function Node_Lua_Global(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Lua Global"; preview_channel = 1; previewable = false; inputs[| 0] = nodeValue("Lua code", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "", o_dialog_lua_reference) .setDisplay(VALUE_DISPLAY.code); inputs[| 1] = nodeValue("Run order", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "On start", "Every frame" ]); inputs[| 2] = nodeValue("Execution thread", self, JUNCTION_CONNECT.input, VALUE_TYPE.node, noone) .setVisible(false, true); outputs[| 0] = nodeValue("Execution thread", self, JUNCTION_CONNECT.output, VALUE_TYPE.node, noone ); input_display_list = [ ["Main", false], 2, 1, 0, ]; lua_state = lua_create(); lua_error_handler = _lua_error; is_beginning = false; error_notification = noone; compiled = false; static stepBegin = function() { var _type = inputs[| 1].getValue(); if(ANIMATOR.is_playing && ANIMATOR.frame_progress && (ANIMATOR.current_frame == 0 || _type == 1)) setRenderStatus(false); setHeight(); doStepBegin(); value_validation[VALIDATION.error] = !compiled; if(!compiled && error_notification == noone) { error_notification = noti_error("Lua node [" + string(name) + "] not compiled."); error_notification.onClick = function() { PANEL_GRAPH.focusNode(self); }; } if(compiled && error_notification != noone) { noti_remove(error_notification); error_notification = noone; } } static getState = function() { if(inputs[| 2].value_from == noone) return lua_state; return inputs[| 2].value_from.node.getState(); } static onValueFromUpdate = function(index) { if(index == 0 || index == 2) compiled = false; } static onValueUpdate = function(index = 0) { if(index == 0 || index == 2) compiled = false; } static update = function(frame = ANIMATOR.current_frame) { if(!compiled) return; //if(!ANIMATOR.is_playing || !ANIMATOR.frame_progress) return; var _code = inputs[| 0].getValue(); var _type = inputs[| 1].getValue(); //if(ANIMATOR.current_frame == 0) { //rerfesh state on the first frame // lua_state_destroy(lua_state); // lua_state = lua_create(); // addCode(); //} lua_projectData(getState()); if(ANIMATOR.current_frame == 0 || _type == 1) { try lua_add_code(getState(), _code); catch(e) noti_warning(exception_print(e),, self); } } static onInspectorUpdate = function() { //compile var thrd = inputs[| 2].value_from; if(thrd == noone) { doCompile(); return; } thrd.node.onInspectorUpdate(); } static doCompile = function() { compiled = true; for( var i = 0; i < ds_list_size(outputs[| 0].value_to); i++ ) { var _j = outputs[| 0].value_to[| i]; if(_j.value_from != outputs[| 0]) continue; _j.node.doCompile(); } doUpdate(); } static onDestroy = function() { lua_state_destroy(lua_state); if(error_notification != noone) noti_remove(error_notification); } }