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# Example of using the Cinema 4D Tree View GUI in Python.
# Originally written by Niklas Rosenstein
# Modifications by Donovan Keith
import c4d
import os
import weakref
# Be sure to use a unique ID obtained from http://www.plugincafe.com/.
PLUGIN_ID = 9912399
PLUGIN_NAME = "Python TreeView Example"
PLUGIN_HELP = "Show the current scene hierarchy in a tree."
# Bit for the Checkbox in the GUI. Kind of a bad practice to use this
# but reduces complexity for this example.
BIT_CHECKED = 256
# TreeView Column IDs.
ID_CHECKBOX = 1
ID_ICON = 2
ID_TREEVIEW = 3
class Hierarchy(c4d.gui.TreeViewFunctions):
def __init__(self, dlg):
# Avoid a cyclic reference.
self._dlg = weakref.ref(dlg)
def GetFirst(self, root, userdata):
"""
Return the first element in the hierarchy. This can be any Python
object. With Cinema 4D nodes, it is easy to implement, but it could
as well be a Python integer which you can use as an index in a list.
Returns:
(any or None): The first element in the hierarchy or None.
"""
doc = c4d.documents.GetActiveDocument()
return doc.GetFirstObject()
def GetDown(self, root, userdata, obj):
"""
Returns:
(any or None): The child element going from *obj* or None.
"""
return obj.GetDown()
def GetNext(self, root, userdata, obj):
"""
Returns:
(any or None): The next element going from *obj* or None.
"""
return obj.GetNext()
def GetPred(self, root, userdata, obj):
"""
Returns:
(any or None): The previous element going from *obj* or None.
"""
return obj.GetPred()
def GetName(self, root, userdata, obj):
"""
Returns:
(str): The name to display for *obj*.
"""
return obj.GetName()
def Open(self, root, userdata, obj, opened):
"""
Called when the user opens or closes the children of *obj* in
the Tree View.
"""
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SELECTION, obj)
if opened:
obj.SetBit(c4d.BIT_OFOLD)
else:
obj.DelBit(c4d.BIT_OFOLD)
doc.EndUndo()
c4d.EventAdd()
def IsOpened(self, root, userdata, obj):
"""
Returns:
(bool): True if *obj* is opened (expaneded), False if it is
closed (collapsed).
"""
return obj.GetBit(c4d.BIT_OFOLD)
def DeletePressed(self, root, userdata):
"""
Called when the user right-click Deletes or presses the Delete key.
Should delete all selected elements.
"""
def delete_recursive(op):
if op is None: return
if op.GetBit(c4d.BIT_ACTIVE) == True:
doc.AddUndo(c4d.UNDOTYPE_DELETE, op)
op.Remove()
return
for child in op.GetChildren():
delete_recursive(child)
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
for obj in doc.GetObjects():
delete_recursive(obj)
doc.EndUndo()
c4d.EventAdd()
def Select(self, root, userdata, obj, mode):
"""
Called when the user selects an element.
"""
doc = c4d.documents.GetActiveDocument()
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE_SMALL, obj)
doc.SetActiveObject(obj, mode)
doc.EndUndo()
# c4d.EventAdd()
def IsSelected(self, root, userdata, obj):
"""
Returns:
(bool): True if *obj* is selected, False if not.
"""
return obj.GetBit(c4d.BIT_ACTIVE)
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.
"""
c4d.gui.MessageDialog("You clicked on " + obj.GetName())
return True
def IsResizeColAllowed(self, root, userdata, lColID):
return True
def IsTristate(self, root, userdata):
return False
def GetDragType(self, root, userdata, obj):
"""
Returns:
(int): The drag datatype.
"""
return c4d.DRAGTYPE_ATOMARRAY
def DragStart(self, root, userdata, obj):
"""
Returns:
(int): Bitmask specifying options for the drag, whether it is
allowed, etc.
"""
return c4d.TREEVIEW_DRAGSTART_ALLOW | c4d.TREEVIEW_DRAGSTART_SELECT
def GetId(self, root, userdata, obj):
"""
Return a unique ID for the element in the TreeView.
"""
return obj.GetUniqueID()
def SetName(self, root, userdata, obj, name):
"""
Called when the user renames the element. `DoubleClick()` must return
False for this to work.
"""
obj.SetName(name)
def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor):
"""
Called for a cell with layout type `c4d.LV_USER` or `c4d.LV_USERTREE`
to draw the contents of a cell.
"""
if col == ID_ICON:
icon = obj.GetIcon()
drawinfo["frame"].DrawBitmap(
icon["bmp"], drawinfo["xpos"], drawinfo["ypos"],
16, 16, icon["x"], icon["y"], icon["w"], icon["h"], c4d.BMP_ALLOWALPHA)
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:
obj.SetBit(BIT_CHECKED)
else:
obj.DelBit(BIT_CHECKED)
def checked_collect(op):
if op is None:
return
elif isinstance(op, c4d.documents.BaseDocument):
for obj in op.GetObjects():
for x in checked_collect(obj):
yield x
else:
if op.GetBit(BIT_CHECKED):
yield op
for child in op.GetChildren():
for x in checked_collect(child):
yield x
status = ', '.join(obj.GetName() for obj in checked_collect(obj.GetDocument()))
self._dlg().SetString(1001, "Checked: " + status)
self._dlg()._treegui.Refresh()
def IsChecked(self, root, userdata, obj, column):
"""
Returns:
(int): Status of the checkbox in the specified *column* for *obj*.
"""
val = obj.GetBit(BIT_CHECKED)
if val == True:
return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED
else:
return c4d.LV_CHECKBOX_ENABLED
def HeaderClick(self, root, userdata, column, channel, is_double_click):
"""
Called when the TreeView header was clicked.
Returns:
(bool): True if the event was handled, False if not.
"""
c4d.gui.MessageDialog("You clicked on the '%i' header." % (column))
return True
def AcceptDragObject(self, root, userdata, obj, dragtype, dragobject):
"""
Called when a drag & drop operation hovers over the TreeView to check
if the drag can be accepted.
Returns:
(int, bool)
"""
if dragtype != c4d.DRAGTYPE_ATOMARRAY:
return 0
return c4d.INSERT_BEFORE | c4d.INSERT_AFTER | c4d.INSERT_UNDER, True
def GenerateDragArray(self, root, userdata, obj):
"""
Return:
(list of c4d.BaseList2D): Generate a list of objects that can be
dragged from the TreeView for the `c4d.DRAGTYPE_ATOMARRAY` type.
"""
if obj.GetBit(c4d.BIT_ACTIVE):
return [obj, ]
def InsertObject(self, root, userdata, obj, dragtype, dragobject, insertmode, bCopy):
"""
Called when a drag is dropped on the TreeView.
"""
if dragtype != c4d.DRAGTYPE_ATOMARRAY:
return # Shouldnt happen, we catched that in AcceptDragObject
for op in dragobject:
op.Remove()
if insertmode == c4d.INSERT_BEFORE:
op.InsertBefore(obj)
elif insertmode == c4d.INSERT_AFTER:
op.InsertAfter(obj)
elif insertmode == c4d.INSERT_UNDER:
op.InsertUnder(obj)
return
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 True
def GetColors(self, root, userdata, obj, pNormal, pSelected):
"""
Retrieve colors for the TreeView elements.
Returns:
(int or c4d.Vector, int or c4d.Vector): The colors for the normal
and selected state of the element.
"""
usecolor = obj[c4d.ID_BASEOBJECT_USECOLOR]
if usecolor == c4d.ID_BASEOBJECT_USECOLOR_ALWAYS:
pNormal = obj[c4d.ID_BASEOBJECT_COLOR]
return pNormal, pSelected
# Context menu entry for "Hello World!"
ID_HELLOWORLD = 355435345
def CreateContextMenu(self, root, userdata, obj, lColumn, bc):
"""
User clicked with the right mouse button on an entry so
we can here enhance the menu
"""
bc.SetString(self.ID_HELLOWORLD, "Hello World!")
def ContextMenuCall(self, root, userdata, obj, lColumn, lCommand):
"""
The user executes an entry of the context menu.
Returns:
(bool): True if the event was handled, False if not.
"""
if lCommand == self.ID_HELLOWORLD:
obj.SetName("Hello World!")
c4d.EventAdd()
return True
return False
def SelectionChanged(self, root, userdata):
"""
Called when the selected elements in the TreeView changed.
"""
print "The selection changed"
def Scrolled(self, root, userdata, h, v, x, y):
"""
Called when the TreeView is scrolled.
"""
self._dlg().SetString(1002, ("H: %i V: %i X: %i Y: %i" % (h, v, x, y)))
class TestDialog(c4d.gui.GeDialog):
_treegui = None
def CreateLayout(self):
# Create the TreeView GUI.
customgui = c4d.BaseContainer()
customgui.SetBool(c4d.TREEVIEW_BORDER, True)
customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True)
customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False)
customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True)
customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True)
customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True)
customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True)
customgui.SetBool(c4d.TREEVIEW_CURSORKEYS, True)
customgui.SetBool(c4d.TREEVIEW_NOENTERRENAME, False)
self._treegui = self.AddCustomGui(
1000, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT,
300, 300, customgui)
if not self._treegui:
print "[ERROR]: Could not create TreeView"
return False
self.AddMultiLineEditText(1001, c4d.BFH_SCALEFIT | c4d.BFV_SCALE | c4d.BFV_BOTTOM, 0, 40)
self.AddEditText(1002, c4d.BFH_SCALEFIT, 0, 25)
return True
def CoreMessage(self, id, msg):
if id == c4d.EVMSG_CHANGE:
# Update the treeview on each change in the document.
self._treegui.Refresh()
return True
def InitValues(self):
# Initialize the column layout for the TreeView.
layout = c4d.BaseContainer()
layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX)
layout.SetLong(ID_ICON, c4d.LV_USER)
layout.SetLong(ID_TREEVIEW, c4d.LV_TREE)
self._treegui.SetLayout(3, layout)
# Set the header titles.
self._treegui.SetHeaderText(ID_CHECKBOX, "Check")
self._treegui.SetHeaderText(ID_ICON, "Icon")
self._treegui.SetHeaderText(ID_TREEVIEW, "Name")
self._treegui.Refresh()
# Don't need to store the hierarchy, due to SetRoot()
data_model = Hierarchy(self)
self._treegui.SetRoot(None, data_model, None)
self._treegui.SetFocusItem(None)
self.SetString(1002, "Scroll values")
return True
class MenuCommand(c4d.plugins.CommandData):
dialog = None
def Execute(self, doc):
"""
Just create the dialog when the user clicked on the entry
in the plugins menu to open it
"""
if self.dialog is None:
self.dialog = TestDialog()
return self.dialog.Open(
c4d.DLG_TYPE_ASYNC, PLUGIN_ID, defaulth=600, defaultw=600)
def RestoreLayout(self, sec_ref):
"""
Same for this method. Just allocate it when the dialog is needed.
"""
if self.dialog is None:
self.dialog = TestDialog()
return self.dialog.Restore(PLUGIN_ID, secret=sec_ref)
def main():
c4d.plugins.RegisterCommandPlugin(
PLUGIN_ID, PLUGIN_NAME, 0, None, PLUGIN_HELP, MenuCommand())
if __name__ == "__main__":
main()
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