):
return True
def main() -> None:
# c4d.plugins.RegisterCommandPlugin(
# PLUGIN_ID, "treeTest1", 0, None, "treeTest1", MenuCommand())
c4d.plugins.RegisterToolPlugin(PLUGIN_ID, "treeTest2menu", 0, None,"treeTest2describe", MenuToolData())
if __name__ == '__main__':
main()
1.is there any way to add a separator in the model of the two control, so I'can drag to resize,
like asset browser.
2.how to hide this title? It's seem useless
3.can embed the Dialog like asset browser?
thanks a lot!
@ferdinand thank you very much,it had been solved According to your method,have a good day!
hello guys:
when i'm using TreeViewCustomGui(python),there is some problem。
1.CUSTOMGUI_TREEVIEW is empty,this is some ??? showing in the form:dizzy_face:
2.when i use DLG_TYPE_ASYNC, the open form show empty, if i instead of using DLG_TYPE_MODAL it shows normal。
does somewhere i use wrong?
sorry about the grammar
best wishes