Pixel-Composer/scripts/node_lua_compute/node_lua_compute.gml
2024-08-08 11:57:51 +07:00

198 lines
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function Node_Lua_Compute(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Lua Compute";
update_on_frame = true;
inputs[0] = nodeValue_Text("Function name", self, "render" + string(irandom_range(100000, 999999)));
inputs[1] = nodeValue_Enum_Scroll("Return type", self, 0, { data: [ "Number", "String", "Struct" ], update_hover: false });
inputs[2] = nodeValue_Text("Lua code", self, "", 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_Bool("Execute on frame", self, true)
outputs[0] = nodeValue_Output("Execution thread", self, VALUE_TYPE.node, noone );
outputs[1] = nodeValue_Output("Return value", self, VALUE_TYPE.surface, noone);
argumentRenderer(global.lua_arguments);
input_display_list = [ 3, 4,
["Function", false], 0, 1,
["Arguments", false], argument_renderer,
["Script", false], 2,
["Inputs", true],
];
argument_name = [];
argument_val = [];
lua_state = lua_create();
static createNewInput = function() {
var index = array_length(inputs);
inputs[index + 0] = nodeValue_Text("Argument name", self, "" );
inputs[index + 1] = nodeValue_Enum_Scroll("Argument type", self, 0 , { data: [ "Number", "String", "Surface", "Struct" ], update_hover: false });
inputs[index + 1].editWidget.interactable = false;
inputs[index + 2] = nodeValue_Float("Argument value", self, 0 )
.setVisible(true, true);
inputs[index + 2].editWidget.interactable = false;
return inputs[index + 0];
}
setDynamicInput(3, false);
if(!LOADING && !APPENDING) createNewInput();
static getState = function() { #region
if(inputs[3].value_from == noone) return lua_state;
return inputs[3].value_from.node.getState();
} #endregion
static refreshDynamicInput = function() { #region
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(getInputData(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();
} #endregion
static refreshInputType = function() { #region
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);
}
} #endregion
static onValueUpdate = function(index = 0) { #region
if(LOADING || APPENDING) return;
var _ind = (index - input_fix_len) % data_length;
if(_ind == 0) refreshDynamicInput();
else if(_ind == 1) refreshInputType();
} #endregion
static step = function() { #region
var _type = getInputData(1);
switch(_type) {
case 0 : outputs[1].setType(VALUE_TYPE.float); break;
case 1 : outputs[1].setType(VALUE_TYPE.text); break;
case 2 : outputs[1].setType(VALUE_TYPE.struct); break;
}
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;
}
} #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 < array_length(inputs) - data_length; i += data_length )
array_push(argument_val, getInputData(i + 2));
lua_projectData(getState());
addCode();
var res = 0;
try { res = lua_call_w(getState(), _func, argument_val); }
catch(e) { noti_warning(exception_print(e),, self); }
outputs[1].setValue(res);
} #endregion
static addCode = function() { #region
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 ) {
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 < 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);
}
} #endregion
static onDestroy = function() {
lua_state_destroy(lua_state);
}
static onRestore = function() {
lua_state = lua_create();
}
}