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# findFileTexturesCmd.cpp

    //-
    // ==========================================================================
    // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
    //
    // Use of this software is subject to the terms of the Autodesk
    // license agreement provided at the time of installation or download,
    // or which otherwise accompanies this software in either electronic
    // or hard copy form.
    // ==========================================================================
    //+

    #include <maya/MSimple.h>
    #include <maya/MObject.h>
    #include <maya/MGlobal.h>
    #include <maya/MFnDependencyNode.h>
    #include <maya/MSelectionList.h>
    #include <maya/MString.h>
    #include <maya/MObjectArray.h>
    #include <maya/MPlug.h>
    #include <maya/MItSelectionList.h>
    #include <maya/MItDependencyGraph.h>
    #include <maya/MFnStringData.h>

    #include <maya/MIOStream.h>

    //
    // This small example illustrates that a node of a particular type can be found
    // by walking through the DG graph.  In this example, the nodes of type
    // fileTexture has to be found.  The plugin will start from the shape node that
    // the user selected, or the ones passing in as parameters.  It then look for a
    // connection to the shadingEngine.  Once found, it will use a dependency graph
    // iterator with a filter that matches the type desire to iterate through the
    // connections to the shadingEngine.
    //

    void dumpInfo( MObject fileNode,
                   MFnDependencyNode& nodeFn,
                   MObjectArray& nodePath )
    {
        MObject currentNode;
        MObject fileAttr = nodeFn.attribute("fileTextureName");
        MPlug   plugToFile( fileNode, fileAttr );
        MFnDependencyNode  dgFn;
        MStatus stat;

        cerr << "Name:    " << nodeFn.name() << endl;

        MObject fnameValue;
        stat = plugToFile.getValue( fnameValue );
        if ( !stat ) {
            stat.perror("error getting value from plug");
        } else {
            MFnStringData stringFn( fnameValue );
            cerr << "Texture: " << stringFn.string() << endl;
        }

        cerr << "Path:    ";
        for ( int i = nodePath.length()-1; i >= 0; i-- ) {
            currentNode = nodePath[i];
            dgFn.setObject( currentNode );
            cerr << dgFn.name() << "(" << dgFn.typeName() << ")";
            if ( i > 0)
                cerr << " ->\n         ";
        }
        cerr << endl;
    }

    DeclareSimpleCommand( findFileTextures, PLUGIN_COMPANY, "3.0");

    MStatus findFileTextures::doIt( const MArgList& args )
    {

        MSelectionList list;
        MStatus        status;

        if ( args.length() > 0 ) {
            // Arg list is > 0 so use objects that were passes in
            //
            MString argStr;

            unsigned last = args.length();
            for ( unsigned i = 0; i < last; i++ ) {
                // Attempt to find all of the objects matched
                // by the string and add them to the list
                //
                args.get( i, argStr );
                list.add( argStr );
            }
        } else {
            // Get arguments from Maya's selection list.
            MGlobal::getActiveSelectionList( list );
        }

        MObject             node;
        MFnDependencyNode   nodeFn,dgNodeFnSet;
        MItDependencyGraph* dgIt;
        MObject             currentNode;
        MObject             thisNode;
        MObjectArray        nodePath;

        for ( MItSelectionList iter( list ); !iter.isDone(); iter.next() ) {

            iter.getDependNode( node );

            //
            // The following code shows how to navigate the DG manually without
            // using an iterator.  First, find the attribute that you are
            // interested.  Then connect a plug to it and see where the plug
            // connected to.  Once you get all the connections, you can choose
            // which route you want to go.
            //
            // In here, we wanted to get to the nodes that instObjGroups connected
            // to since we know that the shadingEngine connects to the instObjGroup
            // attribute.
            //

            nodeFn.setObject( node );
            MObject iogAttr = nodeFn.attribute( "instObjGroups", &status);
            if ( !status ) {
                cerr << nodeFn.name() << ": is not a renderable object, skipping\n";
                continue;
            }

            MPlug iogPlug( node, iogAttr );
            MPlugArray iogConnections;

            //
            // instObjGroups is a multi attribute.  In this example, just the
            // first connection will be tried.
            //
            iogPlug.elementByLogicalIndex(0).connectedTo( iogConnections, false, true, &status );

            if ( !status ) {
                cerr << nodeFn.name() << ": is not in a shading group, skipping\n";
                continue;
            }

            //
            // Now we would like to traverse the DG starting from the shadingEngine
            // since most likely all file texture nodes will be found.  Note the
            // filter used to initialize the DG iterator.  There are lots of filter
            // type available in MF::Type that you can choose to suite your needs.
            //
            bool foundATexture = false;
            for ( unsigned int i=0; i<iogConnections.length(); i++ ) {

                currentNode = iogConnections[i].node();

                //
                // Note that upon initilization, the current pointer of the
                // iterator already points to the first valid node.
                //
                dgIt = new MItDependencyGraph( currentNode,
                                   MFn::kFileTexture,
                                   MItDependencyGraph::kUpstream,
                                   MItDependencyGraph::kBreadthFirst,
                                   MItDependencyGraph::kNodeLevel,
                                   &status );
                if ( !status ) {
                    delete dgIt;
                    continue;
                }
                dgIt->disablePruningOnFilter();

                for ( ; ! dgIt->isDone(); dgIt->next() ) {

                    thisNode = dgIt->thisNode();
                    dgNodeFnSet.setObject( thisNode );
                    status = dgIt->getNodePath( nodePath );

                    if ( !status ) {
                        status.perror("getNodePath");
                        continue;
                    }

                    //
                    // append the starting node.
                    //
                    nodePath.append(node);
                    dumpInfo( thisNode, dgNodeFnSet, nodePath );
                    foundATexture = true;
                }
                delete dgIt;
            }

            if ( !foundATexture ) {
                cerr << nodeFn.name() << ": is not connected to a file texture\n";
            }
        }
        return MS::kSuccess;
    }