Pixel-Composer/scripts/node_stack/node_stack.gml

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function Node_Stack(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Stack";
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inputs[0] = nodeValue_Enum_Scroll("Axis", self, 0, [ new scrollItem("Horizontal", s_node_alignment, 0),
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new scrollItem("Vertical", s_node_alignment, 1),
new scrollItem("On top", s_node_alignment, 3), ])
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.rejectArray();
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inputs[1] = nodeValue_Enum_Button("Align", self, 1, [ "Start", "Middle", "End"])
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.rejectArray();
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inputs[2] = nodeValue_Int("Spacing", self, 0)
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.rejectArray();
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inputs[3] = nodeValue_Padding("Padding", self, [ 0, 0, 0, 0 ])
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.rejectArray();
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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outputs[1] = nodeValue_Output("Atlas data", self, VALUE_TYPE.surface, []);
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temp_surface = [ noone, noone ];
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static createNewInput = function() {
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var index = array_length(inputs);
inputs[index] = nodeValue_Surface("Input", self)
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.setVisible(true, true);
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return inputs[index];
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} setDynamicInput(1, true, VALUE_TYPE.surface);
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attribute_surface_depth();
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static step = function() { #region
var _axis = getInputData(0);
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inputs[1].setVisible(_axis != 2);
inputs[2].setVisible(_axis != 2);
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} #endregion
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static update = function(frame = CURRENT_FRAME) { #region
var _axis = getInputData(0);
var _alig = getInputData(1);
var _spac = getInputData(2);
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var _padd = getInputData(3);
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var ww = 0;
var hh = 0;
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for( var i = input_fix_len; i < array_length(inputs); i++ ) {
var _surf = getInputData(i);
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if(!is_array(_surf)) _surf = [ _surf ];
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for( var j = 0; j < array_length(_surf); j++ ) {
if(!is_surface(_surf[j])) continue;
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var sw = surface_get_width_safe(_surf[j]);
var sh = surface_get_height_safe(_surf[j]);
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if(_axis == 0) {
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ww += sw + _spac;
hh = max(hh, sh + _spac);
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} else if(_axis == 1) {
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ww = max(ww, sw + _spac);
hh += sh + _spac;
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} else if(_axis == 2) {
ww = max(ww, sw);
hh = max(hh, sh);
}
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}
}
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ww -= _spac;
hh -= _spac;
var ow = ww + _padd[PADDING.left] + _padd[PADDING.right];
var oh = hh + _padd[PADDING.top] + _padd[PADDING.bottom];
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var _outSurf = outputs[0].getValue();
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_outSurf = surface_verify(_outSurf, ow, oh, attrDepth());
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temp_surface[0] = surface_verify(temp_surface[0], ow, oh, attrDepth());
temp_surface[1] = surface_verify(temp_surface[1], ow, oh, attrDepth());
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surface_clear(temp_surface[0]);
surface_clear(temp_surface[1]);
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var atlas = [];
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var ppind = 0;
var sx = 0, sy = 0;
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for( var i = input_fix_len; i < array_length(inputs); i++ ) {
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var _surf = getInputData(i);
if(!is_array(_surf)) _surf = [ _surf ];
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for( var j = 0; j < array_length(_surf); j++ ) {
if(!is_surface(_surf[j])) continue;
var sw = surface_get_width_safe(_surf[j]);
var sh = surface_get_height_safe(_surf[j]);
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if(_axis == 0) {
switch(_alig) {
case fa_left: sy = 0; break;
case fa_center: sy = hh / 2 - sh / 2; break;
case fa_right: sy = hh - sh; break;
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}
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} else if(_axis == 1) {
switch(_alig) {
case fa_left: sx = 0; break;
case fa_center: sx = ww / 2 - sw / 2; break;
case fa_right: sx = ww - sw; break;
}
} else if(_axis == 2) {
sx = ww / 2 - sw / 2;
sy = hh / 2 - sh / 2;
}
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array_push(atlas, new SurfaceAtlas(_surf[j], sx, sy));
surface_set_shader(temp_surface[!ppind], sh_draw_surface);
DRAW_CLEAR
BLEND_OVERRIDE
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shader_set_f("dimension", ow, oh);
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shader_set_surface("fore", _surf[j]);
shader_set_f("fdimension", sw, sh);
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shader_set_f("position", sx + _padd[PADDING.left], sy + _padd[PADDING.top]);
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draw_surface_safe(temp_surface[ppind]);
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BLEND_NORMAL
surface_reset_shader();
ppind = !ppind;
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if(_axis == 0) sx += sw + _spac;
else if(_axis == 1) sy += sh + _spac;
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}
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}
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE
draw_surface_safe(temp_surface[ppind]);
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BLEND_NORMAL
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surface_reset_target();
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outputs[0].setValue(_outSurf);
outputs[1].setValue(atlas);
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} #endregion
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}