function Node_Lua_Surface(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Lua Surface"; preview_channel = 1; update_on_frame = true; inputs[| 0] = nodeValue("Function name", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "render" + string(irandom_range(100000, 999999))); inputs[| 1] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Lua code", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "", o_dialog_lua_reference) .setDisplay(VALUE_DISPLAY.codeLUA); inputs[| 3] = nodeValue("Execution thread", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, noone) .setVisible(false, true); inputs[| 4] = nodeValue("Execute on frame", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true) outputs[| 0] = nodeValue("Execution thread", self, JUNCTION_CONNECT.output, VALUE_TYPE.node, noone ); outputs[| 1] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); argumentRenderer(global.lua_arguments); input_display_list = [ 3, 4, ["Function", false], 0, 1, ["Arguments", false], argument_renderer, ["Script", false], 2, ["Inputs", true], ]; setIsDynamicInput(3, false); argument_name = []; argument_val = []; lua_state = lua_create(); static createNewInput = function() { #region var index = ds_list_size(inputs); inputs[| index + 0] = nodeValue("Argument name", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "" ); inputs[| index + 1] = nodeValue("Argument type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, { data: [ "Number", "String", "Surface", "Struct" ], update_hover: false }); inputs[| index + 1].editWidget.interactable = false; inputs[| index + 2] = nodeValue("Argument value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setVisible(true, true); inputs[| index + 2].editWidget.interactable = false; } if(!LOADING && !APPENDING) createNewInput(); #endregion static getState = function() { #region if(inputs[| 3].isLeaf()) return lua_state; return inputs[| 3].value_from.node.getState(); } #endregion static refreshDynamicInput = function() { #region var _in = ds_list_create(); for( var i = 0; i < input_fix_len; i++ ) ds_list_add(_in, inputs[| i]); array_resize(input_display_list, input_display_len); for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) { if(getInputData(i) != "") { ds_list_add(_in, inputs[| i + 0]); ds_list_add(_in, inputs[| i + 1]); ds_list_add(_in, inputs[| i + 2]); inputs[| i + 1].editWidget.interactable = true; if(inputs[| i + 2].editWidget != noone) inputs[| i + 2].editWidget.interactable = true; var type = getInputData(i + 1); switch(type) { 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; } inputs[| i + 2].setDisplay(VALUE_DISPLAY._default); array_push(input_display_list, i + 2); } else { delete inputs[| i + 0]; delete inputs[| i + 1]; delete inputs[| i + 2]; } } for( var i = 0; i < ds_list_size(_in); i++ ) _in[| i].index = i; ds_list_destroy(inputs); inputs = _in; createNewInput(); } #endregion static onValueUpdate = function(index = 0) { #region if(LOADING || APPENDING) return; if((index - input_fix_len) % data_length == 0) refreshDynamicInput(); } #endregion static step = function() { #region for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) { var name = getInputData(i + 0); inputs[| i + 2].name = name; } } #endregion static update = function(frame = CURRENT_FRAME) { #region var _func = getInputData(0); var _dimm = getInputData(1); var _exec = getInputData(4); update_on_frame = _exec; argument_val = []; for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) array_push(argument_val, getInputData(i + 2)); lua_projectData(getState()); addCode(); var _outSurf = outputs[| 1].getValue(); _outSurf = surface_verify(_outSurf, _dimm[0], _dimm[1], attrDepth()); surface_set_target(_outSurf); try { lua_call_w(getState(), _func, argument_val); } catch(e) { noti_warning(exception_print(e),, self); } surface_reset_target(); outputs[| 1].setValue(_outSurf); } #endregion static addCode = function() { #region var _func = getInputData(0); var _code = getInputData(2); argument_name = []; for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) { array_push(argument_name, getInputData(i + 0)); } var lua_code = $"function {_func}("; for( var i = 0, n = array_length(argument_name); i < n; i++ ) { if(i) lua_code += ", " lua_code += argument_name[i]; } lua_code += $")\n{_code}\nend"; lua_add_code(getState(), lua_code); } #endregion static doApplyDeserialize = function() { #region refreshDynamicInput(); for( var i = input_fix_len; i < ds_list_size(inputs) - data_length; i += data_length ) { var name = getInputData(i + 0); var type = getInputData(i + 1); inputs[| i + 2].name = name; switch(type) { 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; } inputs[| i + 2].setDisplay(VALUE_DISPLAY._default); } doCompile(); } #endregion static onDestroy = function() { #region lua_state_destroy(lua_state); } #endregion }