Pixel-Composer/scripts/node_lua_global/node_lua_global.gml

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function Node_Lua_Global(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Lua Global";
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preview_channel = 1;
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inputs[| 0] = 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[| 1] = nodeValue_Enum_Scroll("Run order", self, 0, [ "On start", "Every frame" ]);
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inputs[| 2] = nodeValue("Execution thread", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, noone)
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.setVisible(false, true);
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outputs[| 0] = nodeValue("Execution thread", self, JUNCTION_CONNECT.output, VALUE_TYPE.node, noone );
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input_display_list = [
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["Main", false], 2, 1, 0,
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];
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lua_state = lua_create();
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is_beginning = false;
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static getState = function() { #region
if(inputs[| 2].value_from == noone) return lua_state;
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return inputs[| 2].value_from.node.getState();
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} #endregion
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static update = function(frame = CURRENT_FRAME) { #region
var _code = getInputData(0);
var _type = getInputData(1);
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update_on_frame = _type;
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lua_projectData(getState());
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try { lua_add_code(getState(), _code); }
catch(e) { noti_warning(exception_print(e),, self); }
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} #endregion
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static onDestroy = function() {
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lua_state_destroy(lua_state);
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}
static onRestore = function() {
lua_state = lua_create();
}
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}