#ifndef __NodeMonitor_h__ #define __NodeMonitor_h__ //- // ========================================================================== // Copyright (C) 1995 - 2005 Alias Systems Corp. and/or its licensors. All // rights reserved. // // The coded instructions, statements, computer programs, and/or related // material (collectively the "Data") in these files are provided by Alias // Systems Corp. ("Alias") and/or its licensors for the exclusive use of the // Customer (as defined in the Alias Software License Agreement that // accompanies this Alias software). Such Customer has the right to use, // modify, and incorporate the Data into other products and to distribute such // products for use by end-users. // // THE DATA IS PROVIDED "AS IS". ALIAS HEREBY DISCLAIMS ALL WARRANTIES // RELATING TO THE DATA, INCLUDING, WITHOUT LIMITATION, ANY AND ALL EXPRESS OR // IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. IN NO EVENT SHALL ALIAS BE LIABLE FOR ANY DAMAGES // WHATSOEVER, WHETHER DIRECT, INDIRECT, SPECIAL, OR PUNITIVE, WHETHER IN AN // ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, OR IN EQUITY, // ARISING OUT OF ACCESS TO, USE OF, OR RELIANCE UPON THE DATA. // ========================================================================== //+ // NodeMonitor.h // // // DESCRIPTION: This class monitors a given node. // // AUTHOR: Christian Laforte // // #include #include #include #include #include #include #include MObject getObjFromName(MString name, MStatus& stat); // If a problem occurs, this function returns an empty string. MString getNameFromObj(MObject obj); // Classes that implement the NodeMonitorManager interfaces // can be called back when a node is renamed. class NodeMonitorManager { public: virtual void onNodeRenamed(MObject& node, MString oldName, MString newName) = 0; }; class NodeMonitor { public: NodeMonitor(NodeMonitorManager* manager = NULL); ~NodeMonitor(); bool watch(MString nodeName); bool watch(MObject nodeObj); void stopWatching(); bool dirty(); void cleanIt(); void setManager(NodeMonitorManager* manager) { fManager = manager; } private: bool attachCallbacks(); void detachCallbacks(); void callbackOccured(); // Callback functions. Those are called, respectively, when a node is dirty (has changed substantially), // or when a node is renamed. static void watchedObjectDirtyCallback(void* clientData); static void watchedObjectRenamedCallback(MObject & node, void* clientData); private: MString fNodeName; bool fIsDirty; MCallbackId fRenamedCallbackId; MCallbackId fDirtyCallbackId; NodeMonitorManager* fManager; }; #endif // MAYA_ShadingConnection