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