Pixel-Composer/scripts/node_wrap_area/node_wrap_area.gml

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function Node_Wrap_Area(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Area Warp";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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onSurfaceSize = function() { return surface_get_dimension(getInputData(0)); };
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inputs[| 1] = nodeValue("Area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16, 4, 4, AREA_SHAPE.rectangle ])
.setDisplay(VALUE_DISPLAY.area, { onSurfaceSize });
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inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 2;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 2,
["Surfaces", false], 0,
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["Area", false], 1,
]
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attribute_surface_depth();
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attribute_interpolation();
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attributes[? "initalset"] = false;
static onValueFromUpdate = function(index) { #region
if(index == 0 && attributes[? "initalset"] == false) {
var _surf = getInputData(0);
if(!is_surface(_surf)) return;
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var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
inputs[| 1].setValue([ _sw / 2, _sh / 2, _sw / 2, _sh / 2, AREA_SHAPE.rectangle ]);
attributes[? "initalset"] = true;
}
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} if(!LOADING && !APPENDING) run_in(1, function() { onValueFromUpdate(0); }) #endregion
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _inSurf = _data[0];
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if(!is_surface(_inSurf)) return _outSurf;
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var _area = _data[1];
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if(!is_array(_area) && array_length(_area) < 4)
return _outSurf;
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var cx = _area[0];
var cy = _area[1];
var cw = _area[2];
var ch = _area[3];
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var ww = cw / surface_get_width_safe(_inSurf) * 2;
var hh = ch / surface_get_height_safe(_inSurf) * 2;
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surface_set_shader(_outSurf);
shader_set_interpolation(_inSurf);
draw_surface_ext_safe(_inSurf, cx - cw, cy - ch, ww, hh, 0, c_white, 1);
surface_reset_shader();
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return _outSurf;
}
}