hwRefractReflectShader_NV20/NodeMonitor.h

hwRefractReflectShader_NV20/NodeMonitor.h
#ifndef __NodeMonitor_h__
#define __NodeMonitor_h__
//-
// ==========================================================================
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// The coded instructions, statements, computer programs, and/or related
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// ==========================================================================
//+
// NodeMonitor.h
//
//
// DESCRIPTION: This class monitors a given node.
//
// AUTHOR: Christian Laforte
//
//
#include <maya/MFnDagNode.h>
#include <maya/MFnDependencyNode.h>
#include <maya/MString.h>
#include <maya/MNodeMessage.h>
#include <maya/MObject.h>
#include <maya/MSelectionList.h>
#include <maya/MStatus.h>
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