function Node_Solid(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Solid"; inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 2] = nodeValue(2, "Empty", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 3] = nodeValue(3, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 4] = nodeValue(4, "Use mask dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ 0, 3, 4, 1, 2 ]; static process_data = function(_outSurf, _data, _output_index) { var _dim = _data[0]; var _col = _data[1]; var _emp = _data[2]; var _msk = _data[3]; var _msd = _data[4]; inputs[| 4].setVisible(is_surface(_msk)); if(is_surface(_msk) && _msd) _dim = [ surface_get_width(_msk), surface_get_height(_msk) ]; if(!is_surface(_outSurf)) _outSurf = surface_create_valid(_dim[0], _dim[1]); else surface_size_to(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); draw_clear_alpha(0, 0); if(!_emp) { shader_set(sh_solid); if(is_surface(_msk)) draw_surface_stretched_ext(_msk, 0, 0, _dim[0], _dim[1], _col, 1); else draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], _col, 1); shader_reset(); } surface_reset_target(); return _outSurf; } doUpdate(); }