ShapeMonitor.h

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//+

//
// ShapeMonitor
//
// Author: Christian Laforte
//
// Data: March 2001
//

#ifndef _ShapeMonitor_
#define _ShapeMonitor_

#include <maya/MNodeMessage.h>
#include "AWarray.h"

class MSelectionList;

// Structure used to track monitored Maya nodes.
class MonitoredObject
{
public:
    MString mayaNodeName;
    MonitoredObject() { renamedCallbackId = 0; dirtyCallbackId = 0; }

    virtual ~MonitoredObject() {}
    MCallbackId renamedCallbackId;
    MCallbackId dirtyCallbackId;
};


class ShapeMonitor
{
public:

    // Return a pointer to the singleton node. 
    // It is created automatically if it doesn't already exist.
    static ShapeMonitor* instance();

    // Initialize the ShapeMonitor singleton. 
    // This frees internal data structures and detach any callbacks left,
    // and returns a fresh and clean ShapeMonitor instance.
    static ShapeMonitor* initialize();

    // Destroy the internal content of the ShapeMonitor singleton. 
    // This also detaches any callbacks left.
    static void destroy();

    // Watch the given node. This function will add an element in the monitored objects array,
    // and set callbacks on the node in order to get notified when the node changes.
    void watch(MString mayaNodeName, MonitoredObject* pMon);

    // Stop watching all nodes that correspond to the given unique texture name.
    // This function can also be used to stop watching all elements, by setting that argument to true.
    void stopWatching(MString mayaNodeName);

    // Stop watching all nodes.
    void stopWatchingAll();

    void stopWatchingUnselectedDagObjects(MSelectionList& selectedObjects);

private:

    // The constructor and destructor are private, to guarantee that client-side code cannot instance
    // more than one at a time.
    ShapeMonitor();
    ~ShapeMonitor();

    // Pointer to the singleton private instance.
    static ShapeMonitor* privateInstance;


    // The list of currently monitored objects.
    AWarray< MonitoredObject* > monitoredObjectsPtrArray;

    // Find a monitored object according to its node name.
    // This is used to ensure that we don't store duplicates in the list.
    MonitoredObject* retrieveMonitorObject(MString nodeName);

    // 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 );

    void removeCallbacks(MonitoredObject *mon);
};

#endif // _ShapeMonitor_