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_

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