/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ #ifndef SCENE_WATCHER_H #define SCENE_WATCHER_H #include "Max.h" #include "notify.h" #include #include #include "../pnKeyedObject/plKey.h" class plMaxNode; class SceneWatcher : public ReferenceMaker { public: typedef std::vector NodeList; typedef std::set NodeSet; typedef std::vector KeyList; protected: NodeList fNodes; KeyList fDeleted; bool fDirty; public: SceneWatcher(); ~SceneWatcher(); //////////////////////////////////////////////////////////////////////////// // ReferenceMaker functions // RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message); int NumRefs(); RefTargetHandle GetReference(int i); void SetReference(int i, RefTargetHandle rtarg); BOOL IsRealDependency(ReferenceTarget *rtarg) { return FALSE; } // Get all the nodes we're watching const NodeList& GetWatchNodes(); // Get all the nodes that need to be reconverted bool AnyDirty(); void GetDirty(NodeSet& dirtyNodes); bool AnyDeleted(); KeyList& GetDeleted(); protected: void IAddRef(plMaxNode *node); void IRemoveRef(plMaxNode *node); void IAddNodeRecur(plMaxNode *node); // Helpers for GetDirtyNodes void IGetDependents(plMaxNode *node, NodeSet& nodes); void IGetLogicDependents(plMaxNode *node, NodeSet& nodes); void ISetDirty(); static void INotify(void *param, NotifyInfo *info); }; #endif //SCENE_WATCHER_H