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# NodeMonitor.h

    #ifndef __NodeMonitor_h__
    #define __NodeMonitor_h__

    //-
    // ==========================================================================
    // Copyright (C) 1995 - 2006 Autodesk, Inc. and/or its licensors.  All
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    // The coded instructions, statements, computer programs, and/or related
    // material (collectively the "Data") in these files contain unpublished
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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