11 #ifndef __OP_CommandManager__
12 #define __OP_CommandManager__
39 PRM_Parm **ppparm,
int *subindex)
const;
43 virtual int getChRefParmIndex(
57 int node_id)
const override;
77 const char *channel_name)
const;
84 const char *
path)
const override;
101 bool use_alias =
false)
const override;
104 void getChanRefsPythonListCode(
114 bool inTrustedContextForNode(
const OP_Node *node,
int thread)
const;
115 bool inTrustedContextForNodeContents(
116 const OP_Node *node,
int thread)
const;
141 void destroyGeometryChannelsCollection(
164 {
return myHandlingChannelChanges; }
170 void geometryChannelsCollectionChanged(
175 int addGeometryChannelsChangedCallback(
180 void removeGeometryChannelsChangedCallback(
187 int myActiveChannelChangesCount;
188 bool myHandlingChannelChanges;
virtual bool isOwnerExposed(const CH_ChannelRef &r) const
virtual void getChannelsWithNodeId(CH_ChannelList &chans, int node_id) const
bool getChRefAlias(const CH_ChannelRef &r, UT_String &ret) const override
GLsizei const GLchar *const * path
**But if you need a result
bool getChRefNodePath(const CH_ChannelRef &r, UT_String &ret) const override
virtual bool buildChanRef(CH_ChannelRef &r, const CH_Channel *chp) const
Use this method to build a channel reference from a channel pointer.
virtual void beginChannelChanges()
virtual bool resolveChanRefExport(const CH_ChannelRef &r, CH_ChannelRef &out_export)
virtual void channelsChanged()
virtual void endChannelChanges()
UT_Function< void(const CH_ChannelList &, OP_GeometryChannelsChangeType)> OP_GeometryChannelsChangedCallback
GLuint const GLchar * name
virtual int compareChanRefs(const CH_ChannelRef &r1, const CH_ChannelRef &r2) const
virtual void getChanRefPath(const CH_ChannelRef &r, UT_String &path, bool use_alias=false) const
Use this method to get the full path of the channel referenced by r.
bool isHandlingChannelChanges()
**Note that the tasks the is the thread number *for the or if it s being executed by a non pool thread(this *can happen in cases where the whole pool is occupied and the calling *thread contributes to running the work load).**Thread pool.Have fun
virtual int compareLayerRefs(const CH_ChannelRef &r1, const CH_ChannelRef &r2) const
virtual CH_ScriptAccessManager * getAccessManager(int)
virtual bool channelsBeingChanged()
virtual bool getChannelAutoSelect(const CH_ChannelRef &chref) const
virtual bool isChanRefValid(const CH_ChannelRef &chref) const
virtual CH_Channel * getChRefChannel(const CH_ChannelRef &r) const
bool getChRefLabelForUI(const CH_ChannelRef &r, UT_String &ret) const override