// 2024-04-18 12:07:41
enum NODE_SHAPE_TYPE { rectangle, elipse, regular, star, arc, teardrop, cross, leaf, crescent, donut }

#region create
	global.node_shape_keys = [ "rectangle", "ellipse", "regular polygon", "star", "arc", "teardrop", "cross", "leaf", "crescent", "donut" ];
	array_append(global.node_shape_keys, [ "square", "circle", "triangle", "pentagon", "hexagon", "ring" ]);
	
	function Node_create_Shape(_x, _y, _group = noone, _param = {}) { #region
		var query = struct_try_get(_param, "query", "");
		var node  = new Node_Shape(_x, _y, _group);
		var ind   = -1;
		
		switch(query) {
			case "square" :   ind = 0; break;
			case "circle" :   ind = 1; break;
			case "triangle" : ind = 2; node.inputs[| 4].setValue(3); break;
			case "pentagon" : ind = 2; node.inputs[| 4].setValue(5); break;
			case "hexagon" :  ind = 2; node.inputs[| 4].setValue(6); break;
			case "ring" :     ind = 9; break;
			
			default :       ind = array_find(global.node_shape_keys, query);
		}
		
		if(ind >= 0) node.inputs[| 2].setValue(ind);
		
		return node;
	}
	
#endregion

function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
	name = "Shape";
	
	onSurfaceSize = function() { return getInputData(0, DEF_SURF); };
	
	inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
		.setDisplay(VALUE_DISPLAY.vector);
	
	inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
	
	var _types = [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Teardrop", "Cross", "Leaf", "Crescent", "Donut" ];
	for( var i = 0, n = array_length(_types); i < n; i++ ) 
		_types[i] = new scrollItem(_types[i], s_node_shape_type, i);
	
	inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
		.setDisplay(VALUE_DISPLAY.enum_scroll, _types);
	
	inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA_REF)
		.setUnitRef(onSurfaceSize, VALUE_UNIT.reference)
		.setDisplay(VALUE_DISPLAY.area, { onSurfaceSize, useShape : false });
	
	inputs[| 4] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
		.setVisible(false);
	
	inputs[| 5] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
		.setDisplay(VALUE_DISPLAY.slider)
		.setVisible(false);
	
	inputs[| 6] = nodeValue("Anti-aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
	
	inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
		.setDisplay(VALUE_DISPLAY.rotation);
	
	inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 180 ])
		.setDisplay(VALUE_DISPLAY.rotation_range);
	
	inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
		.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] });
	
	inputs[| 10] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
	
	inputs[| 11] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
	
	inputs[| 12] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
	
	inputs[| 13] = nodeValue("Start radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
		.setDisplay(VALUE_DISPLAY.slider)
		.setVisible(false);
	
	inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone)
		.setVisible(true, true);
	
	inputs[| 15] = nodeValue("Positioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
		.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Area", "Center + Scale", "Full Image" ])
		
	inputs[| 16] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )
		.setDisplay(VALUE_DISPLAY.vector)
		.setUnitRef(onSurfaceSize);
		
	inputs[| 17] = nodeValue("Half Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )
		.setDisplay(VALUE_DISPLAY.vector)
		.setUnitRef(onSurfaceSize);
		
	inputs[| 18] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
	
	inputs[| 19] = nodeValue("Shape Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
		.setDisplay(VALUE_DISPLAY.rotation);
		
	inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
		.setDisplay(VALUE_DISPLAY.slider_range);
		
	outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
	
	input_display_list = [
		["Output",     false], 0, 6, 
		["Transform",  false], 15, 3, 16, 17, 19, 
		["Shape",	   false], 14, 2, 9, 4, 13, 5, 7, 8, 
		["Render",	    true], 10, 12, 20, 18,
		["Background",	true, 1], 11, 
	];
	
	temp_surface = [ noone ];
	
	attribute_surface_depth();
	
	static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
		var _path	= getInputData(14);
		if(_path != noone && struct_has(_path, "getPointRatio")) return;
		
		var _type = getInputData(15);
		
		if(_type == 0) {
			inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
		} else if(_type == 1) {
			var _pos = getInputData(16);
			var _px  = _x + _pos[0] * _s;
			var _py  = _y + _pos[1] * _s;
			
			inputs[| 16].drawOverlay(hover, active,  _x,  _y, _s, _mx, _my, _snx, _sny);
			inputs[| 17].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny);
		}
	} #endregion
	
	static processData = function(_outSurf, _data, _output_index, _array_index) { #region
		var _dim	= _data[0];
		var _bg		= _data[1];
		var _shape	= _data[2];
		var _aa		= _data[6];
		var _corner = _data[9];
		var _color  = _data[10];
		var _df		= _data[12];
		var _path	= _data[14];
		var _bgC    = _data[11];
		var _bgcol  = _bg? colToVec4(_data[11]) : [0, 0, 0, 0];
		
		var _posTyp	= _data[15];
		var _tile   = _data[18];
		var _rotat  = _data[19];
		var _level  = _data[20];
		
		var _center = [ 0, 0 ];
		var _scale  = [ 0, 0 ];
		
		switch(_posTyp) {
			case 0 :
				var _area = _data[3];
				
				_center = [ _area[0] / _dim[0], _area[1] / _dim[1] ];
				_scale  = [ _area[2] / _dim[0], _area[3] / _dim[1] ];
				break;
			case 1 :
				var _posit	= _data[16];
				var _scal 	= _data[17];
				
				_center = [ _posit[0] / _dim[0], _posit[1] / _dim[1] ];
				_scale  = [  _scal[0] / _dim[0],  _scal[1] / _dim[1] ];
				break;
			case 2 :
				_center = [ 0.5, 0.5 ];
				_scale  = [ 0.5, 0.5 ];
				break;
		}
		
		inputs[|  3].setVisible(_posTyp == 0);
		inputs[| 16].setVisible(_posTyp == 1);
		inputs[| 17].setVisible(_posTyp == 1);
		
		inputs[|  4].setVisible(true);
		inputs[|  5].setVisible(true);
		inputs[|  6].setVisible(_path == noone);
		inputs[|  7].setVisible(true);
		inputs[|  8].setVisible(true);
		inputs[|  9].setVisible(true);
		inputs[| 13].setVisible(true);
		inputs[| 15].setVisible(true);
		
		_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
		
		if(_path != noone && struct_has(_path, "getPointRatio")) { #region
			inputs[|  3].setVisible(false);
			inputs[|  4].setVisible(false);
			inputs[|  5].setVisible(false);
			inputs[|  7].setVisible(false);
			inputs[|  8].setVisible(false);
			inputs[|  9].setVisible(false);
			inputs[| 13].setVisible(false);
			inputs[| 15].setVisible(false);
			
			surface_set_target(_outSurf);
				if(_bg) draw_clear_alpha(0, 1);
				else	DRAW_CLEAR
				
				var points = [];
				var segCount = _path.getSegmentCount();
				if(segCount) {
					var quality = 8;
					var sample = quality * segCount;
					
					for( var i = 0; i < sample; i++ ) {
						var t = i / sample;
						var pos = _path.getPointRatio(t);
					
						array_push(points, pos);
					}
					
					var triangles = polygon_triangulate(points);
					
					draw_set_color(_color);
					draw_primitive_begin(pr_trianglelist);
					for( var i = 0, n = array_length(triangles); i < n; i++ ) {
						var tri = triangles[i];
						var p0  = tri[0];
						var p1  = tri[1];
						var p2  = tri[2];
						
						draw_vertex(p0.x, p0.y);
						draw_vertex(p1.x, p1.y);
						draw_vertex(p2.x, p2.y);
					}
					draw_primitive_end();
				}
			surface_reset_target();
			
			return _outSurf;
		} #endregion
		
		surface_set_shader(_outSurf, sh_shape);
			if(_bg) draw_clear_alpha(0, 1);
			else	DRAW_CLEAR
			
			inputs[|  4].setVisible(false);
			inputs[|  5].setVisible(false);
			inputs[|  7].setVisible(false);
			inputs[|  8].setVisible(false);
			inputs[|  9].setVisible(false);
			inputs[| 13].setVisible(false);
			inputs[| 18].setVisible( true);
			
			switch(_shape) { #region
				case NODE_SHAPE_TYPE.rectangle :
					inputs[|  9].setVisible( true);
					inputs[| 18].setVisible(false);
					break;
				case NODE_SHAPE_TYPE.elipse :	
					break;
				case NODE_SHAPE_TYPE.regular :
					inputs[| 4].setVisible(true);
					inputs[| 7].setVisible(true);
					inputs[| 9].setVisible(true);
					
					shader_set_i("sides", _data[4]);
					shader_set_f("angle", degtorad(_data[7]));
					break;
				case NODE_SHAPE_TYPE.star :
					inputs[| 4].setVisible(true);
					inputs[| 5].setVisible(true);
					inputs[| 7].setVisible(true);
					inputs[| 9].setVisible(true);
					
					inputs[| 5].name = "Inner radius";
					
					shader_set_i("sides", _data[4]);
					shader_set_f("angle", degtorad(_data[7]));
					shader_set_f("inner", _data[5]);
					break;
				case NODE_SHAPE_TYPE.arc :
					inputs[| 5].setVisible(true);
					inputs[| 8].setVisible(true);
					
					inputs[| 5].name = "Inner radius";
					
					var ar = _data[8];
					var center =  degtorad(ar[0] + ar[1]) / 2;
					var range  =  degtorad(ar[0] - ar[1]) / 2;
					shader_set_f("angle", center);
					shader_set_f("angle_range", [ sin(range), cos(range) ] );
					shader_set_f("inner", _data[5] / 2);
					break;
				case NODE_SHAPE_TYPE.teardrop :
					inputs[|  5].setVisible(true);
					inputs[| 13].setVisible(true);
					
					inputs[|  5].name = "End radius";
					inputs[| 13].name = "Start radius";
					
					shader_set_f("edRad", _data[ 5]);
					shader_set_f("stRad", _data[13]);
					break;
				case NODE_SHAPE_TYPE.cross :
					inputs[|  9].setVisible(true);
					inputs[| 13].setVisible(true);
					
					inputs[| 13].name = "Outer radius";
					
					shader_set_f("outer", _data[13]);
					break;
				case NODE_SHAPE_TYPE.leaf :
					inputs[|  5].setVisible(true);
					inputs[| 13].setVisible(true);
					
					inputs[|  5].name = "Inner radius";
					inputs[| 13].name = "Outer radius";
					
					shader_set_f("inner", _data[ 5]);
					shader_set_f("outer", _data[13]);
					break;
				case NODE_SHAPE_TYPE.crescent :
					inputs[|  5].setVisible(true);
					inputs[|  7].setVisible(true);
					inputs[| 13].setVisible(true);
					
					inputs[|  5].name = "Shift";
					inputs[| 13].name = "Inner circle";
					
					shader_set_f("outer", _data[ 5]);
					shader_set_f("angle", -degtorad(_data[7]));
					shader_set_f("inner", _data[13]);
					break;
				case NODE_SHAPE_TYPE.donut :
					inputs[| 13].setVisible(true);
					
					inputs[| 13].name = "Inner circle";
					
					shader_set_f("inner", _data[13]);
					break;
			} #endregion
			
			shader_set_f("dimension", _dim);
			shader_set_i("shape",     _shape);
			shader_set_f("bgColor",   _bgcol);
			shader_set_i("aa",        _aa);
			shader_set_i("drawDF",    _df);
			shader_set_f("dfLevel",    _level);
			shader_set_i("tile",      _tile);
			shader_set_f("corner",    _corner);
			
			shader_set_f("center",    _center);
			shader_set_f("scale",     _scale );
			shader_set_f("rotation",  degtorad(_rotat));
			
			draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], _color, _color_get_alpha(_color));
		surface_reset_shader();
		
		return _outSurf;
	} #endregion
}