hwUnlitShader/NodeMonitor.cpp

hwUnlitShader/NodeMonitor.cpp
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//+
// NodeMonitor.cpp
// DESCRIPTION: This class monitors a given node.
//
// TODO: Take care of renamed nodes.
//
// AUTHOR: Christian Laforte
//
#include <assert.h>
#include "NodeMonitor.h"
MObject getObjFromName(MString name, MStatus& stat)
{
MObject obj;
// Attempt to add the given name to the selection list,
// then get the corresponding dependency node handle.
if (!list.add(name) ||
!list.getDependNode(0, obj))
{
// Failed.
return obj;
}
// Successful.
return obj;
}
// If a problem occurs, this function returns an empty string.
MString getNameFromObj(MObject obj)
{
MString nodeName;
// If this object is a MFnDagNode, we should store the dag name.
// Otherwise, use the MFnDependencyNode name.
if (obj.hasFn(MFn::kDagNode))
{
MFnDagNode dagNode(obj);
nodeName = dagNode.fullPathName();
}
else if (obj.hasFn(MFn::kDependencyNode))
{
MFnDependencyNode node(obj);
nodeName = node.name();
}
return nodeName;
}
//-----------------------------------------------------------
// Public interface:
//-----------------------------------------------------------
NodeMonitor::NodeMonitor(NodeMonitorManager* manager /* = NULL */)
{
fNodeName = "";
fIsDirty = false;
fRenamedCallbackId = 0;
fDirtyCallbackId = 0;
fManager = manager;
}
NodeMonitor::~NodeMonitor()
{
stopWatching();
}
bool NodeMonitor::watch(MString nodeName)
{
// if already watching another object, release the callbacks.
stopWatching();
fNodeName = nodeName;
return attachCallbacks();
}
bool NodeMonitor::watch(MObject nodeObj)
{
MString newNodeName = getNameFromObj(nodeObj);
// If already watching another object, release the callbacks.
stopWatching();
// Get the name of the given object... since an MObject is not
// persistent. We'll use the name of the object to attach/re-attach
// callbacks when necessary.
if (newNodeName == "")
{
// This is bad. We've been given an invalid node object.
// return false to indicate that an error occured.
return false;
}
fNodeName = newNodeName;
return attachCallbacks();
}
void NodeMonitor::stopWatching()
{
if (fNodeName != "")
{
// Clean up the callbacks
detachCallbacks();
fNodeName = "";
fIsDirty = false;
}
}
bool NodeMonitor::dirty()
{
return fIsDirty;
}
void NodeMonitor::cleanIt()
{
if (dirty())
{
// We have to re-attach the callback.
attachCallbacks();
}
fIsDirty = false;
}
//----------------------------------------------------------------
// Private interface:
//----------------------------------------------------------------
bool NodeMonitor::attachCallbacks()
{
// Make sure that there are no callbacks currently enabled.
detachCallbacks();
MStatus stat;
MObject node = getObjFromName(fNodeName, stat);
if (!stat)
{
detachCallbacks();
return false;
}
fIsDirty = false;
fDirtyCallbackId = MNodeMessage::addNodeDirtyCallback(node, watchedObjectDirtyCallback, this, &stat );
if (stat)
{
fRenamedCallbackId = MNodeMessage::addNameChangedCallback (node, watchedObjectRenamedCallback, this, &stat);
}
// If an error occured, detach any valid callback.
if (!stat)
{
detachCallbacks();
return false;
}
return true;
}
void NodeMonitor::detachCallbacks()
{
MStatus stat;
if (fDirtyCallbackId)
{
stat = MMessage::removeCallback(fDirtyCallbackId);
assert(stat);
}
if (fRenamedCallbackId)
{
stat = MMessage::removeCallback(fRenamedCallbackId);
assert(stat);
}
fRenamedCallbackId = 0;
fDirtyCallbackId = 0;
}
void NodeMonitor::callbackOccured()
{
fIsDirty = true;
// Detach the callback so that we don't get called needlessly. We'll
// re-attach when the dirty bit is read back.
detachCallbacks();
}
// Callback functions. Those are called, respectively, when a node is dirty (has changed substantially),
// or when a node is renamed.
/*static*/ void NodeMonitor::watchedObjectDirtyCallback(void* clientData)
{
NodeMonitor* pMon = (NodeMonitor*) clientData;
pMon->callbackOccured();
}
/*static*/ void NodeMonitor::watchedObjectRenamedCallback(MObject & node, void* clientData)
{
NodeMonitor* pMon = (NodeMonitor*) clientData;
// Get the new name of the node, and use it from now on.
MString oldName = pMon->fNodeName;
pMon->fNodeName = getNameFromObj(node);
// Call the manager, if there's one.
if (pMon->fManager != NULL)
pMon->fManager->onNodeRenamed(node, oldName, pMon->fNodeName);
pMon->callbackOccured();
}