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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newInput(0, nodeValue_Text("Function name", self, "render" + string(irandom_range(100000, 999999))));
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newInput(1, nodeValue_Vec2("Output dimension", self, DEF_SURF));
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newInput(2, nodeValue_Text("Lua code", self, "", o_dialog_lua_reference))
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.setDisplay(VALUE_DISPLAY.codeLUA);
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newInput(3, nodeValue("Execution thread", self, CONNECT_TYPE.input, VALUE_TYPE.node, noone))
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.setVisible(false, true);
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newInput(4, nodeValue_Bool("Execute on frame", self, true))
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newOutput(0, nodeValue_Output("Execution thread", self, VALUE_TYPE.node, noone ));
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newOutput(1, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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argumentRenderer(global.lua_arguments);
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lb_pre = new Inspector_Label("", _f_code_s);
lb_pos = new Inspector_Label("", _f_code_s);
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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], lb_pre, 2, lb_pos,
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["Inputs", true],
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];
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argument_name = [];
argument_val = [];
lua_state = lua_create();
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static createNewInput = function() {
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var index = array_length(inputs);
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newInput(index + 0, nodeValue_Text("Argument name", self, "" ));
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newInput(index + 1, nodeValue_Enum_Scroll("Argument type", self, 0 , { data: [ "Number", "String", "Surface", "Struct" ], update_hover: false }));
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inputs[index + 1].editWidget.interactable = false;
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newInput(index + 2, nodeValue("Argument value", self, CONNECT_TYPE.input, VALUE_TYPE.float, 0 ))
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.setVisible(true, true);
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inputs[index + 2].editWidget.interactable = false;
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return inputs[index + 0];
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}
setDynamicInput(3, false);
if(!LOADING && !APPENDING) createNewInput();
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static getState = function() {
if(inputs[3].value_from == noone)
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return lua_state;
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return inputs[3].value_from.node.getState();
}
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static refreshDynamicInput = function() {
var _in = [];
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for( var i = 0; i < input_fix_len; i++ )
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array_push(_in, inputs[i]);
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array_resize(input_display_list, input_display_len);
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for( var i = input_fix_len; i < array_length(inputs); i += data_length ) {
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if(getInputDataForce(i) != "") {
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array_push(_in, inputs[i + 0]);
array_push(_in, inputs[i + 1]);
array_push(_in, inputs[i + 2]);
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inputs[i + 1].editWidget.interactable = true;
if(inputs[i + 2].editWidget != noone)
inputs[i + 2].editWidget.interactable = true;
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array_push(input_display_list, i + 2);
} else {
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delete inputs[i + 0];
delete inputs[i + 1];
delete inputs[i + 2];
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}
}
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for( var i = 0; i < array_length(_in); i++ )
_in[i].index = i;
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inputs = _in;
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refreshInputType();
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createNewInput();
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}
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static refreshInputType = function() {
for( var i = input_fix_len; i < array_length(inputs); i += data_length ) {
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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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}
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inputs[i + 2].setDisplay(VALUE_DISPLAY._default);
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}
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}
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static onValueUpdate = function(index = 0) {
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if(LOADING || APPENDING) return;
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var _ind = (index - input_fix_len) % data_length;
if(_ind == 0) refreshDynamicInput();
else if(_ind == 1) refreshInputType();
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}
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static step = function() {
for( var i = input_fix_len; i < array_length(inputs) - data_length; i += data_length ) {
var name = getInputData(i + 0);
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inputs[i + 2].name = name;
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}
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}
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static update = function(frame = CURRENT_FRAME) {
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 < array_length(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();
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outputs[1].setValue(_outSurf);
}
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static addCode = function() {
var _func = getInputData(0);
var _code = getInputData(2);
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argument_name = [];
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for( var i = input_fix_len; i < array_length(inputs) - data_length; i += data_length )
if(getInputData(i) != "") array_push(argument_name, getInputData(i));
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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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lb_pre.text = lua_code + ")";
lb_pos.text = "end";
lua_code += $")\n{_code}\nend";
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lua_add_code(getState(), lua_code);
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}
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static postApplyDeserialize = function() {
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refreshDynamicInput();
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for( var i = input_fix_len; i < array_length(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;
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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;
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case 2 : inputs[i + 2].setType(VALUE_TYPE.surface); break;
case 3 : inputs[i + 2].setType(VALUE_TYPE.struct); break;
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}
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inputs[i + 2].setDisplay(VALUE_DISPLAY._default);
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}
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}
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static onDestroy = function() { lua_state_destroy(lua_state); }
static onRestore = function() { lua_state = lua_create(); }
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}