0ab077fcef
Exposes the "interpolated" flag on nodes via a property, physics_interpolation_mode. Mode can be INHERIT, OFF and ON. This makes it easy to turn off interpolation for nodes in the editor, versus via code.
512 lines
19 KiB
C++
512 lines
19 KiB
C++
/*************************************************************************/
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/* node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NODE_H
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#define NODE_H
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#include "core/class_db.h"
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#include "core/map.h"
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#include "core/node_path.h"
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#include "core/object.h"
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#include "core/project_settings.h"
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#include "core/script_language.h"
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#include "scene/main/scene_tree.h"
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class Viewport;
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class SceneState;
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class SceneTreeTween;
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class Node : public Object {
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GDCLASS(Node, Object);
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OBJ_CATEGORY("Nodes");
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public:
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enum PauseMode {
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PAUSE_MODE_INHERIT,
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PAUSE_MODE_STOP,
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PAUSE_MODE_PROCESS
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};
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enum PhysicsInterpolationMode {
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PHYSICS_INTERPOLATION_MODE_INHERIT,
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PHYSICS_INTERPOLATION_MODE_OFF,
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PHYSICS_INTERPOLATION_MODE_ON
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};
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1,
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DUPLICATE_GROUPS = 2,
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DUPLICATE_SCRIPTS = 4,
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DUPLICATE_USE_INSTANCING = 8,
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#ifdef TOOLS_ENABLED
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DUPLICATE_FROM_EDITOR = 16,
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#endif
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};
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enum NameCasing {
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NAME_CASING_PASCAL_CASE,
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NAME_CASING_CAMEL_CASE,
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NAME_CASING_SNAKE_CASE
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};
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struct Comparator {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
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};
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struct ComparatorWithPriority {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
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};
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static int orphan_node_count;
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private:
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struct GroupData {
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bool persistent;
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SceneTree::Group *group;
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GroupData() { persistent = false; }
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};
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struct Data {
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String filename;
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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Node *parent;
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Node *owner;
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Vector<Node *> children; // list of children
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HashMap<StringName, Node *> owned_unique_nodes;
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bool unique_name_in_owner = false;
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int pos;
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int depth;
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int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name;
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SceneTree *tree;
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#ifdef TOOLS_ENABLED
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NodePath import_path; //path used when imported, used by scene editors to keep tracking
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#endif
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Viewport *viewport;
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Map<StringName, GroupData> grouped;
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List<Node *>::Element *OW; // owned element
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List<Node *> owned;
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Node *pause_owner;
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int network_master;
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Map<StringName, MultiplayerAPI::RPCMode> rpc_methods;
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Map<StringName, MultiplayerAPI::RPCMode> rpc_properties;
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int process_priority;
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// Keep bitpacked values together to get better packing
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PauseMode pause_mode : 2;
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PhysicsInterpolationMode physics_interpolation_mode : 2;
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// variables used to properly sort the node when processing, ignored otherwise
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//should move all the stuff below to bits
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bool physics_process : 1;
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bool idle_process : 1;
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bool physics_process_internal : 1;
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bool idle_process_internal : 1;
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bool input : 1;
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bool unhandled_input : 1;
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bool unhandled_key_input : 1;
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// Physics interpolation can be turned on and off on a per node basis.
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// This only takes effect when the SceneTree (or project setting) physics interpolation
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// is switched on.
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bool physics_interpolated : 1;
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// Most nodes need not be interpolated in the scene tree, physics interpolation
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// is normally only needed in the VisualServer. However if we need to read the
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// interpolated transform of a node in the SceneTree, it is necessary to duplicate
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// the interpolation logic client side, in order to prevent stalling the VisualServer
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// by reading back.
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bool physics_interpolated_client_side : 1;
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// For certain nodes (e.g. CPU Particles in global mode)
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// It can be useful to not send the instance transform to the
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// VisualServer, and specify the mesh in world space.
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bool use_identity_transform : 1;
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bool parent_owned : 1;
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bool in_constructor : 1;
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bool use_placeholder : 1;
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bool display_folded : 1;
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bool editable_instance : 1;
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bool inside_tree : 1;
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bool ready_notified : 1; //this is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification
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bool ready_first : 1;
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mutable NodePath *path_cache;
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} data;
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Ref<MultiplayerAPI> multiplayer;
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void _print_tree_pretty(const String &prefix, const bool last);
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void _print_tree(const Node *p_node);
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Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
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void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
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void _generate_serial_child_name(const Node *p_child, StringName &name) const;
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
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void _propagate_enter_tree();
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void _propagate_ready();
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void _propagate_exit_tree();
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void _propagate_after_exit_branch(bool p_exiting_tree);
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void _propagate_physics_interpolated(bool p_interpolated);
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void _print_stray_nodes();
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void _propagate_pause_owner(Node *p_owner);
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Array _get_node_and_resource(const NodePath &p_path);
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void _duplicate_signals(const Node *p_original, Node *p_copy) const;
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void _duplicate_and_reown(Node *p_new_parent, const Map<Node *, Node *> &p_reown_map) const;
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Node *_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap = nullptr) const;
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Array _get_children() const;
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Array _get_groups() const;
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Variant _rpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _rpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Variant _rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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void _release_unique_name_in_owner();
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void _acquire_unique_name_in_owner();
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protected:
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void _block() { data.blocked++; }
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void _unblock() { data.blocked--; }
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void _notification(int p_notification);
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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virtual void move_child_notify(Node *p_child);
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virtual void _physics_interpolated_changed();
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void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
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static void _bind_methods();
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static String _get_name_num_separator();
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friend class SceneState;
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void _add_child_nocheck(Node *p_child, const StringName &p_name);
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void _set_owner_nocheck(Node *p_owner);
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void _set_name_nocheck(const StringName &p_name);
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void _set_physics_interpolated_client_side(bool p_enable);
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bool _is_physics_interpolated_client_side() const { return data.physics_interpolated_client_side; }
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void _set_use_identity_transform(bool p_enable);
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bool _is_using_identity_transform() const { return data.use_identity_transform; }
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public:
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enum {
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// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE = 10,
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NOTIFICATION_EXIT_TREE = 11,
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NOTIFICATION_MOVED_IN_PARENT = 12,
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NOTIFICATION_READY = 13,
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NOTIFICATION_PAUSED = 14,
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NOTIFICATION_UNPAUSED = 15,
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NOTIFICATION_PHYSICS_PROCESS = 16,
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NOTIFICATION_PROCESS = 17,
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NOTIFICATION_PARENTED = 18,
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NOTIFICATION_UNPARENTED = 19,
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NOTIFICATION_INSTANCED = 20,
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NOTIFICATION_DRAG_BEGIN = 21,
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NOTIFICATION_DRAG_END = 22,
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NOTIFICATION_PATH_CHANGED = 23,
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//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
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NOTIFICATION_INTERNAL_PROCESS = 25,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
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NOTIFICATION_POST_ENTER_TREE = 27,
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NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 28,
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//keep these linked to node
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NOTIFICATION_WM_MOUSE_ENTER = MainLoop::NOTIFICATION_WM_MOUSE_ENTER,
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NOTIFICATION_WM_MOUSE_EXIT = MainLoop::NOTIFICATION_WM_MOUSE_EXIT,
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NOTIFICATION_WM_FOCUS_IN = MainLoop::NOTIFICATION_WM_FOCUS_IN,
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NOTIFICATION_WM_FOCUS_OUT = MainLoop::NOTIFICATION_WM_FOCUS_OUT,
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NOTIFICATION_WM_QUIT_REQUEST = MainLoop::NOTIFICATION_WM_QUIT_REQUEST,
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NOTIFICATION_WM_GO_BACK_REQUEST = MainLoop::NOTIFICATION_WM_GO_BACK_REQUEST,
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NOTIFICATION_WM_UNFOCUS_REQUEST = MainLoop::NOTIFICATION_WM_UNFOCUS_REQUEST,
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NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
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NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
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NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
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NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
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NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
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NOTIFICATION_APP_RESUMED = MainLoop::NOTIFICATION_APP_RESUMED,
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NOTIFICATION_APP_PAUSED = MainLoop::NOTIFICATION_APP_PAUSED
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};
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/* NODE/TREE */
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StringName get_name() const;
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void set_name(const String &p_name);
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void add_child(Node *p_child, bool p_legible_unique_name = false);
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void add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name = false);
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void remove_child(Node *p_child);
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int get_child_count() const;
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Node *get_child(int p_index) const;
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bool has_node(const NodePath &p_path) const;
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Node *get_node(const NodePath &p_path) const;
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Node *get_node_or_null(const NodePath &p_path) const;
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Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
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bool has_node_and_resource(const NodePath &p_path) const;
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Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
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Node *get_parent() const;
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Node *find_parent(const String &p_mask) const;
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_FORCE_INLINE_ SceneTree *get_tree() const {
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ERR_FAIL_COND_V(!data.tree, nullptr);
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return data.tree;
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}
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_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
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bool is_a_parent_of(const Node *p_node) const;
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bool is_greater_than(const Node *p_node) const;
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NodePath get_path() const;
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NodePath get_path_to(const Node *p_node) const;
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Node *find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName &p_identifier, bool p_persistent = false);
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void remove_from_group(const StringName &p_identifier);
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bool is_in_group(const StringName &p_identifier) const;
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struct GroupInfo {
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StringName name;
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bool persistent;
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};
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void get_groups(List<GroupInfo> *p_groups) const;
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int get_persistent_group_count() const;
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void move_child(Node *p_child, int p_pos);
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void raise();
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void set_owner(Node *p_owner);
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Node *get_owner() const;
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void get_owned_by(Node *p_by, List<Node *> *p_owned);
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void set_unique_name_in_owner(bool p_enabled);
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bool is_unique_name_in_owner() const;
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void remove_and_skip();
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int get_index() const;
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Ref<SceneTreeTween> create_tween();
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void print_tree();
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void print_tree_pretty();
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void set_filename(const String &p_filename);
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String get_filename() const;
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void set_editor_description(const String &p_editor_description);
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String get_editor_description() const;
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void set_editable_instance(Node *p_node, bool p_editable);
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bool is_editable_instance(const Node *p_node) const;
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Node *get_deepest_editable_node(Node *start_node) const;
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#ifdef TOOLS_ENABLED
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void set_property_pinned(const StringName &p_property, bool p_pinned);
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bool is_property_pinned(const StringName &p_property) const;
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virtual StringName get_property_store_alias(const StringName &p_property) const;
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#endif
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void get_storable_properties(Set<StringName> &r_storable_properties) const;
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virtual String to_string();
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/* NOTIFICATIONS */
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void propagate_notification(int p_notification);
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void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
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/* PROCESSING */
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void set_physics_process(bool p_process);
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float get_physics_process_delta_time() const;
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bool is_physics_processing() const;
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void set_process(bool p_idle_process);
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float get_process_delta_time() const;
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bool is_processing() const;
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void set_physics_process_internal(bool p_process_internal);
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bool is_physics_processing_internal() const;
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void set_process_internal(bool p_idle_process_internal);
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bool is_processing_internal() const;
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void set_process_priority(int p_priority);
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int get_process_priority() const;
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void set_process_input(bool p_enable);
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bool is_processing_input() const;
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void set_process_unhandled_input(bool p_enable);
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bool is_processing_unhandled_input() const;
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void set_process_unhandled_key_input(bool p_enable);
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bool is_processing_unhandled_key_input() const;
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int get_position_in_parent() const;
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Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
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Node *duplicate_and_reown(const Map<Node *, Node *> &p_reown_map) const;
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#ifdef TOOLS_ENABLED
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap) const;
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap, const Map<RES, RES> &p_resource_remap) const;
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void remap_node_resources(Node *p_node, const Map<RES, RES> &p_resource_remap) const;
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void remap_nested_resources(RES p_resource, const Map<RES, RES> &p_resource_remap) const;
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#endif
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// used by editors, to save what has changed only
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void set_scene_instance_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_instance_state() const;
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void set_scene_inherited_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_inherited_state() const;
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void set_scene_instance_load_placeholder(bool p_enable);
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bool get_scene_instance_load_placeholder() const;
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static Vector<Variant> make_binds(VARIANT_ARG_LIST);
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void replace_by(Node *p_node, bool p_keep_data = false);
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void set_pause_mode(PauseMode p_mode);
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PauseMode get_pause_mode() const;
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bool can_process() const;
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bool can_process_notification(int p_what) const;
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void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
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PhysicsInterpolationMode get_physics_interpolation_mode() const { return data.physics_interpolation_mode; }
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_FORCE_INLINE_ bool is_physics_interpolated() const { return data.physics_interpolated; }
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_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated(); }
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void reset_physics_interpolation();
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void request_ready();
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static void print_stray_nodes();
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#ifdef TOOLS_ENABLED
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String validate_child_name(Node *p_child);
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#endif
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void queue_delete();
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//hacks for speed
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static void set_human_readable_collision_renaming(bool p_enabled);
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static void init_node_hrcr();
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void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
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void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path() const;
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bool is_owned_by_parent() const;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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void clear_internal_tree_resource_paths();
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_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
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virtual String get_configuration_warning() const;
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void update_configuration_warning();
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void set_display_folded(bool p_folded);
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bool is_displayed_folded() const;
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/* NETWORK */
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void set_network_master(int p_peer_id, bool p_recursive = true);
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int get_network_master() const;
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bool is_network_master() const;
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void rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
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void rset_config(const StringName &p_property, MultiplayerAPI::RPCMode p_mode); // config a local property for RPC
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void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
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void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
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void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
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void rpc_unreliable_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
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void rset(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
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void rset_unreliable(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
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void rset_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
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void rset_unreliable_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
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void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
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void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
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Ref<MultiplayerAPI> get_multiplayer() const;
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Ref<MultiplayerAPI> get_custom_multiplayer() const;
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void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
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const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
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Node();
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~Node();
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};
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VARIANT_ENUM_CAST(Node::DuplicateFlags);
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typedef Set<Node *, Node::Comparator> NodeSet;
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#endif
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