3ds Max C++ API Reference
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Manages a set of ActionTables, ActionCallbacks and ActionContext. More...
#include <actiontable_REMOTE_92.h>
Public Member Functions | |
virtual void | RegisterActionTable (ActionTable *pTable)=0 |
Register an action table with the manager. | |
virtual int | NumActionTables ()=0 |
Returns the number of ActionTables. | |
virtual ActionTable * | GetTable (int i)=0 |
Returns a pointer to the nth ActionTable. | |
virtual int | ActivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Activate the action table. | |
virtual int | DeactivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Deactivates the action table. | |
virtual ActionTable * | FindTable (ActionTableId id)=0 |
Returns a pointer to an action table. | |
virtual BOOL | GetShortcutString (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem. | |
virtual BOOL | GetActionDescription (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves a string that describes the specified operation from the action table whose ID is passed. | |
virtual BOOL | RegisterActionContext (ActionContextId contextId, const MCHAR *pName)=0 |
Registers an action context. | |
virtual int | NumActionContexts ()=0 |
Returns the number of ActionContexts. | |
virtual ActionContext * | GetActionContext (int i)=0 |
Returns a pointer to the nth ActionContext. | |
virtual ActionContext * | FindContext (ActionContextId contextId)=0 |
Returns a pointer to the specified ActionContext. | |
virtual BOOL | IsContextActive (ActionContextId contextId)=0 |
Checks if an ActionContext is active or not. | |
virtual void | RegisterActionTable (ActionTable *pTable)=0 |
Register an action table with the manager. | |
virtual int | NumActionTables ()=0 |
Returns the number of ActionTables. | |
virtual ActionTable * | GetTable (int i)=0 |
Returns a pointer to the nth ActionTable. | |
virtual int | ActivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Activate the action table. | |
virtual int | DeactivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Deactivates the action table. | |
virtual ActionTable * | FindTable (ActionTableId id)=0 |
Returns a pointer to an action table. | |
virtual BOOL | GetShortcutString (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem. | |
virtual BOOL | GetActionDescription (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves a string that describes the specified operation from the action table whose ID is passed. | |
virtual BOOL | RegisterActionContext (ActionContextId contextId, const MCHAR *pName)=0 |
Registers an action context. | |
virtual int | NumActionContexts ()=0 |
Returns the number of ActionContexts. | |
virtual ActionContext * | GetActionContext (int i)=0 |
Returns a pointer to the nth ActionContext. | |
virtual ActionContext * | FindContext (ActionContextId contextId)=0 |
Returns a pointer to the specified ActionContext. | |
virtual BOOL | IsContextActive (ActionContextId contextId)=0 |
Checks if an ActionContext is active or not. | |
virtual void | RegisterActionTable (ActionTable *pTable)=0 |
Register an action table with the manager. | |
virtual int | NumActionTables ()=0 |
Returns the number of ActionTables. | |
virtual ActionTable * | GetTable (int i)=0 |
Returns a pointer to the nth ActionTable. | |
virtual int | ActivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Activate the action table. | |
virtual int | DeactivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Deactivates the action table. | |
virtual ActionTable * | FindTable (ActionTableId id)=0 |
Returns a pointer to an action table. | |
virtual BOOL | GetShortcutString (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem. | |
virtual BOOL | GetActionDescription (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves a string that describes the specified operation from the action table whose ID is passed. | |
virtual BOOL | RegisterActionContext (ActionContextId contextId, const MCHAR *pName)=0 |
Registers an action context. | |
virtual int | NumActionContexts ()=0 |
Returns the number of ActionContexts. | |
virtual ActionContext * | GetActionContext (int i)=0 |
Returns a pointer to the nth ActionContext. | |
virtual ActionContext * | FindContext (ActionContextId contextId)=0 |
Returns a pointer to the specified ActionContext. | |
virtual BOOL | IsContextActive (ActionContextId contextId)=0 |
Checks if an ActionContext is active or not. | |
virtual void | RegisterActionTable (ActionTable *pTable)=0 |
Register an action table with the manager. | |
virtual int | NumActionTables ()=0 |
Returns the number of ActionTables. | |
virtual ActionTable * | GetTable (int i)=0 |
Returns a pointer to the nth ActionTable. | |
virtual int | ActivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Activate the action table. | |
virtual int | DeactivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Deactivates the action table. | |
virtual ActionTable * | FindTable (ActionTableId id)=0 |
Returns a pointer to an action table. | |
virtual BOOL | GetShortcutString (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem. | |
virtual BOOL | GetActionDescription (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves a string that describes the specified operation from the action table whose ID is passed. | |
virtual BOOL | RegisterActionContext (ActionContextId contextId, const MCHAR *pName)=0 |
Registers an action context. | |
virtual int | NumActionContexts ()=0 |
Returns the number of ActionContexts. | |
virtual ActionContext * | GetActionContext (int i)=0 |
Returns a pointer to the nth ActionContext. | |
virtual ActionContext * | FindContext (ActionContextId contextId)=0 |
Returns a pointer to the specified ActionContext. | |
virtual BOOL | IsContextActive (ActionContextId contextId)=0 |
Checks if an ActionContext is active or not. | |
virtual void | RegisterActionTable (ActionTable *pTable)=0 |
Register an action table with the manager. | |
virtual int | NumActionTables ()=0 |
Returns the number of ActionTables. | |
virtual ActionTable * | GetTable (int i)=0 |
Returns a pointer to the nth ActionTable. | |
virtual int | ActivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Activate the action table. | |
virtual int | DeactivateActionTable (ActionCallback *pCallback, ActionTableId id)=0 |
Deactivates the action table. | |
virtual ActionTable * | FindTable (ActionTableId id)=0 |
Returns a pointer to an action table. | |
virtual BOOL | GetShortcutString (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem. | |
virtual BOOL | GetActionDescription (ActionTableId tableId, int commandId, MCHAR *buf)=0 |
Retrieves a string that describes the specified operation from the action table whose ID is passed. | |
virtual BOOL | RegisterActionContext (ActionContextId contextId, const MCHAR *pName)=0 |
Registers an action context. | |
virtual int | NumActionContexts ()=0 |
Returns the number of ActionContexts. | |
virtual ActionContext * | GetActionContext (int i)=0 |
Returns a pointer to the nth ActionContext. | |
virtual ActionContext * | FindContext (ActionContextId contextId)=0 |
Returns a pointer to the specified ActionContext. | |
virtual BOOL | IsContextActive (ActionContextId contextId)=0 |
Checks if an ActionContext is active or not. | |
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CoreExport | FPInterfaceDesc () |
CoreExport | FPInterfaceDesc (Interface_ID id, const MCHAR *int_name, StringResID descr, ClassDesc *cd, ULONG flag,...) |
CoreExport | ~FPInterfaceDesc () |
virtual void | Init () |
LifetimeType | LifetimeControl () |
virtual BaseInterface * | GetInterface (Interface_ID id) |
CoreExport void | LoadDescriptor (Interface_ID id, const MCHAR *int_name, StringResID descr, ClassDesc *pCD, ULONG flag,...) |
CoreExport void | AppendFunction (int id,...) |
Add a new function to this interface descriptor. | |
CoreExport void | AppendProperty (int id,...) |
Add a new property to this interface descriptor. | |
CoreExport void | AppendEnum (int id,...) |
Add a new enum to this interface descriptor. | |
CoreExport void | SetClassDesc (ClassDesc *i_cd) |
CoreExport va_list | check_fn (va_list ap, int id) |
CoreExport va_list | scan_fn (va_list ap, int id, int index) |
CoreExport va_list | check_prop (va_list ap, int id) |
CoreExport va_list | scan_prop (va_list ap, int id, int index) |
CoreExport va_list | check_enum (va_list ap, EnumID id) |
CoreExport va_list | scan_enum (va_list ap, EnumID id, int index) |
FPInterfaceDesc * | GetDesc () |
Interface_ID | GetID () |
CoreExport FPFunctionDef * | GetFnDef (FunctionID fid) |
ActionTable * | GetActionTable () |
CoreExport void | EnableActions (BOOL onOff) |
virtual CoreExport HINSTANCE | HInstance () |
virtual CoreExport const MCHAR * | GetRsrcString (StringResID id) |
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virtual BaseInterface * | GetInterface (Interface_ID id) |
virtual FPInterfaceDesc * | GetDesc ()=0 |
virtual CoreExport FPStatus | Invoke (FunctionID fid, TimeValue t=0, FPParams *params=NULL) |
virtual FPStatus | Invoke (FunctionID fid, FPParams *params) |
virtual CoreExport FPStatus | Invoke (FunctionID fid, TimeValue t, FPValue &result, FPParams *params=NULL) |
virtual FPStatus | Invoke (FunctionID fid, FPValue &result, FPParams *params=NULL) |
virtual CoreExport FunctionID | FindFn (const MCHAR *name) |
virtual CoreExport BOOL | IsEnabled (FunctionID actionID) |
virtual CoreExport BOOL | IsChecked (FunctionID actionID) |
virtual CoreExport BOOL | IsVisible (FunctionID actionID) |
virtual CoreExport FunctionID | GetIsEnabled (FunctionID actionID) |
virtual CoreExport FunctionID | GetIsChecked (FunctionID actionID) |
virtual CoreExport FunctionID | GetIsVisible (FunctionID actionID) |
virtual ActionTable * | GetActionTable () |
virtual void | EnableActions (BOOL onOff) |
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virtual UtilExport | ~BaseInterface () |
Destructor. | |
UtilExport BaseInterface * | GetInterface (Interface_ID id) override |
virtual UtilExport Interface_ID | GetID () |
virtual LifetimeType | LifetimeControl () |
virtual bool | RegisterNotifyCallback (InterfaceNotifyCallback *incb) |
virtual void | UnRegisterNotifyCallback (InterfaceNotifyCallback *incb) |
virtual BaseInterface * | AcquireInterface () |
virtual void | ReleaseInterface () |
virtual void | DeleteInterface () |
virtual BaseInterface * | CloneInterface (void *remapDir=nullptr) |
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virtual UtilExport | ~InterfaceServer () |
Destructor. | |
virtual UtilExport BaseInterface * | GetInterface (Interface_ID id) |
template<class InterfaceType > | |
InterfaceType * | GetTypedInterface () |
Additional Inherited Members | |
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enum | LifetimeType { noRelease , immediateRelease , wantsRelease , serverControlled } |
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static UtilExport void * | operator new (size_t size) |
Standard new operator used to allocate objects If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new (size_t size, const std::nothrow_t &e) |
Standard new operator used to allocate objects if there is insufficient memory, NULL will be returned. | |
static UtilExport void * | operator new (size_t size, const char *filename, int line) |
New operator used to allocate objects that takes the filename and line number where the new was called If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new (size_t size, int block_type, const char *filename, int line) |
New operator used to allocate objects that takes the type of memory, filename and line number where the new was called If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new (size_t size, const std::nothrow_t &e, const char *filename, int line) |
New operator used to allocate objects that takes the filename and line number where the new was called If there is insufficient memory, NULL will be returned. | |
static UtilExport void * | operator new (size_t size, unsigned long flags) |
New operator used to allocate objects that takes extra flags to specify special operations If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new (size_t size, const std::nothrow_t &e, unsigned long flags) |
New operator used to allocate objects that takes extra flags to specify special operations If there is insufficient memory, NULL will be returned. | |
static UtilExport void * | operator new[] (size_t size) |
New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new[] (size_t size, const std::nothrow_t &e) |
New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. | |
static UtilExport void * | operator new[] (size_t size, const char *filename, int line) |
New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new[] (size_t size, int block_type, const char *filename, int line) |
New operator used to allocate arrays of objects. | |
static UtilExport void * | operator new[] (size_t size, const std::nothrow_t &e, const char *filename, int line) |
New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. | |
static UtilExport void * | operator new[] (size_t size, unsigned long flags) |
New operator used to allocate arrays of objects If there is insufficient memory, an exception will be thrown. | |
static UtilExport void * | operator new[] (size_t size, const std::nothrow_t &e, unsigned long flags) |
New operator used to allocate arrays of objects If there is insufficient memory, NULL will be returned. | |
static UtilExport void | operator delete (void *ptr) |
Standard delete operator used to deallocate an object If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete (void *ptr, const std::nothrow_t &e) |
Standard delete operator used to deallocate an object If the pointer is invalid, nothing will happen. | |
static UtilExport void | operator delete (void *ptr, const char *filename, int line) |
Delete operator used to deallocate an object that takes the filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete (void *ptr, int block_type, const char *filename, int line) |
Delete operator used to deallocate an object that takes the type of memory, filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete (void *ptr, const std::nothrow_t &e, const char *filename, int line) |
Delete operator used to deallocate an object that takes the filename and line number where the delete was called If the pointer is invalid, nothing will happen. | |
static UtilExport void | operator delete (void *ptr, unsigned long flags) |
Delete operator used to deallocate an object that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete (void *ptr, const std::nothrow_t &e, unsigned long flags) |
Delete operator used to deallocate an object that takes extra flags to specify special operations If the pointer is invalid, nothing will happen. | |
static UtilExport void | operator delete[] (void *ptr) |
Standard delete operator used to deallocate an array of objects If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete[] (void *ptr, const std::nothrow_t &e) |
Standard delete operator used to deallocate an array of objects If the pointer is invalid, nothing will happen. | |
static UtilExport void | operator delete[] (void *ptr, const char *filename, int line) |
Delete operator used to deallocate an array of objects that takes the filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete[] (void *ptr, int block_type, const char *filename, int line) |
Delete operator used to deallocate an array of objects that takes the type of memory, filename and line number where the delete was called If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete[] (void *ptr, const std::nothrow_t &e, const char *filename, int line) |
Delete operator used to deallocate an array of objects that takes the filename and line number where the delete was called If the pointer is invalid, nothing will happen. | |
static UtilExport void | operator delete[] (void *ptr, unsigned long flags) |
Delete operator used to deallocate an array of objects that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. | |
static UtilExport void | operator delete[] (void *ptr, const std::nothrow_t &e, unsigned long flags) |
Delete operator used to deallocate an array of objects that takes extra flags to specify special operations If the pointer is invalid, an exception will be thrown. | |
static UtilExport void * | operator new (size_t size, void *placement_ptr) |
Placement new operator. | |
static UtilExport void | operator delete (void *ptr, void *placement_ptr) |
Placement delete operator. | |
static UtilExport void * | aligned_malloc (size_t size, size_t alignment) |
Allocates memory on a specified alignment boundary. | |
static UtilExport void * | aligned_realloc (void *ptr, size_t size, size_t alignment) |
Reallocates memory on a specified alignment boundary. | |
static UtilExport void | aligned_free (void *ptr) |
Frees a block of memory that was allocated with aligned_malloc/aligned_realloc. | |
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Interface_ID | ID |
MSTR | internal_name |
StringResID | description |
ClassDesc * | cd |
USHORT | flags |
Tab< FPFunctionDef * > | functions |
Tab< FPPropDef * > | props |
Tab< FPEnum * > | enumerations |
MSPluginClass * | pc |
Rollout * | rollout |
ActionTable * | action_table |
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static CoreExport FPInterfaceDesc | nullInterface |
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CoreExport void | load_descriptor (Interface_ID id, const MCHAR *int_name, StringResID descr, ClassDesc *cd, USHORT flag, va_list ap) |
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virtual FPStatus | _dispatch_fn (FunctionID fid, TimeValue t, FPValue &result, FPParams *p) |
Manages a set of ActionTables, ActionCallbacks and ActionContext.
The manager handles the keyboard accelerator tables for each ActionTable as well. You can get a pointer to a class implementing this interface using Interface::GetActionManager().
The manager handles the keyboard accelerator tables for each ActionTable as well. You can get a pointer to a class implementing this interface using Interface::GetActionManager().
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a406e112cf287e51abdbba7f88b8e4b91e0a64e7
The manager handles the keyboard accelerator tables for each ActionTable as well. You can get a pointer to a class implementing this interface using Interface::GetActionManager().
The manager handles the keyboard accelerator tables for each ActionTable as well. You can get a pointer to a class implementing this interface using Interface::GetActionManager().
The manager handles the keyboard accelerator tables for each ActionTable as well. You can get a pointer to a class implementing this interface using Interface::GetActionManager().
enum ActionManagerFps |
IDs for function published (Fps) methods and properties.
enum ActionManagerFps |
IDs for function published (Fps) methods and properties.
enum ActionManagerFps |
IDs for function published (Fps) methods and properties.
enum ActionManagerFps |
IDs for function published (Fps) methods and properties.
enum ActionManagerFps |
IDs for function published (Fps) methods and properties.
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pure virtual |
Register an action table with the manager.
Note that plug-ins that expose their action tables via their ClassDesc::NumActionTables() method. do not need to register their action tables explicitly, as 3ds Max will do it for them. Also note that plug-ins do not need to unregister or destroy their action tables and action items, as 3ds Max will take care of this when it shuts down. Also note that an action table needs to be activated once registered. For more information see IActionManager::ActivateActionTable() See ClassDesc Action Table Methods.
pTable | Points to the Action Table to register. |
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pure virtual |
Returns the number of ActionTables.
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pure virtual |
Returns a pointer to the nth ActionTable.
i | The zero based index of the table. |
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pure virtual |
Activate the action table.
Action tables need to be activated by their owners. Some plug-ins (for instance Modifiers or Geometric Objects) may only want to activate the table when they are being edited in the command panel (between BeginEditParams() and EndEditParams()). Others, for instance Global Utility Plug-ins, may wish to do so when they are initially loaded so the actions are always available. Note that if this method is called multiple times, only the callback from the last call will be used.
pCallback | Points to the callback object which is responsible for executing the action. |
id | This is the ID of the table to activate. |
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pure virtual |
Deactivates the action table.
After the table is deactivated (for example in EndEditParams()) the callback object can be deleted. Tables are initially active, please do not call this method without a preceding call to ActivateActionTable().
pCallback | Points to the callback object responsible for executing the action. Pass the same callback that was originally passed to ActivateActionTable() and do not set this to NULL. |
id | The ID of the table to deactivate. |
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pure virtual |
Returns a pointer to an action table.
id | The ID of the table to find. |
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pure virtual |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem.
tableId | The ID of the action table. | |
commandId | The ID of the command for the action. | |
[out] | buf | String to contain the retrieved text. |
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pure virtual |
Retrieves a string that describes the specified operation from the action table whose ID is passed.
tableId | The ID of the action table. |
commandId | The ID of the command. |
buf | Points to storage for the description string. Note that buf's length must be 256, including space for the terminating null character. |
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pure virtual |
Registers an action context.
This is called when you create the action table that uses this context.
contextId | The context ID. |
pName | The name for the action context. |
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pure virtual |
Returns the number of ActionContexts.
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pure virtual |
Returns a pointer to the nth ActionContext.
i | The zero based index of the ActionContext. |
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pure virtual |
Returns a pointer to the specified ActionContext.
contextId | The ID of the context to find |
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pure virtual |
Checks if an ActionContext is active or not.
contextId | Specifies the context to check. |
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pure virtual |
IDs for function published (Fps) methods and properties.
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pure virtual |
Saves the current keyboard shortcut configuration into the given file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the storage mechanism is able to save a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be stored in the new format, where just the user customized shortcuts will be serialized. The newly stored shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts will be stored in the old format. The stored shortcut file will not become the current shortcut set.
pFileName | The path of the file in which the keyboard shortcuts should be stored. The file must either have the new .hsx or the old .kbdx extension. |
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pure virtual |
Loads a keyboard shortcut configuration from the specified file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the loading mechanism is able to load a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be loaded in the new format. The loaded shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts in the old format will be automatically converted to the new format and in the user customization folder a .hsx file with the same name will be generated. The generated hsx file will become the current active shortcut set. The conversion process will create a log file in the user customization folder when an error occurs.
pFileName | The path of the file from which the keyboard shortcuts should be loaded. The file must either have the new .hsx or the old .kbdx extension. |
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pure virtual |
Returns the full path to the current keyboard shortcuts file.
This can be a shortcut factory preset or a user customized shortcut set. The returned file will have the new .hsx file extension.
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pure virtual |
Register an action table with the manager.
Note that plug-ins that expose their action tables via their ClassDesc::NumActionTables() method. do not need to register their action tables explicitly, as 3ds Max will do it for them. Also note that plug-ins do not need to unregister or destroy their action tables and action items, as 3ds Max will take care of this when it shuts down. Also note that an action table needs to be activated once registered. For more information see IActionManager::ActivateActionTable() See ClassDesc Action Table Methods.
pTable | Points to the Action Table to register. |
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pure virtual |
Returns the number of ActionTables.
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pure virtual |
Returns a pointer to the nth ActionTable.
i | The zero based index of the table. |
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pure virtual |
Activate the action table.
Action tables need to be activated by their owners. Some plug-ins (for instance Modifiers or Geometric Objects) may only want to activate the table when they are being edited in the command panel (between BeginEditParams() and EndEditParams()). Others, for instance Global Utility Plug-ins, may wish to do so when they are initially loaded so the actions are always available. Note that if this method is called multiple times, only the callback from the last call will be used.
pCallback | Points to the callback object which is responsible for executing the action. |
id | This is the ID of the table to activate. |
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pure virtual |
Deactivates the action table.
After the table is deactivated (for example in EndEditParams()) the callback object can be deleted. Tables are initially active, please do not call this method without a preceding call to ActivateActionTable().
pCallback | Points to the callback object responsible for executing the action. Pass the same callback that was originally passed to ActivateActionTable() and do not set this to NULL. |
id | The ID of the table to deactivate. |
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pure virtual |
Returns a pointer to an action table.
id | The ID of the table to find. |
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pure virtual |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem.
tableId | The ID of the action table. | |
commandId | The ID of the command for the action. | |
[out] | buf | String to contain the retrieved text. |
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pure virtual |
Retrieves a string that describes the specified operation from the action table whose ID is passed.
tableId | The ID of the action table. |
commandId | The ID of the command. |
buf | Points to storage for the description string. Note that buf's length must be 256, including space for the terminating null character. |
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pure virtual |
Registers an action context.
This is called when you create the action table that uses this context.
contextId | The context ID. |
pName | The name for the action context. |
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pure virtual |
Returns the number of ActionContexts.
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pure virtual |
Returns a pointer to the nth ActionContext.
i | The zero based index of the ActionContext. |
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pure virtual |
Returns a pointer to the specified ActionContext.
contextId | The ID of the context to find |
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pure virtual |
Checks if an ActionContext is active or not.
contextId | Specifies the context to check. |
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pure virtual |
IDs for function published (Fps) methods and properties.
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pure virtual |
Saves the current keyboard shortcut configuration into the given file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the storage mechanism is able to save a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be stored in the new format, where just the user customized shortcuts will be serialized. The newly stored shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts will be stored in the old format. The stored shortcut file will not become the current shortcut set.
pFileName | The path of the file in which the keyboard shortcuts should be stored. The file must either have the new .hsx or the old .kbdx extension. |
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pure virtual |
Loads a keyboard shortcut configuration from the specified file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the loading mechanism is able to load a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be loaded in the new format. The loaded shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts in the old format will be automatically converted to the new format and in the user customization folder a .hsx file with the same name will be generated. The generated hsx file will become the current active shortcut set. The conversion process will create a log file in the user customization folder when an error occurs.
pFileName | The path of the file from which the keyboard shortcuts should be loaded. The file must either have the new .hsx or the old .kbdx extension. |
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pure virtual |
Returns the full path to the current keyboard shortcuts file.
This can be a shortcut factory preset or a user customized shortcut set. The returned file will have the new .hsx file extension.
|
pure virtual |
Register an action table with the manager.
Note that plug-ins that expose their action tables via their ClassDesc::NumActionTables() method. do not need to register their action tables explicitly, as 3ds Max will do it for them. Also note that plug-ins do not need to unregister or destroy their action tables and action items, as 3ds Max will take care of this when it shuts down. Also note that an action table needs to be activated once registered. For more information see IActionManager::ActivateActionTable() See ClassDesc Action Table Methods.
pTable | Points to the Action Table to register. |
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pure virtual |
Returns the number of ActionTables.
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pure virtual |
Returns a pointer to the nth ActionTable.
i | The zero based index of the table. |
|
pure virtual |
Activate the action table.
Action tables need to be activated by their owners. Some plug-ins (for instance Modifiers or Geometric Objects) may only want to activate the table when they are being edited in the command panel (between BeginEditParams() and EndEditParams()). Others, for instance Global Utility Plug-ins, may wish to do so when they are initially loaded so the actions are always available. Note that if this method is called multiple times, only the callback from the last call will be used.
pCallback | Points to the callback object which is responsible for executing the action. |
id | This is the ID of the table to activate. |
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pure virtual |
Deactivates the action table.
After the table is deactivated (for example in EndEditParams()) the callback object can be deleted. Tables are initially active, please do not call this method without a preceding call to ActivateActionTable().
pCallback | Points to the callback object responsible for executing the action. Pass the same callback that was originally passed to ActivateActionTable() and do not set this to NULL. |
id | The ID of the table to deactivate. |
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pure virtual |
Returns a pointer to an action table.
id | The ID of the table to find. |
|
pure virtual |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem.
tableId | The ID of the action table. | |
commandId | The ID of the command for the action. | |
[out] | buf | String to contain the retrieved text. |
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pure virtual |
Retrieves a string that describes the specified operation from the action table whose ID is passed.
tableId | The ID of the action table. |
commandId | The ID of the command. |
buf | Points to storage for the description string. Note that buf's length must be 256, including space for the terminating null character. |
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pure virtual |
Registers an action context.
This is called when you create the action table that uses this context.
contextId | The context ID. |
pName | The name for the action context. |
|
pure virtual |
Returns the number of ActionContexts.
|
pure virtual |
Returns a pointer to the nth ActionContext.
i | The zero based index of the ActionContext. |
|
pure virtual |
Returns a pointer to the specified ActionContext.
contextId | The ID of the context to find |
|
pure virtual |
Checks if an ActionContext is active or not.
contextId | Specifies the context to check. |
|
pure virtual |
IDs for function published (Fps) methods and properties.
|
pure virtual |
Saves the current keyboard shortcut configuration into the given file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the storage mechanism is able to save a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be stored in the new format, where just the user customized shortcuts will be serialized. The newly stored shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts will be stored in the old format. The stored shortcut file will not become the current shortcut set.
pFileName | The path of the file in which the keyboard shortcuts should be stored. The file must either have the new .hsx or the old .kbdx extension. |
|
pure virtual |
Loads a keyboard shortcut configuration from the specified file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the loading mechanism is able to load a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be loaded in the new format. The loaded shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts in the old format will be automatically converted to the new format and in the user customization folder a .hsx file with the same name will be generated. The generated hsx file will become the current active shortcut set. The conversion process will create a log file in the user customization folder when an error occurs.
pFileName | The path of the file from which the keyboard shortcuts should be loaded. The file must either have the new .hsx or the old .kbdx extension. |
|
pure virtual |
Returns the full path to the current keyboard shortcuts file.
This can be a shortcut factory preset or a user customized shortcut set. The returned file will have the new .hsx file extension.
|
pure virtual |
Register an action table with the manager.
Note that plug-ins that expose their action tables via their ClassDesc::NumActionTables() method. do not need to register their action tables explicitly, as 3ds Max will do it for them. Also note that plug-ins do not need to unregister or destroy their action tables and action items, as 3ds Max will take care of this when it shuts down. Also note that an action table needs to be activated once registered. For more information see IActionManager::ActivateActionTable() See ClassDesc Action Table Methods.
pTable | Points to the Action Table to register. |
|
pure virtual |
Returns the number of ActionTables.
|
pure virtual |
Returns a pointer to the nth ActionTable.
i | The zero based index of the table. |
|
pure virtual |
Activate the action table.
Action tables need to be activated by their owners. Some plug-ins (for instance Modifiers or Geometric Objects) may only want to activate the table when they are being edited in the command panel (between BeginEditParams() and EndEditParams()). Others, for instance Global Utility Plug-ins, may wish to do so when they are initially loaded so the actions are always available. Note that if this method is called multiple times, only the callback from the last call will be used.
pCallback | Points to the callback object which is responsible for executing the action. |
id | This is the ID of the table to activate. |
|
pure virtual |
Deactivates the action table.
After the table is deactivated (for example in EndEditParams()) the callback object can be deleted. Tables are initially active, please do not call this method without a preceding call to ActivateActionTable().
pCallback | Points to the callback object responsible for executing the action. Pass the same callback that was originally passed to ActivateActionTable() and do not set this to NULL. |
id | The ID of the table to deactivate. |
|
pure virtual |
Returns a pointer to an action table.
id | The ID of the table to find. |
|
pure virtual |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem.
tableId | The ID of the action table. | |
commandId | The ID of the command for the action. | |
[out] | buf | String to contain the retrieved text. |
|
pure virtual |
Retrieves a string that describes the specified operation from the action table whose ID is passed.
tableId | The ID of the action table. |
commandId | The ID of the command. |
buf | Points to storage for the description string. Note that buf's length must be 256, including space for the terminating null character. |
|
pure virtual |
Registers an action context.
This is called when you create the action table that uses this context.
contextId | The context ID. |
pName | The name for the action context. |
|
pure virtual |
Returns the number of ActionContexts.
|
pure virtual |
Returns a pointer to the nth ActionContext.
i | The zero based index of the ActionContext. |
|
pure virtual |
Returns a pointer to the specified ActionContext.
contextId | The ID of the context to find |
|
pure virtual |
Checks if an ActionContext is active or not.
contextId | Specifies the context to check. |
|
pure virtual |
IDs for function published (Fps) methods and properties.
|
pure virtual |
Saves the current keyboard shortcut configuration into the given file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the storage mechanism is able to save a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be stored in the new format, where just the user customized shortcuts will be serialized. The newly stored shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts will be stored in the old format. The stored shortcut file will not become the current shortcut set.
pFileName | The path of the file in which the keyboard shortcuts should be stored. The file must either have the new .hsx or the old .kbdx extension. |
|
pure virtual |
Loads a keyboard shortcut configuration from the specified file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the loading mechanism is able to load a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be loaded in the new format. The loaded shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts in the old format will be automatically converted to the new format and in the user customization folder a .hsx file with the same name will be generated. The generated hsx file will become the current active shortcut set. The conversion process will create a log file in the user customization folder when an error occurs.
pFileName | The path of the file from which the keyboard shortcuts should be loaded. The file must either have the new .hsx or the old .kbdx extension. |
|
pure virtual |
Returns the full path to the current keyboard shortcuts file.
This can be a shortcut factory preset or a user customized shortcut set. The returned file will have the new .hsx file extension.
|
pure virtual |
Register an action table with the manager.
Note that plug-ins that expose their action tables via their ClassDesc::NumActionTables() method. do not need to register their action tables explicitly, as 3ds Max will do it for them. Also note that plug-ins do not need to unregister or destroy their action tables and action items, as 3ds Max will take care of this when it shuts down. Also note that an action table needs to be activated once registered. For more information see IActionManager::ActivateActionTable() See ClassDesc Action Table Methods.
pTable | Points to the Action Table to register. |
|
pure virtual |
Returns the number of ActionTables.
|
pure virtual |
Returns a pointer to the nth ActionTable.
i | The zero based index of the table. |
|
pure virtual |
Activate the action table.
Action tables need to be activated by their owners. Some plug-ins (for instance Modifiers or Geometric Objects) may only want to activate the table when they are being edited in the command panel (between BeginEditParams() and EndEditParams()). Others, for instance Global Utility Plug-ins, may wish to do so when they are initially loaded so the actions are always available. Note that if this method is called multiple times, only the callback from the last call will be used.
pCallback | Points to the callback object which is responsible for executing the action. |
id | This is the ID of the table to activate. |
|
pure virtual |
Deactivates the action table.
After the table is deactivated (for example in EndEditParams()) the callback object can be deleted. Tables are initially active, please do not call this method without a preceding call to ActivateActionTable().
pCallback | Points to the callback object responsible for executing the action. Pass the same callback that was originally passed to ActivateActionTable() and do not set this to NULL. |
id | The ID of the table to deactivate. |
|
pure virtual |
Returns a pointer to an action table.
id | The ID of the table to find. |
|
pure virtual |
Retrieves the string that describes the keyboard shortcut for the specified ActionItem.
tableId | The ID of the action table. | |
commandId | The ID of the command for the action. | |
[out] | buf | String to contain the retrieved text. |
|
pure virtual |
Retrieves a string that describes the specified operation from the action table whose ID is passed.
tableId | The ID of the action table. |
commandId | The ID of the command. |
buf | Points to storage for the description string. Note that buf's length must be 256, including space for the terminating null character. |
|
pure virtual |
Registers an action context.
This is called when you create the action table that uses this context.
contextId | The context ID. |
pName | The name for the action context. |
|
pure virtual |
Returns the number of ActionContexts.
|
pure virtual |
Returns a pointer to the nth ActionContext.
i | The zero based index of the ActionContext. |
|
pure virtual |
Returns a pointer to the specified ActionContext.
contextId | The ID of the context to find |
|
pure virtual |
Checks if an ActionContext is active or not.
contextId | Specifies the context to check. |
|
pure virtual |
IDs for function published (Fps) methods and properties.
|
pure virtual |
Saves the current keyboard shortcut configuration into the given file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the storage mechanism is able to save a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be stored in the new format, where just the user customized shortcuts will be serialized. The newly stored shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts will be stored in the old format. The stored shortcut file will not become the current shortcut set.
pFileName | The path of the file in which the keyboard shortcuts should be stored. The file must either have the new .hsx or the old .kbdx extension. |
|
pure virtual |
Loads a keyboard shortcut configuration from the specified file name.
3ds Max 2020 Update 1 uses a new keyboard shortcut configuration system which uses a new file format to store the data. To support existing workflows the loading mechanism is able to load a shortcut set in both formats (legacy and new) depending on the file extension. When the file name has the .hsx file extension the shortcuts will be loaded in the new format. The loaded shortcut file will become the current selected shortcut set, which is used on 3ds Max startup shortcut loading or when the Customize Shortcuts dialog is opened. When the file name has the legacy .kbdx file extension the shortcuts in the old format will be automatically converted to the new format and in the user customization folder a .hsx file with the same name will be generated. The generated hsx file will become the current active shortcut set. The conversion process will create a log file in the user customization folder when an error occurs.
pFileName | The path of the file from which the keyboard shortcuts should be loaded. The file must either have the new .hsx or the old .kbdx extension. |
|
pure virtual |
Returns the full path to the current keyboard shortcuts file.
This can be a shortcut factory preset or a user customized shortcut set. The returned file will have the new .hsx file extension.