text: /*
   * 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 2
   * 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, write to the Free Software Foundation,
   * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
   *
   * The Original Code is Copyright (C) 2013 Blender Foundation.
   * All rights reserved.
   */
  
  /** \file
   * \ingroup depsgraph
   */
  
  #pragma once
  
  #include "intern/node/deg_node.h"
  #include "BLI_sys_types.h"
  
  struct GHash;
  
  namespace DEG {
  
  struct ComponentNode;
  
  typedef uint64_t IDComponentsMask;
  
  /* NOTE: We use max comparison to mark an id node that is linked more than once
   * So keep this enum ordered accordingly. */
  enum eDepsNode_LinkedState_Type {
    /* Generic indirectly linked id node. */
    DEG_ID_LINKED_INDIRECTLY = 0,
    /* Id node present in the set (background) only. */
    DEG_ID_LINKED_VIA_SET = 1,
    /* Id node directly linked via the SceneLayer. */
    DEG_ID_LINKED_DIRECTLY = 2,
  };
  const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
  
  /* ID-Block Reference */
  struct IDNode : public Node {
    struct ComponentIDKey {
      ComponentIDKey(NodeType type, const char *name = "");
      bool operator==(const ComponentIDKey &other) const;
  
      NodeType type;
      const char *name;
    };
  
    virtual void init(const ID *id, const char *subdata) override;
    void init_copy_on_write(ID *id_cow_hint = NULL);
    ~IDNode();
    void destroy();
  
    virtual string identifier() const override;
  
    ComponentNode *find_component(NodeType type, const char *name = "") const;
    ComponentNode *add_component(NodeType type, const char *name = "");
  
    virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
  
    void finalize_build(Depsgraph *graph);
  
    IDComponentsMask get_visible_components_mask() const;
  
    /* ID Block referenced. */
    ID *id_orig;
    ID *id_cow;
  
    /* Hash to make it faster to look up components. */
    GHash *components;
  
    /* Additional flags needed for scene evaluation.
     * TODO(sergey): Only needed for until really granular updates
     * of all the entities. */
    uint32_t eval_flags;
    uint32_t previous_eval_flags;
  
    /* Extra customdata mask which needs to be evaluated for the mesh object. */
    DEGCustomDataMeshMasks customdata_masks;
    DEGCustomDataMeshMasks previous_customdata_masks;
  
    eDepsNode_LinkedState_Type linked_state;
  
    /* Indicates the datablock is visible in the evaluated scene. */
    bool is_directly_visible;
  
    /* For the collection type of ID, denotes whether collection was fully
     * recursed into. */
    bool is_collection_fully_expanded;
  
    /* Is used to figure out whether object came to the dependency graph via a base. */
    bool has_base;
  
    /* Accumulated flag from operation. Is initialized and used during updates flush. */
    bool is_user_modified;
  
    IDComponentsMask visible_components_mask;
    IDComponentsMask previously_visible_components_mask;
  
    DEG_DEPSNODE_DECLARE;
  };
  
  }  // namespace DEG
  