#ifndef _MTypeId #define _MTypeId // //- // ========================================================================== // 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statements, computer programs, and/or related // material (collectively the "Data") in these files contain unpublished // information proprietary to Alias Systems Corp. ("Alias") and/or its // licensors, which is protected by Canadian and US federal copyright law and // by international treaties. // // The Data may not be disclosed or distributed to third parties or be copied // or duplicated, in whole or in part, without the prior written consent of // Alias. // // 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. // ========================================================================== //+ // // CLASS: MTypeId // // ***************************************************************************** // // CLASS DESCRIPTION (MTypeId) // // In Maya, both intrinsic and user-defined Maya Objects are registered and // recognized by their type identifier or type id. The basis of the type id // system is a tag which is used at run-time to determine how to create and // destroy Maya Objects, and how they are to be input/output from/to files. // These tag-based identifiers are implemented by the class MTypeId. // // Use the MTypeId class to create, copy and query Maya Object type // identifiers. // // It is very important to note that these ids are written into the Maya // binary file format. So, once an id is assigned to a node or data type it // can {\em never} be changed while any existing Maya file contains an // instance of that node or data type. If a change is made, such files will // become unreadable. // // Thus, even though we provide a range of reserved ids that you can use for // internal plug-ins, Alias highly recommends that you obtain a // globally unique id range (see below) and use ids from this range for all // your plug-ins, even internal ones. This can prevent significant headaches // later if the plans for your plug-ins change. // // There are 2 forms of the constructor for this class that can be used // depending on whether the plug-in id is internal or globally unique. // // For plug-ins that will forever be internal to your site use the constructor // that takes a single unsigned parameter. The numeric range 0 - 0x7ffff // (524288 ids) has been reserved for such plug-ins. // // The example plug-ins provided by Alias in the plug-in development // kit will use ids in the range 0x80000 - 0xfffff (524288 ids). If you // customize one of these example plug-ins, you should change the id to avoid // future conflicts. // // Plug-ins that are intended to be shared between sites will need to have a // globally unique id. The Alias Support department will provide // such id's in blocks of 256. You will be assigned one or more 24-bit // prefixes. Once this has been obtained, used the MTypeId constructor that // takes 2 unsigned parameters. The prefix goes in the first parameter, // and you are responsible for managing the allocation of the 256 ids that // go into the second parameter. // // ***************************************************************************** #if defined __cplusplus // ***************************************************************************** // INCLUDED HEADER FILES #include #include // ***************************************************************************** // DECLARATIONS // ***************************************************************************** // CLASS DECLARATION (MTypeId) /// Manage Maya Object type identifiers /** Create, copy, and query Maya Object type identifiers. */ #ifdef _WIN32 #pragma warning(disable: 4522) #endif // _WIN32 class OPENMAYA_EXPORT MTypeId { public: /// MTypeId(); /// ~MTypeId(); /// MTypeId( unsigned id ); /// MTypeId( unsigned prefix, unsigned id ); /// MTypeId( const MTypeId& src ); /// MTypeId& operator=( const MTypeId& rhs ); /// bool operator==( const MTypeId& rhs ) const; /// bool operator!=( const MTypeId& rhs ) const; /// unsigned id( MStatus * ReturnStatus = NULL ) const; protected: // No protected members private: union { unsigned fId; unsigned char fTag[4]; }; static const char* className(); }; #ifdef _WIN32 #pragma warning(default: 4522) #endif // _WIN32 // ***************************************************************************** #endif /* __cplusplus */ #endif /* _MTypeId */