Pixel-Composer/scripts/node_lua_surface/node_lua_surface.gml

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function Node_Lua_Surface(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Lua Surface";
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preview_channel = 1;
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update_on_frame = true;
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inputs[| 0] = nodeValue("Function name", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "render" + string(irandom_range(100000, 999999)));
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inputs[| 1] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue("Lua code", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "", o_dialog_lua_reference)
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.setDisplay(VALUE_DISPLAY.codeLUA);
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inputs[| 3] = nodeValue("Execution thread", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, noone)
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.setVisible(false, true);
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inputs[| 4] = nodeValue("Execute on frame", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true)
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outputs[| 0] = nodeValue("Execution thread", self, JUNCTION_CONNECT.output, VALUE_TYPE.node, noone );
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outputs[| 1] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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argumentRenderer(global.lua_arguments);
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input_display_list = [ 3, 4,
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["Function", false], 0, 1,
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["Arguments", false], argument_renderer,
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["Script", false], 2,
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["Inputs", true],
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];
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setIsDynamicInput(3, false);
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argument_name = [];
argument_val = [];
lua_state = lua_create();
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static createNewInput = function() { #region
var index = ds_list_size(inputs);
inputs[| index + 0] = nodeValue("Argument name", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "" );
inputs[| index + 1] = nodeValue("Argument type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_scroll, { data: [ "Number", "String", "Surface", "Struct" ], update_hover: false });
inputs[| index + 1].editWidget.interactable = false;
inputs[| index + 2] = nodeValue("Argument value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
.setVisible(true, true);
inputs[| index + 2].editWidget.interactable = false;
} if(!LOADING && !APPENDING) createNewInput(); #endregion
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static getState = function() { #region
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if(inputs[| 3].isLeaf())
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return lua_state;
return inputs[| 3].value_from.node.getState();
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} #endregion
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static refreshDynamicInput = function() { #region
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var _in = ds_list_create();
for( var i = 0; i < input_fix_len; i++ )
ds_list_add(_in, inputs[| i]);
array_resize(input_display_list, input_display_len);
for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) {
if(getInputData(i) != "") {
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ds_list_add(_in, inputs[| i + 0]);
ds_list_add(_in, inputs[| i + 1]);
ds_list_add(_in, inputs[| i + 2]);
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inputs[| i + 1].editWidget.interactable = true;
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if(inputs[| i + 2].editWidget != noone)
inputs[| i + 2].editWidget.interactable = true;
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var type = getInputData(i + 1);
switch(type) {
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case 0 : inputs[| i + 2].setType(VALUE_TYPE.float); break;
case 1 : inputs[| i + 2].setType(VALUE_TYPE.text); break;
case 2 : inputs[| i + 2].setType(VALUE_TYPE.surface); break;
case 3 : inputs[| i + 2].setType(VALUE_TYPE.struct); break;
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}
inputs[| i + 2].setDisplay(VALUE_DISPLAY._default);
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array_push(input_display_list, i + 2);
} else {
delete inputs[| i + 0];
delete inputs[| i + 1];
delete inputs[| i + 2];
}
}
for( var i = 0; i < ds_list_size(_in); i++ )
_in[| i].index = i;
ds_list_destroy(inputs);
inputs = _in;
createNewInput();
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} #endregion
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static onValueUpdate = function(index = 0) { #region
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if(LOADING || APPENDING) return;
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if((index - input_fix_len) % data_length == 0) refreshDynamicInput();
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} #endregion
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static step = function() { #region
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for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) {
var name = getInputData(i + 0);
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inputs[| i + 2].name = name;
}
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} #endregion
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static update = function(frame = CURRENT_FRAME) { #region
var _func = getInputData(0);
var _dimm = getInputData(1);
var _exec = getInputData(4);
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update_on_frame = _exec;
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argument_val = [];
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for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length )
array_push(argument_val, getInputData(i + 2));
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lua_projectData(getState());
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addCode();
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var _outSurf = outputs[| 1].getValue();
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_outSurf = surface_verify(_outSurf, _dimm[0], _dimm[1], attrDepth());
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surface_set_target(_outSurf);
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try { lua_call_w(getState(), _func, argument_val); }
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catch(e) { noti_warning(exception_print(e),, self); }
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surface_reset_target();
outputs[| 1].setValue(_outSurf);
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} #endregion
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static addCode = function() { #region
var _func = getInputData(0);
var _code = getInputData(2);
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argument_name = [];
for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) {
array_push(argument_name, getInputData(i + 0));
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}
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var lua_code = $"function {_func}(";
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for( var i = 0, n = array_length(argument_name); i < n; i++ ) {
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if(i) lua_code += ", "
lua_code += argument_name[i];
}
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lua_code += $")\n{_code}\nend";
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lua_add_code(getState(), lua_code);
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} #endregion
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static doApplyDeserialize = function() { #region
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refreshDynamicInput();
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for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) {
var name = getInputData(i + 0);
var type = getInputData(i + 1);
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inputs[| i + 2].name = name;
switch(type) {
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case 0 : inputs[| i + 2].setType(VALUE_TYPE.float); break;
case 1 : inputs[| i + 2].setType(VALUE_TYPE.text); break;
case 2 : inputs[| i + 2].setType(VALUE_TYPE.surface); break;
case 3 : inputs[| i + 2].setType(VALUE_TYPE.struct); break;
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}
inputs[| i + 2].setDisplay(VALUE_DISPLAY._default);
}
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doCompile();
} #endregion
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static onDestroy = function() { #region
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lua_state_destroy(lua_state);
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} #endregion
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}