Quicktab SDK Example
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Dear Developpers,
I am trying to implement a Quicktab Gui into my Plugin. While i get some User interface that is somehow usable, I see some content getting mixed up in the gui after multi selecting some tabs.
It might be a simple thing as an ID not matching, but I am a little bit lost hence its basically just the SDK example i use.
as you can see FFFF is deselected but shown
DDDD and CCCC are switched up ....
and no its not just a row shuffle .. deselecting DDD hides CCC
deselecting more result in more gui disintegration ...Can you confirm that applying more content results in some weird stuff? Or what is your hunch .,... where to look ?
Thank you for your time.
cheers moghonly little was added .... rest is basically the SDK example ....
class CustomGroup(c4d.gui.SubDialog): """A SubDialog to display the passed string, its used as example for the actual content of a Tab""" def __init__(self, material, parts): self._material = material self._parts = '\n'.join(parts) def CreateLayout(self): self.AddStaticText(CUSTOM_GROUP_ID_TEXT_BASE + 1 , flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_FIT | c4d.BFV_FIT, name=self._material) self.AddStaticText(CUSTOM_GROUP_ID_TEXT_BASE + 2 , flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_FIT | c4d.BFV_FIT, name=CUSTOM_GROUP_ID_TEXT_BASE) self.AddMultiLineEditText(CUSTOM_GROUP_ID_TEXT_BASE + 3, flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, initw=0, inith=0, style=c4d.DR_MULTILINE_WORDWRAP) self.SetString(CUSTOM_GROUP_ID_TEXT_BASE + 3, value=self._parts) #for i, parts in enumerate(self._parts): # self.AddStaticText(CUSTOM_GROUP_ID_TEXT_BASE + i, c4d.BFH_SCALEFIT, name=parts) return True def Populate(self): doc = c4d.documents.GetActiveDocument() directory, _ = os.path.split(__file__) poart_json_file = os.path.join(directory, "default_asignment.json") material_ids, materials_dict = read_parts_json(poart_json_file) self.FlushAllTabs() # clear the GUI print( str( material_ids)) print("-"*80) for material_id in materials_dict: part_list = materials_dict[material_id] #print( str(material_id), str(part_list) ) ### Tabs ################################################## tab_Content = CustomGroup(str(material_id), part_list) self.AppendTab(str(material_id), tab_Content, False)
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Hi there is nothing preventing for more "tabs", since your code is far from being complete it will be very hard for us to help you, so please share your code.
As a hint I would check for Ids, as it is most likely the cause.
Cheers,
Maxime. -
I am sorry, I do not want to come across as lacy but it is more or less the sdk example thats why I asked so sparse.
I numerated the IDS from top to bottom that solved the FFFFF unchecking but there is still GUI disintegration and the switch between CCCC and DDDD
The occasional supper and so is the prework for the link boxes I want to integrate (copied from ferdinands recent GUI example here in the forum)
kind regards mogh
""" Copyright: MAXON Computer GmbH Author: Maxime Adam Description: - Creates a Modal Dialog displaying a different SubDialog according to the selected entry of the QuickTab. - Demonstrates how to add, flushes, remove tab interactively. Class/method highlighted: - c4d.gui.QuickTabCustomGui - QuickTabCustomGui.ClearStrings() - QuickTabCustomGui.AppendString() - c4d.gui.GeDialog - GeDialog.CreateLayout() - GeDialog.InitValues() - GeDialog.Command() - GeDialog.HideElement() - GeDialog.RemoveElement() - c4d.gui.SubDialog """ import c4d # pyright: ignore[reportMissingImports] import json import os DEBUG = True # Ids used in our Dialog ID_MAINGROUP = 1000 # ID used for the Group that holds all the other group representing the tab content ID_QUICKTAB_BAR = 1001 # ID for the quicktab customGui ID_QUICKTAB_BASE_GROUP = 1002 # Base ID for each SubDialog ID_LOADDEFAULT_MAT_ASIGN = 1003 ID_CREATE_MATERIALS = 1004 BUTTON_PRINT_TEXT = 1005 # ID used for the Print text Button BUTTON_PRINT_SELECTED = 1006 # ID used for the Print Selected Button BUTTON_FLUSH_ALL = 1007 # ID used for the Flush All Button BUTTON_ADD = 1008 # ID used for the Add Button BUTTON_REMOVE = 1009 # ID used for the Remove Button # Id used in our SubDialog CUSTOM_GROUP_ID_TEXT_BASE = 4000 # Defines the ID for the string to be displayed LAYOUT_DEBUG = True DEFAULT_BORDER_STYLE =c4d.BORDER_NONE if LAYOUT_DEBUG is True: DEFAULT_BORDER_STYLE = c4d.BORDER_BLACK GENERATOR_START_ID = 2000 def plusone_id(): n = GENERATOR_START_ID while n < GENERATOR_START_ID+999: yield n n += 1 somne_json = '{"AAAAAAA 85": ["a part_number_1","a part_number_2","a part_number_3"],"BBBBB 40": ["b part_number_4","b part_number_5"],"CCCCCCC": ["c part_number_6","c part_number_7","c part_number_8","c part_number_9"],"DDDDDD": ["d part_number_6","d part_number_7","d part_number_8","d part_number_9"],"FFFFF": ["f Plane"],"GGGGGGG": ["g part_number_6","g part_number_7","g part_number_8","g part_number_9"],"HHHHHHHH": ["h part_number_6","h part_number_7","h part_number_8","h part_number_9"],"IIIIII": ["i part_number_6","i part_number_7","i part_number_8","i part_number_9"],"JJJJJJJJJ": ["j part_number_6","j part_number_7","j part_number_8","j part_number_9"],"KKKKKKKK": ["k part_number_6","k part_number_7","k part_number_8","k part_number_9"],"LLLLLLLLL": ["l part_number_6","l part_number_7","l part_number_8","l part_number_9"]}' ### Json ##################################################################################### def read_parts_json(json_file_path): #with open(json_file_path) as f: data = json.load(f) data = json.loads(somne_json) materials = {} for material_id, part_numbers in data.items(): materials[material_id] = part_numbers material_ids = list(data.keys()) return material_ids, materials class CustomGroup(c4d.gui.SubDialog): DEFAULT_FLAGS = c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT DEFAULT_SPACE = (5, 5, 5, 5) """A SubDialog to display the passed string, its used as example for the actual content of a Tab""" def __init__(self, material, parts): self._material = material self._parts = '\n'.join(parts) def CreateLayout(self): #self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.AddStaticText(CUSTOM_GROUP_ID_TEXT_BASE + 1 , flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_FIT | c4d.BFV_FIT, name=self._material) self.AddStaticText(CUSTOM_GROUP_ID_TEXT_BASE + 2 , flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_FIT | c4d.BFV_FIT, name=CUSTOM_GROUP_ID_TEXT_BASE) self.AddMultiLineEditText(CUSTOM_GROUP_ID_TEXT_BASE + 3, flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, initw=0, inith=0, style=0) self.SetString(CUSTOM_GROUP_ID_TEXT_BASE + 3, value=self._parts) #for i, parts in enumerate(self._parts): # self.AddStaticText(CUSTOM_GROUP_ID_TEXT_BASE + i, c4d.BFH_SCALEFIT, name=parts) return True class MyDialog(c4d.gui.GeDialog): DEFAULT_FLAGS = c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT DEFAULT_SPACE = (5, 5, 5, 5) def __init__(self, items=[]): # this is from the linkbox example from ferdinand super(MyDialog, self).__init__() # will be link box self._items = [] self._doc = None self._hasCreateLayout = False self.Items = items self._quickTab = None # Stores the quicktab custom GUI self._tabList = {} # Stores the TabName and the SubDialog that represents each tab of the QuickTab def _DrawQuickTabGroup(self): """Creates and draws all the SubDialog for each tab, take care it does not hide these according to a selection state. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Flush the content of the group that holds all ours SubDialogs self.LayoutFlushGroup(ID_MAINGROUP) self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) # Iterates over the number of tab to create and attach the correct SubDialog for tabId, (tabName, tabGui) in enumerate(self._tabList.items()): self.AddSubDialog(ID_QUICKTAB_BASE_GROUP + tabId, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 0, 0) self.AttachSubDialog(tabGui, ID_QUICKTAB_BASE_GROUP + tabId) # Notifies the content of the MainGroup has changed self.LayoutChanged(ID_MAINGROUP) return True def GetActiveTabs(self): """Retrieves two list of currently selected tabs from the self._quickTab. Returns: list(int), list(name): The first list, contains tabs Id (from self._quickTab the dict) and the second list contains all names of the selected tabs. """ # Checks if the quicktab is defined if self._quickTab is None: return False, False returnIds = [] returnNames = [] for tabId, (tabName, tabGui) in enumerate(self._tabList.items()): if self._quickTab.IsSelected(tabId): returnIds.append(tabId) returnNames.append(tabName) return returnIds, returnNames def DisplayCorrectGroup(self): """Hides all unused groups and display the correct one. Returns: True if success otherwise False. """ # Retrieves the selected tab activeIds, activeNames = self.GetActiveTabs() # Iterates each CustomGui and defines if they are hidden or not for tabId in range(len(self._tabList)): toDisplay = tabId in activeIds self.HideElement(ID_QUICKTAB_BASE_GROUP + tabId, not toDisplay) # Notifies the content of the MainGroup has changed self.LayoutChanged(ID_MAINGROUP) return True def AppendTab(self, tabName, content, active=True): """Appends a tab to the current quicktab with the associated content to be displayed. Args: tabName (str): The name the tab should have. content (c4d.gui.SubDialog): The SubDialog to be drawn/linked when the tab is selected. active (bool, optional): If True, the inserted tab will be selected. Defaults to True. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Adds the tab entry n the quicktab self._quickTab.AppendString(len(self._tabList), tabName, False) # Updates our current tabList with tabName and the Subdialog to be linked self._tabList.update({tabName: content}) # Retrieves the current selected tab previousActiveId, previousActiveName = self.GetActiveTabs() # Draws the quicktab SubDialog (in order to have the new one drawn) self._DrawQuickTabGroup() # Defines the just added tab according state self._quickTab.Select(len(self._tabList) - 1, active) # Defines previous active tab for tabId in previousActiveId: self._quickTab.Select(tabId, True) # Display only the selected tab and hides all others self.DisplayCorrectGroup() return True def FlushAllTabs(self): """Removes all tabs and their content from the GUI. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Removes all the tabs self._quickTab.ClearStrings() # Removes all the customGui for tabId in range(len(self._tabList)): self.RemoveElement(ID_QUICKTAB_BASE_GROUP + tabId) # Reinitializes the stored tablist to an empty dict self._tabList = {} # Notifies the content of the MainGroup has changed self.LayoutChanged(ID_MAINGROUP) return True def RemoveTab(self, tabNameToRemove): """Removes a tab by its name Args: tabNameToRemove (str): The tab to remove. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Copies the tabList newDict = dict(self._tabList) # Checks if the entry exist if tabNameToRemove not in newDict: return True # Removes the entry we want to delete del newDict[tabNameToRemove] # Removes all groups self.FlushAllTabs() # Re-adds all the one from our copy for tabName, tabGui in newDict.items(): self.AppendTab(tabName, tabGui) return True def CreateLayout(self): """This Method is called automatically when Cinema 4D Create the Layout (display) of the Dialog.""" # Creates a QuickTab Custom Gui bc = c4d.BaseContainer() #bc.SetInt32(c4d.QUICKTAB_BAR, 0) # (0=off, 1=on, 2=non-bold, 3=special separator look) bc.SetBool(c4d.QUICKTAB_BAR, False) #bc.SetBool(c4d.QUICKTAB_SPRINGINGFOLDERS, True) # if we can get link fields usefull bc.SetBool(c4d.QUICKTAB_SHOWSINGLE, True) bc.SetBool(c4d.QUICKTAB_NOMULTISELECT, False) self.GroupBegin(next(plusone_id()), c4d.BFH_SCALEFIT | c4d.BFV_TOP | c4d.BFV_FIT, 0, 0, '', 0) self._quickTab = self.AddCustomGui(ID_QUICKTAB_BAR, c4d.CUSTOMGUI_QUICKTAB, '', c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 0, 0, bc) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupEnd() # Creates a group that will contain all the group representing each tab self.GroupBegin(ID_MAINGROUP, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, cols=10, rows=10, title='') self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupEnd() # dummy group to spread vertically if self.GroupBegin(id=next(plusone_id()), flags=c4d.BFH_FIT | c4d.BFV_FIT): #cols=1, rows=1, self.GroupBorderSpace(left=0, top=0, right=0, bottom=0) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.AddStaticText(id=next(plusone_id()), flags=c4d.BFV_CENTER | c4d.BFV_SCALE | c4d.BFH_CENTER | c4d.BFH_SCALE, name="") self.GroupEnd() # Creates a group with button in order to do some operation with the QuickTab CustomGUI if self.GroupBegin(next(plusone_id()), c4d.BFH_SCALEFIT | c4d.BFV_BOTTOM, 6, 1, '', 0): self.AddButton(ID_LOADDEFAULT_MAT_ASIGN, c4d.BFH_SCALEFIT, name="Populate") self.AddButton(BUTTON_PRINT_TEXT, c4d.BFH_SCALEFIT, name="Print text") self.AddButton(BUTTON_PRINT_SELECTED, c4d.BFH_SCALEFIT, name="Print Selected") self.AddButton(BUTTON_FLUSH_ALL, c4d.BFH_SCALEFIT, name="Flush All") self.AddButton(BUTTON_ADD, c4d.BFH_SCALEFIT, name="Add") self.AddButton(BUTTON_REMOVE, c4d.BFH_SCALEFIT, name="Remove") self.GroupEnd() return True def InitValues(self): """This Method is called automatically after the GUI is initialized.""" # Creates the first Tab #cg1 = CustomGroup(["This is the first Tab", "Just dummy text here"]) #self.AppendTab("First Tab", cg1, True) # Creates the second Tab #cg2 = CustomGroup(["This is the second Tab", "Just another dummy text here"]) #self.AppendTab("Second Tab", cg2, False) #return True return super(MyDialog, self).InitValues() def Command(self, id, msg): """This Method is called automatically when the user clicks on a gadget and/or changes its value this function will be called. It is also called when a string menu item is selected. Args: id: The ID of the gadget that triggered the event. msg: The original message container Returns: False if there was an error, otherwise True. """ # If the user interacts with the quicktab, we make sure to display the CustomGUI linked to the active one if id == ID_QUICKTAB_BAR and self._quickTab: self.DisplayCorrectGroup() return True # Displays all the Tab name if id == BUTTON_PRINT_TEXT: print([key for key in self._tabList]) return True # Displays the ID and name of the selected tab if id == BUTTON_PRINT_SELECTED: print(self.GetActiveTabs()) # Removes all tabs if id == BUTTON_FLUSH_ALL: self.FlushAllTabs() # Adds a new Tab to the quicktab if id == BUTTON_ADD: cg3 = CustomGroup(["This is the third Tab"]) self.AppendTab("Third Tab", cg3, True) # Removes the first tab of the quicktab if id == BUTTON_REMOVE: self.RemoveTab("First Tab") if id == ID_LOADDEFAULT_MAT_ASIGN: self.Populate() return True def Populate(self): doc = c4d.documents.GetActiveDocument() directory, _ = os.path.split(__file__) poart_json_file = os.path.join(directory, "default_asignment.json") material_ids, materials_dict = read_parts_json(poart_json_file) self.FlushAllTabs() # clear the GUI print( str( material_ids)) print("-"*80) for material_id in materials_dict: part_list = materials_dict[material_id] #print( str(material_id), str(part_list) ) ### Tabs ################################################## tab_Content = CustomGroup(str(material_id), part_list) self.AppendTab(str(material_id), tab_Content, False) print("-"*80) c4d.EventAdd() # Main function def main(): if DEBUG: c4d.CallCommand(13957) # clear console # Initializes a QuickTabDialogExample Dialog diag = MyDialog() # Opens the Dialog in modal mode diag.Open(dlgtype=c4d.DLG_TYPE_MODAL_RESIZEABLE, defaultw=400, defaulth=400) # Execute main() if __name__ == '__main__': main()
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Hi can you illustrate what "GUI disintegration" means with a picture. as with the latest 2023.1 I can't spot any issue.
May I ask which version of Cinema 4D are you using and most important which Python version? You taged this topic as R20 and 2023 and R20 would mean Python 2.7, but you need to be careful since dictionary in python are guarantee to be ordered only since Python 3.6.
Which I think is what cause your issue since with Cinema 4D 2023.1 I wasn't able to reproduce the "switch between CCCC and DDDD". So if you want to support version as old as R20 you will need a different data structure like tuple. For more information see Default ordered dictionaries in Python 2.7.x.
Cheers,
Maxime. -
Hi Maxime,
GUI disintegration mostly happening when selecting first and last Tab ...
I am troubleshooting this thing for 5 hours now and the outcome seems to stay the same, I slim-lined the code to draw less gui refreshs, printed the ids / tab names/ and content in several places, but the code and underlying list do not indicate CCCC on ID 10 - So it seems only the TABs are wrong not the data structure ...
# json list ['KKKKKKKK', 'BBBBB 40', 'LLLLLLLLL', 'HHHHHHHH', 'GGGGGGG', 'IIIIII', 'JJJJJJJJJ', 'CCCCCCC', 'AAAAAAA 85', 'FFFFF', 'DDDDDD'] -------------------------------------------------------------------------------- #AppendTab _tabList: {'KKKKKKKK': <__main__.CustomGroup object at 0x000001FBD74848B8>, 'BBBBB 40': <__main__.CustomGroup object at 0x000001FBD7484948>, 'LLLLLLLLL': <__main__.CustomGroup object at 0x000001FBD7484A68>, 'HHHHHHHH': <__main__.CustomGroup object at 0x000001FBD74849D8>, 'GGGGGGG': <__main__.CustomGroup object at 0x000001FBD7484990>, 'IIIIII': <__main__.CustomGroup object at 0x000001FBD7484A20>, 'JJJJJJJJJ': <__main__.CustomGroup object at 0x000001FBD7C23C60>, 'CCCCCCC': <__main__.CustomGroup object at 0x000001FBDF91FCA8>, 'AAAAAAA 85': <__main__.CustomGroup object at 0x000001FBD7C23CF0>, 'FFFFF': <__main__.CustomGroup object at 0x000001FBDF91FC60>, 'DDDDDD': <__main__.CustomGroup object at 0x000001FBD7C23D80>} -------------------------------------------------------------------------------- #_DrawQuickTabGroup (0, 'KKKKKKKK', ' layout inserted subdialog id-> ', 4000) (1, 'BBBBB 40', ' layout inserted subdialog id-> ', 4001) (2, 'LLLLLLLLL', ' layout inserted subdialog id-> ', 4002) (3, 'HHHHHHHH', ' layout inserted subdialog id-> ', 4003) (4, 'GGGGGGG', ' layout inserted subdialog id-> ', 4004) (5, 'IIIIII', ' layout inserted subdialog id-> ', 4005) (6, 'JJJJJJJJJ', ' layout inserted subdialog id-> ', 4006) (7, 'CCCCCCC', ' layout inserted subdialog id-> ', 4007) (8, 'AAAAAAA 85', ' layout inserted subdialog id-> ', 4008) (9, 'FFFFF', ' layout inserted subdialog id-> ', 4009) (10, 'DDDDDD', ' layout inserted subdialog id-> ', 4010) # GetActiveTabs for loop (0, 'KKKKKKKK') (1, 'BBBBB 40') (2, 'LLLLLLLLL') (3, 'HHHHHHHH') (4, 'GGGGGGG') (5, 'IIIIII') (6, 'JJJJJJJJJ') (7, 'CCCCCCC') (8, 'AAAAAAA 85') (9, 'FFFFF') (10, 'DDDDDD') ('GetActiveTabs id: ', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]) ('GetActiveTabs names: ', ['KKKKKKKK', 'BBBBB 40', 'LLLLLLLLL', 'HHHHHHHH', 'GGGGGGG', 'IIIIII', 'JJJJJJJJJ', 'CCCCCCC', 'AAAAAAA 85', 'FFFFF', 'DDDDDD'])
a few moments ago I tested brieflyOrderedDict()
and tuple with no change in outcome ...EDIT: ok so i missed the flushing, changing every {} to
self._tabList = OrderedDict()
seems top work - The GUI Problems (screenshot) remain ...I had the idea to link to # instead of names but that is not what the SDK example does it takes the names ?I am at 2023.1 at work and in my free time on R20.059
I checked 2023.1 before I pester you here because I know you will limit support otherwisethank you for your time.
mogh -
Here is my latest Example Code, I will check for R2023.1 on Monday.
selecting FFFF and DDDD results in GUI weirdness ... on R20Update: Also on 2023.1 I get this UI glitch ... selecting KKKKK / LLLLLL (last ones)
Update 2: fiddled a little bit with the IDs (the class has an offset now so the ids are unique) and
Layoutchange()
no updated on the glitch when selecting the KKKK + X elements.import c4d # pyright: ignore[reportMissingImports] import json import os from collections import OrderedDict DEBUG = True # Ids used in our Dialog ID_MAINGROUP = 1000 # ID used for the Group that holds all the other group representing the tab content ID_QUICKTAB_BAR = 1001 # ID for the quicktab customGui ID_LOADDEFAULT_MAT_ASIGN = 1003 ID_CREATE_MATERIALS = 1004 BUTTON_PRINT_TEXT = 1005 # ID used for the Print text Button BUTTON_PRINT_SELECTED = 1006 # ID used for the Print Selected Button BUTTON_FLUSH_ALL = 1007 # ID used for the Flush All Button BUTTON_ADD = 1008 # ID used for the Add Button BUTTON_REMOVE = 1009 # ID used for the Remove Button # Id used in our SubDialog ID_QUICKTAB_BASE_GROUP = 5000 # Defines the ID for the string to be displayed CUSTOM_GROUP_ID_TEXT_BASE = 4000 DEFAULT_FLAGS = c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT DEFAULT_SPACE = (5, 5, 5, 5) DEFAULT_BORDER_STYLE =c4d.BORDER_NONE LAYOUT_DEBUG = True if LAYOUT_DEBUG is True: DEFAULT_BORDER_STYLE = c4d.BORDER_BLACK GENERATOR_START_ID = 2000 def plusone_id(): n = GENERATOR_START_ID while n < GENERATOR_START_ID+999: yield n n += 1 some_json = '{"AAAAAAA 85": ["a part_num_1","a part_num_2","a part_num_3"],"BBBBB 40": ["b part_num_4","b part_num_5"],"CCCCCCC": ["c part_num_6","c part_num_7","c part_num_8","c part_num_9"],"DDDDDD": ["d part_num_6","d part_num_7","d part_num_8","d part_num_9"],"FFFFF": ["f Plane"],"GGGGGGG": ["g part_num_6","g part_num_7","g part_num_8","g part_num_9"],"HHHHHHHH": ["h part_num_6","h part_num_7","h part_num_8","h part_num_9"],"IIIIII": ["i part_num_6","i part_num_7","i part_num_8","i part_num_9"],"JJJJJJJJJ": ["j part_num_6","j part_num_7","j part_num_8","j part_num_9"],"KKKKKKKK": ["k part_num_6","k part_num_7","k part_num_8","k part_num_9"],"LLLLLLLLL": ["l part_num_6","l part_num_7","l part_num_8","l part_num_9"],"MMMMMM": ["m part_num_6","m part_num_7","m part_num_8","m part_num_9"]}' ### Json ##################################################################################### def read_parts_json(json_file_path): #with open(json_file_path) as f: data = json.load(f) data = json.loads(some_json) materials = {} for material_id, part_numbers in data.items(): materials[material_id] = part_numbers material_ids = list(data.keys()) return material_ids, materials class CustomGroup(c4d.gui.SubDialog): """A SubDialog to display the passed string, its used as example for the actual content of a Tab""" def __init__(self, material, parts, offset): self._material = material self._parts = '\n'.join(parts) self.gui_id = CUSTOM_GROUP_ID_TEXT_BASE + offset def CreateLayout(self): self.GroupBegin(self.gui_id + 4, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, cols=1, rows=2, title=self.gui_id) self.GroupBorder(DEFAULT_BORDER_STYLE) self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.AddStaticText(self.gui_id + 1 , flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_FIT | c4d.BFV_FIT, name=self._material) #self.AddStaticText(self.gui_id + 2 , flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_FIT | c4d.BFV_FIT, name=self.gui_id) self.AddMultiLineEditText(self.gui_id + 3, flags=c4d.BFH_LEFT | c4d.BFV_TOP | c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, initw=0, inith=0, style=0) self.SetString(self.gui_id + 3, value=self._parts) self.GroupEnd() #for i, parts in enumerate(self._parts): # self.AddStaticText(self.gui_id + i, c4d.BFH_SCALEFIT, name=parts) return True class MyDialog(c4d.gui.GeDialog): def __init__(self, items=[]): # this is from the linkbox example from ferdinand super(MyDialog, self).__init__() # will be link box self._items = [] self._doc = None self._hasCreateLayout = False self.Items = items self._quickTab = None # Stores the quicktab custom GUI self._tabList = OrderedDict() # Stores the TabName and the SubDialog that represents each tab of the QuickTab def _DrawQuickTabGroup(self): """ Creates and draws all the SubDialog for each tab, take care it does not hide these according to a selection state. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Flush the content of the group that holds all ours SubDialogs self.LayoutFlushGroup(ID_MAINGROUP) #self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) # Iterates over the number of tab to create and attach the correct SubDialog for tabId, (tabName, tabGui) in enumerate(self._tabList.items()): self.AddSubDialog(ID_QUICKTAB_BASE_GROUP + tabId, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 0, 0) self.AttachSubDialog(tabGui, ID_QUICKTAB_BASE_GROUP + tabId) # Notifies the content of the MainGroup has changed self.LayoutChanged(ID_MAINGROUP) return True def GetActiveTabs(self): """Retrieves two list of currently selected tabs from the self._quickTab. Returns: list(int), list(name): The first list, contains tabs Id (from self._quickTab the dict) and the second list contains all names of the selected tabs. """ # Checks if the quicktab is defined if self._quickTab is None: return False, False returnIds = [] returnNames = [] for tabId, (tabName, tabGui) in enumerate(self._tabList.items()): if self._quickTab.IsSelected(tabId): returnIds.append(tabId) returnNames.append(tabName) return returnIds, returnNames def DisplayCorrectGroup(self): """Hides all unused groups and display the correct one. Returns: True if success otherwise False. """ # Retrieves the selected tab activeIds, activeNames = self.GetActiveTabs() print("Display Correct Group") print(activeIds) # Iterates each CustomGui and defines if they are hidden or not for tabId in range(len(self._tabList)): toDisplay = tabId in activeIds #print("activeIds: ", activeIds, "current: ", ID_QUICKTAB_BASE_GROUP, tabId, " -> toDisplay: ", toDisplay) self.HideElement(ID_QUICKTAB_BASE_GROUP + tabId, not toDisplay) # Notifies the content of the MainGroup has changed self.LayoutChanged(ID_MAINGROUP) return True def AppendTab(self, tabName, content, active=True): """Appends a tab to the current quicktab with the associated content to be displayed. Args: tabName (str): The name the tab should have. content (c4d.gui.SubDialog): The SubDialog to be drawn/linked when the tab is selected. active (bool, optional): If True, the inserted tab will be selected. Defaults to True. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Adds the tab entry n the quicktab self._quickTab.AppendString(len(self._tabList), tabName, active) # Updates our current tabList with tabName and the Subdialog to be linked self._tabList.update({tabName: content}) """ I uncommented below because it resulted in a lot of gui calls It seems to work fine just calling self.DisplayCorrectGroup() at the right places not inside here hence this functionis called for each tab """ # Retrieves the current selected tab #previousActiveId, previousActiveName = self.GetActiveTabs() # Draws the quicktab SubDialog (in order to have the new one drawn) #self._DrawQuickTabGroup() # Defines the just added tab according state #self._quickTab.Select(len(self._tabList) - 1, active) # Defines previous active tab #for tabId in previousActiveId: self._quickTab.Select(tabId, True) # Display only the selected tab and hides all others #self.DisplayCorrectGroup() return True def FlushAllTabs(self): """Removes all tabs and their content from the GUI. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Removes all the tabs self._quickTab.ClearStrings() # Removes all the customGui for tabId in range(len(self._tabList)): self.RemoveElement(ID_QUICKTAB_BASE_GROUP + tabId) # Reinitializes the stored tablist to an empty dict self._tabList = OrderedDict() # Flush the content of the group that holds all ours SubDialogs self.LayoutFlushGroup(ID_MAINGROUP) # Notifies the content of the MainGroup has changed self.LayoutChanged(ID_MAINGROUP) return True def RemoveTab(self, tabNameToRemove): """Removes a tab by its name Args: tabNameToRemove (str): The tab to remove. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False # Copies the tabList newDict = OrderedDict(self._tabList) # Checks if the entry exist if tabNameToRemove not in newDict: return True # Removes the entry we want to delete del newDict[tabNameToRemove] # Removes all groups self.FlushAllTabs() # Re-adds all the one from our copy for tabName, tabGui in newDict.items(): self.AppendTab(tabName, tabGui) return True def CreateLayout(self): """This Method is called automatically when Cinema 4D Create the Layout (display) of the Dialog.""" # Creates a QuickTab Custom Gui bc = c4d.BaseContainer() bc.SetInt32(c4d.QUICKTAB_BAR, 0) # (0=off, 1=on, 2=non-bold, 3=special separator look) bc.SetString(c4d.QUICKTAB_BARTITLE, "Title") bc.SetBool(c4d.QUICKTAB_SPRINGINGFOLDERS, True) # if we can get link fields usefull bc.SetBool(c4d.QUICKTAB_SHOWSINGLE, False) bc.SetBool(c4d.QUICKTAB_NOMULTISELECT, False) bc.SetBool(c4d.QUICKTAB_SEPARATOR, True) self.GroupBegin(next(plusone_id()), c4d.BFH_SCALEFIT | c4d.BFV_TOP | c4d.BFV_FIT, 0, 0, 'ID_QUICKTAB_BAR', 0) #self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.GroupBorder(DEFAULT_BORDER_STYLE) self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self._quickTab = self.AddCustomGui(ID_QUICKTAB_BAR, c4d.CUSTOMGUI_QUICKTAB, 'the tabs', c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 0, 0, bc) #self.AddStaticText(id=next(plusone_id()), flags=c4d.BFV_CENTER | c4d.BFV_SCALE | c4d.BFH_CENTER | c4d.BFH_SCALE, name="tabs") #print("layout cusrom gui: ", self._quickTab) self.GroupEnd() # Creates a group that will contain all the group representing each tab self.GroupBegin(ID_MAINGROUP, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, cols=10, rows=10, title='ID_MAINGROUP') #self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.GroupBorder(DEFAULT_BORDER_STYLE) self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.AddStaticText(id=next(plusone_id()), flags=c4d.BFV_CENTER | c4d.BFV_SCALE | c4d.BFH_CENTER | c4d.BFH_SCALE, name="main") self.GroupEnd() # dummy group to spread vertically if self.GroupBegin(id=next(plusone_id()), flags=c4d.BFH_FIT | c4d.BFV_FIT): #cols=1, rows=1, self.GroupBorderSpace(left=0, top=0, right=0, bottom=0) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.AddStaticText(id=next(plusone_id()), flags=c4d.BFV_CENTER | c4d.BFV_SCALE | c4d.BFH_CENTER | c4d.BFH_SCALE, name="") self.GroupEnd() # Creates a group with button in order to do some operation with the QuickTab CustomGUI if self.GroupBegin(next(plusone_id()), c4d.BFH_SCALEFIT | c4d.BFV_BOTTOM, 4, 1, '', 0): self.AddButton(ID_LOADDEFAULT_MAT_ASIGN, c4d.BFH_SCALEFIT, name="Populate") self.AddButton(BUTTON_PRINT_TEXT, c4d.BFH_SCALEFIT, name="Print text") self.AddButton(BUTTON_PRINT_SELECTED, c4d.BFH_SCALEFIT, name="Print Selected") self.AddButton(BUTTON_FLUSH_ALL, c4d.BFH_SCALEFIT, name="Flush All") #self.AddButton(BUTTON_ADD, c4d.BFH_SCALEFIT, name="Add") #self.AddButton(BUTTON_REMOVE, c4d.BFH_SCALEFIT, name="Remove") self.GroupEnd() return True def InitValues(self): """This Method is called automatically after the GUI is initialized.""" # Creates the first Tab #cg1 = CustomGroup(["This is the first Tab", "Just dummy text here"]) #self.AppendTab("First Tab", cg1, True) # Creates the second Tab #cg2 = CustomGroup(["This is the second Tab", "Just another dummy text here"]) #self.AppendTab("Second Tab", cg2, False) #return True return super(MyDialog, self).InitValues() def Command(self, id, msg): """This Method is called automatically when the user clicks on a gadget and/or changes its value this function will be called. It is also called when a string menu item is selected. Args: id: The ID of the gadget that triggered the event. msg: The original message container Returns: False if there was an error, otherwise True. """ # If the user interacts with the quicktab, we make sure to display the CustomGUI linked to the active one if id == ID_QUICKTAB_BAR and self._quickTab: print("user interacted with tab") self.DisplayCorrectGroup() c4d.EventAdd() return True # Displays all the Tab name if id == BUTTON_PRINT_TEXT: print([key for key in self._tabList]) return True # Displays the ID and name of the selected tab if id == BUTTON_PRINT_SELECTED: print(self.GetActiveTabs()) # Removes all tabs if id == BUTTON_FLUSH_ALL: self.FlushAllTabs() """ # Adds a new Tab to the quicktab if id == BUTTON_ADD: cg3 = CustomGroup(["This is the third Tab"]) self.AppendTab("Third Tab", cg3, True) # Removes the first tab of the quicktab if id == BUTTON_REMOVE: self.RemoveTab("First Tab") """ if id == ID_LOADDEFAULT_MAT_ASIGN: self.Populate() return True def Populate(self): doc = c4d.documents.GetActiveDocument() directory, _ = os.path.split(__file__) poart_json_file = os.path.join(directory, "default_asignment.json") material_ids, materials_dict = read_parts_json(poart_json_file) self.FlushAllTabs() # clear the GUI print( str( material_ids)) print("-"*80) offset=0 for material_id in materials_dict: part_list = materials_dict[material_id] #print( str(material_id), str(part_list) ) ### Tabs ############################################## tab_Content = CustomGroup(str(material_id), part_list, offset) self.AppendTab(str(material_id), tab_Content, True) offset += 10 print("-"*80) self._DrawQuickTabGroup() c4d.EventAdd() # Main function def main(): if DEBUG: c4d.CallCommand(13957) # clear console # Initializes a QuickTabDialogExample Dialog diag = MyDialog() # Opens the Dialog in modal mode diag.Open(dlgtype=c4d.DLG_TYPE_MODAL_RESIZEABLE, defaultw=960, defaulth=600) # Execute main() if __name__ == '__main__': main()
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Hi @mogh sorry for the delay, I can indeed confirm the bug and reported it so far I don't have any other workaround than flushing the whole group and re-add everything, which can be very slow.
Cheers,
Maxime. -
Ok Maxime, thanks for the heads up,
I might just display all all the time ....
or build a Classic Tab version ... (is there an example ?)Barebone classic Tab:
import c4d DEBUG = True DEFAULT_FLAGS = c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT DEFAULT_SPACE = (5, 5, 5, 5) DEFAULT_BORDER_STYLE = c4d.BORDER_NONE DEFAULT_TEXT_FLAGS = c4d.BFV_CENTER | c4d.BFV_FIT | c4d.BFH_CENTER | c4d.BFH_FIT class MyDialog(c4d.gui.GeDialog): def CreateLayout(self): if self.GroupBegin(id=950, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT): self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) if self.TabGroupBegin(id=1000, flags=c4d.BFH_LEFT | c4d.BFH_SCALEFIT | c4d.BFV_CENTER | c4d.BFV_SCALEFIT, tabtype=c4d.TAB_TABS): self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) if self.GroupBegin(id=1001, cols=1, rows=1, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, title="Tab 1"): self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.AddStaticText(id=2001, flags=DEFAULT_TEXT_FLAGS, name="some content 1") self.GroupEnd() if self.GroupBegin(id=1002, cols=1, rows=1, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, title="Tab 2"): self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.AddStaticText(id=2002, flags=DEFAULT_TEXT_FLAGS, name="some content 2") self.GroupEnd() if self.GroupBegin(id=1003, cols=1, rows=1, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, title="Tab 3 long name for test"): self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupBorderNoTitle(borderstyle=DEFAULT_BORDER_STYLE) self.AddStaticText(id=2003, flags=DEFAULT_TEXT_FLAGS, name="some content 3") self.GroupEnd() self.GroupEnd() # tab group self.GroupEnd() # main window return True def main(): if DEBUG: c4d.CallCommand(13957) # clear console diag = MyDialog() diag.Open(dlgtype=c4d.DLG_TYPE_MODAL_RESIZEABLE, defaultw=960, defaulth=600) if __name__ == '__main__': main()
kind regards ...
mogh -
While rethinking about it last night, it may not be that slow if on user interaction you just flush the main group and re-attach already existing dialog.
So you need to modify your `def _DrawQuickTabGroup(self)`` method like so to only display visible dialog:
def _DrawQuickTabGroup(self, onlyVisible=True): """ Creates and draws all the SubDialog for each tab, take care it does not hide these according to a selection state. Returns: True if success otherwise False. """ # Checks if the quicktab is defined if self._quickTab is None: return False activeIds, activeNames = self.GetActiveTabs() # Flush the content of the group that holds all ours SubDialogs self.LayoutFlushGroup(ID_MAINGROUP) #self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) # Iterates over the number of tab to create and attach the correct SubDialog for tabId, (tabName, tabGui) in enumerate(self._tabList.items()): toDisplay = tabId in activeIds if not toDisplay: continue self.AddSubDialog(ID_QUICKTAB_BASE_GROUP + tabId, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 0, 0) self.AttachSubDialog(tabGui, ID_QUICKTAB_BASE_GROUP + tabId) self.LayoutChanged(ID_MAINGROUP) return True
Then in the
Command
message instead of callingDisplayCorrectGroup
you should call_DrawQuickTabGroup
like so:def Command(self, id, msg): if id == ID_QUICKTAB_BAR and self._quickTab: self._DrawQuickTabGroup() return True
Regarding your question and classic Tab, find an example in Remove a GeDialog Tab Group but as you can see this is also not possible to remove a tab without redrawing everything .
Cheers,
Maxime.