selection outline animated
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@@ -441,15 +441,20 @@ void NodeCanvas::draw()
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}
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glDisable(GL_DEPTH_TEST);
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if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
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{
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// if (m_canvas->m_smask_mode == 1)
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// m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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// else if (m_canvas->m_smask_mode == 2)
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// m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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if (m_canvas->m_smask_mode == 1)
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m_canvas->modes[(int)kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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else if (m_canvas->m_smask_mode == 2)
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m_canvas->modes[(int)kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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}
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if (m_canvas->m_smask_active)
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{
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ShaderManager::use(kShader::TextureMask);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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@@ -644,6 +649,11 @@ void NodeCanvas::reset_camera()
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m_canvas->m_pan = {0, 0};
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}
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void NodeCanvas::on_tick(float dt)
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{
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m_outline_pan = glm::fract(m_outline_pan + dt * 0.01f);
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}
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void NodeCanvas::destroy_immediate()
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{
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Node::destroy_immediate();
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