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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newInput(0, nodeValue_Text("Lua code", self, "", o_dialog_lua_reference))
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.setDisplay(VALUE_DISPLAY.codeLUA);
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newInput(1, nodeValue_Enum_Scroll("Run order", self, 0, [ "On start", "Every frame" ]));
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newInput(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_Output("Execution thread", self, 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() {
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if(inputs[2].value_from == noone) return lua_state;
return inputs[2].value_from.node.getState();
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}
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static update = function(frame = CURRENT_FRAME) {
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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}
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static onDestroy = function() { lua_state_destroy(lua_state); }
static onRestore = function() { lua_state = lua_create(); }
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}