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Revert "Merge pull request #1874 from AvidGameFan/inpaint_mask_size"
This reverts commit f737921eaafa723dc4add4a15c98e6dd04591cc3, reversing changes made to b12a6b953775b35601e1512215c06536b8df99ee.
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@ -557,17 +557,14 @@ class ImageEditor {
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if (width == this.width && height == this.height) {
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return
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}
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//The below code tries to limit the size of the image to fit within the editor window.
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//However, at this time, this causes problems with a mis-match between the mask size and
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//the requested image size. For now, allow the drawing/inpaint window to be as large
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//as necessary.
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if (width > height) {
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var max_size = width; //Math.min(parseInt(window.innerWidth * 0.9), width)
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var max_size = Math.min(parseInt(window.innerWidth * 0.9), width, 768)
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var multiplier = max_size / width
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width = (multiplier * width).toFixed()
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height = (multiplier * height).toFixed()
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} else {
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var max_size = height; //Math.min(parseInt(window.innerHeight * 0.9), height)
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var max_size = Math.min(parseInt(window.innerHeight * 0.9), height, 768)
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var multiplier = max_size / height
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width = (multiplier * width).toFixed()
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height = (multiplier * height).toFixed()
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@ -623,13 +623,6 @@ function onUseAsInputClick(req, img) {
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initImagePreview.src = imgData
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maskSetting.checked = false
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//Force the image settings size to match the input, as inpaint currently only works correctly
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//if input image and generate sizes match.
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addImageSizeOption(img.naturalWidth);
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addImageSizeOption(img.naturalHeight);
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widthField.value = img.naturalWidth;
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heightField.value = img.naturalHeight;
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}
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function onUseForControlnetClick(req, img) {
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