Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- def create_combobox_rig(self, redraw=False):
- if redraw:
- self.LayoutFlushGroup(const.RIG)
- else:
- self.GroupBegin(const.RIG, c4d.BFH_SCALEFIT | c4d.BFV_TOP, 3, title=txt.RIG)
- self.GroupBorder(c4d.BORDER_GROUP_IN)
- self.GroupBorderSpace(10, 10, 10, 10)
- #Creation du combobox
- buffer_all_rigs = self.rig.get_all_rigs()
- buffer_active_rig = self.rig.get_active_rig()
- #On créer le combo general
- self.AddComboBox(const.RIG_COMBOBOX, c4d.BFH_SCALEFIT)
- #On liste tout les groups et on ajoute
- for i in xrange(0, len(buffer_all_rigs)):
- self.AddChild(const.RIG_COMBOBOX, i, str(buffer_all_rigs[i]["name"]))
- self.SetLong(const.RIG_COMBOBOX, buffer_active_rig["id"])
- #Création des boutton ajout + delete rig
- self.AddButton(const.RIG_ADD_BUTTON_COMBO, c4d.BFH_CENTER,10, 10, name=txt.RIG_ADD_BUTTON_COMBO)
- self.AddButton(const.RIG_REMOVE_BUTTON_COMBO, c4d.BFH_CENTER,10, 10, name=txt.RIG_REMOVE_BUTTON_COMBO)
- self.GroupEnd()
- if redraw:
- self.LayoutChanged(const.RIG)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement