text: //////////////////////////////////////////////////////////////////////////
  //  
  //  Copyright (c) 2012, John Haddon. All rights reserved.
  //  Copyright (c) 2013, Image Engine Design Inc. All rights reserved.
  //  
  //  Redistribution and use in source and binary forms, with or without
  //  modification, are permitted provided that the following conditions are
  //  met:
  //  
  //      * Redistributions of source code must retain the above
  //        copyright notice, this list of conditions and the following
  //        disclaimer.
  //  
  //      * Redistributions in binary form must reproduce the above
  //        copyright notice, this list of conditions and the following
  //        disclaimer in the documentation and/or other materials provided with
  //        the distribution.
  //  
  //      * Neither the name of John Haddon nor the names of
  //        any other contributors to this software may be used to endorse or
  //        promote products derived from this software without specific prior
  //        written permission.
  //  
  //  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
  //  IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
  //  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  //  PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  //  CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  //  EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  //  PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  //  PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
  //  LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
  //  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  //  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  //  
  //////////////////////////////////////////////////////////////////////////
  
  #include "Gaffer/Box.h"
  
  #include "GafferScene/FilteredSceneProcessor.h"
  
  using namespace IECore;
  using namespace Gaffer;
  using namespace GafferScene;
  
  IE_CORE_DEFINERUNTIMETYPED( FilteredSceneProcessor );
  
  size_t FilteredSceneProcessor::g_firstPlugIndex = 0;
  
  FilteredSceneProcessor::FilteredSceneProcessor( const std::string &name, Filter::Result filterDefault )
  	:	SceneProcessor( name )
  {
  	storeIndexOfNextChild( g_firstPlugIndex );
  	addChild( new IntPlug( "filter", Plug::In, filterDefault, Filter::NoMatch, Filter::EveryMatch ) );
  }
  
  FilteredSceneProcessor::~FilteredSceneProcessor()
  {
  }
  
  Gaffer::IntPlug *FilteredSceneProcessor::filterPlug()
  {
  	return getChild<IntPlug>( g_firstPlugIndex );
  }
  
  const Gaffer::IntPlug *FilteredSceneProcessor::filterPlug() const
  {
  	return getChild<IntPlug>( g_firstPlugIndex );
  }
  
  bool FilteredSceneProcessor::acceptsInput( const Gaffer::Plug *plug, const Gaffer::Plug *inputPlug ) const
  {
  	if( !SceneProcessor::acceptsInput( plug, inputPlug ) )
  	{
  		return false;
  	}
  	
  	if( plug == filterPlug() )
  	{
  		// we only want to accept inputs from Filter nodes, but we accept
  		// them from Boxes too, because the intermediate plugs there can
  		// be used to later connect a filter in from the outside.
  		const Node *n = inputPlug->source<Plug>()->node();
  		return runTimeCast<const Filter>( n ) || runTimeCast<const Box>( n );
  	}
  	return true;
  }
  