function Node_Wrap_Area(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Area Warp"; newInput(0, nodeValue_Surface("Surface in", self)); onSurfaceSize = function() { return surface_get_dimension(getInputData(0)); }; inputs[1] = nodeValue_Area("Area", self, DEF_AREA_REF, { onSurfaceSize, useShape : false }) .setUnitRef(onSurfaceSize, VALUE_UNIT.reference); newInput(2, nodeValue_Bool("Active", self, true)); active_index = 2; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 2, ["Surfaces", false], 0, ["Area", false], 1, ] attribute_surface_depth(); attribute_interpolation(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _inSurf = _data[0]; if(!is_surface(_inSurf)) return _outSurf; var _area = _data[1]; if(!is_array(_area) && array_length(_area) < 4) return _outSurf; var cx = _area[0]; var cy = _area[1]; var cw = _area[2]; var ch = _area[3]; var ww = cw / surface_get_width_safe(_inSurf) * 2; var hh = ch / surface_get_height_safe(_inSurf) * 2; 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(); return _outSurf; } }