Custom GUI button via resource description
-
Hi,
In the past I have been able to programmatically provide a custom gui "clearselection" button in a
GeDialog
using:Bool MyGeDialog::CreateLayout(void) { ... BaseContainer bc = GetCustomDataTypeDefault(CUSTOMGUI_BITMAPBUTTON); bc = GetCustomDataTypeDefault(CUSTOMGUI_BITMAPBUTTON); bc.SetBool(BITMAPBUTTON_BUTTON, TRUE); bc.SetInt32(BITMAPBUTTON_ICONID1, RESOURCEIMAGE_CLEARSELECTION); AddCustomGui(IDC_FILTER_CLEAR, CUSTOMGUI_BITMAPBUTTON, String(), 0, 0, 0, bc);
I have also been able to provide my own customgui in a
DescriptionToolData
resource using:CONTAINER MyDescriptionTool_desc { NAME MyDescriptionTool_desc; GROUP { LONG REFERENCEPOINT_GADGETID { ANIM OFF; CUSTOMGUI REFERENCEPOINT; REFERENCEPOINTS 5; } ...
Where "reference point" is a custom gadget allowing to select one of the corners of a rectangle, to be used as reference/origin.
Now I would like to provide a "clearselection" button as part of a
DescriptionToolData
resource description.
Could anyone please point me to an example how to go about this. Thank you. -
I don't think you can configure a bitmap button in a
res
file.You can add a
BITMAPBUTTON
parameter in theres
file (e.g.ocamera.res
). But then you have to implementDescriptionToolData::GetDDescription()
to define the specific settings of this parameter's GUI. -
You mentioning the BITMAPBUTTON and with the help of
ExampleSculptGrabBrush::GetDDescription
from the cinemasdk I was able to make it work.
Thanks.