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Accessing the destination canvas from an effect dialog


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How do I access the destination canvas to render an image to from the effect configuration dialog box?
You don't
Or how do I access the dialog box from SetRenderInfo?
SetRenderInfo gives you the token, no? So just set the token via the dialog, then get the data you need from setrenderinfo.

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I have another problem. Render() only seems to be called when the dialog first shows.

Unless I am misunderstanding what you are saying, Render is called when the dialog shows, and anytime a setting is changed, and anytime the "ok" button is clicked.

Total hack.

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I have another problem. Render() only seems to be called when the dialog first shows.

Unless I am misunderstanding what you are saying, Render is called when the dialog shows, and anytime a setting is changed, and anytime the "ok" button is clicked.

But how do I get it to re-render. I am not using DirectUI by the way.

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In the dialog you need to override InitTokenFromDialog.

In that, you need to create a casted reference to theEffectToken, and set your variables in that.

protected override void InitTokenFromDialog()
{
YourCustomToken token = theEffectToken as YourCustomToken;
token.val1 = slider1.Value;
token.val2 = checkbox1.Checked;
//etc...
}

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In the dialog you need to override InitTokenFromDialog.

In that, you need to create a casted reference to theEffectToken, and set your variables in that.

protected override void InitTokenFromDialog()
{
YourCustomToken token = theEffectToken as YourCustomToken;
token.val1 = slider1.Value;
token.val2 = checkbox1.Checked;
//etc...
}

I have added that and the parameters object is still null and I have checked the status of that in the override and it is not null.

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What are you trying to do? Why do you need to force a re-render when the user clicks OK? The rendering workflow is automatically handled by the effect hosting system. If the token doesn't change as a result of clicking OK, then there's really no reason to do any re-rendering.

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I can't get this to work so I have given up on trying to do it that way.

Instead of giving up, you should look at other people's source code. Also, the C# template available has all the grunt-work done for you. All you have to do is update the references (PdnLib.dll was renamed to PaintDotNet.Core.dll), and start stuffing your own code in there.

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All of MadJik's plugins are source-available.

Most of them use IndirectUI, but I believe LightRays still uses the traditional method. As well as my own Splatter, which will also provide insight as to a more correct way to implement a brush-based renderer.

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All of MadJik's plugins are source-available.

Most of them use IndirectUI, but I believe LightRays still uses the traditional method. As well as my own Splatter, which will also provide insight as to a more correct way to implement a brush-based renderer.

Thank for your help.

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it will be called whenever FinishTokenUpdate is.

One thing I forgot to tell you earlier is that you have to override InitialInitToken.

protected override void InitialInitToken()

{

theEffectToken = new WhateverConfigToken();

}

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it will be called whenever FinishTokenUpdate is.

One thing I forgot to tell you earlier is that you have to override InitialInitToken.

protected override void InitialInitToken()

{

theEffectToken = new WhateverConfigToken();

}

I did that after following your advice and looking at the splatter source.

-----

I have realised it is being called when I do that, but the code I am using to set the canvas to the image of the dialog isn't working:

CustomBrushesConfigToken cbct = (CustomBrushesConfigToken)parameters;

dstArgs.Surface.CopySurface(Surface.CopyFromBitmap(cbct.TheImage));

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