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