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ZO_ABOVE_SCENEGRAPH_DRAW_LEVEL = 100000
return obj
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
return node
end
-- after this point, this node will no longer participate in rendering, the node should eventually be garbage collected.
-- it's important that you nil out references in application code too to achieve this.
-- child controls do not hold references to their scene node, so they will
-- also become "free-floating". Likewise, it's your responsibility to reuse
-- those controls to not leak memory.
if children then
end
end
end
-- shortcut so you can see where a node is placed visually
-- draws a purple box centered on the node's origin point
local debugTexture = GetWindowManager ( ) : CreateControl ( string . format ( "%sDebugTexture%d" , self . canvasControl : GetName ( ) , self . debugTextureId ) , self . canvasControl , CT_TEXTURE )
end
end
end
end
do
if dirty then
end
if children ~= nil then
for i = 1 , # children do
local child = children [ i ]
end
end
end
local NOT_DIRTY_UPSTREAM = false
end
end |