function tiler_brush(node) constructor { brush_size = 1; brush_indices = [[]]; brush_width = 0; brush_height = 0; brush_surface = noone; brush_erase = false; autoterrain = noone; brush_sizing = false; brush_sizing_s = 0; brush_sizing_mx = 0; brush_sizing_my = 0; brush_sizing_dx = 0; brush_sizing_dy = 0; self.node = node; function step(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var attr = node.tool_attribute; var _siz = attr.size; brush_size = _siz; if(brush_size = PEN_USE && attr.pressure) brush_size = round(lerp(attr.pressure_size[0], attr.pressure_size[1], power(PEN_PRESSURE / 1024, 2))); } function sizing(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var attr = node.tool_attribute; var _siz = attr.size; if(brush_sizing) { var s = brush_sizing_s + (_mx - brush_sizing_mx) / 16; s = max(1, s); attr.size = s; if(mouse_release(mb_right)) brush_sizing = false; } else if(mouse_press(mb_right, active) && key_mod_press(SHIFT) && brush_surface == noone) { brush_sizing = true; brush_sizing_s = _siz; brush_sizing_mx = _mx; brush_sizing_my = _my; brush_sizing_dx = round((_mx - _x) / _s - 0.5); brush_sizing_dy = round((_my - _y) / _s - 0.5); } } } function tiler_draw_point_brush(brush, _x, _y, _shader = true) { if(brush.brush_height * brush.brush_width == 0) return; var _siz = brush.brush_size; var _bw = brush.brush_width; var _bh = brush.brush_height; var _er = brush.brush_erase; var _b, _xx, _yy; if(_siz <= 0 || _siz >= global.FIX_POINTS_AMOUNT) return; if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } if(_er) { shader_set_f("index", -1); shader_set_f("varient", 0); } if(_siz == 1) { for( var i = 0, n = _bh; i < n; i++ ) for( var j = 0, m = _bw; j < m; j++ ) { _b = brush.brush_indices[i][j]; if(!_er) { shader_set_f("index", _b[0]); shader_set_f("varient", _b[1]); } _xx = _x + j; _yy = _y + i; draw_point(_xx, _yy); } } else { var fx = global.FIX_POINTS[_siz]; for( var k = 0, o = array_length(fx); k < o; k++ ) { var dx = fx[k][0] * _bw; var dy = fx[k][1] * _bh; for( var i = 0, n = _bh; i < n; i++ ) for( var j = 0, m = _bw; j < m; j++ ) { _b = brush.brush_indices[i][j]; if(!_er) { shader_set_f("index", _b[0]); shader_set_f("varient", _b[1]); } _xx = _x + j; _yy = _y + i; draw_point(dx + _xx, dy + _yy); } } } if(_shader) { BLEND_NORMAL shader_reset(); } } function tiler_draw_line_brush(brush, _x0, _y0, _x1, _y1, _shader = true) { if(brush.brush_height * brush.brush_width == 0) return; var _siz = brush.brush_size; var _bw = brush.brush_width; var _bh = brush.brush_height; var _er = brush.brush_erase; if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } if(_er) { shader_set_f("index", -1); shader_set_f("varient", 0); } var _dx = _x1 - _x0; var _dy = _y1 - _y0; var _axis = abs(_dx) > abs(_dy); var _lenM = _axis? _dx : _dy; var _lenS = _axis? _dy : _dx; var _blM = _axis? _bw : _bh; var _rep = floor(abs(_lenM / _blM)) + 1; if(_rep == 1) { tiler_draw_point_brush(brush, _x0, _y0, false); } else { var _bx = _x0, _brx; var _by = _y0, _bry; var _bsx = _axis? _bw * sign(_dx) : _lenS / (_rep - 1); var _bsy = _axis? _lenS / (_rep - 1) : _bh * sign(_dy); var _ox = _x0 % _bw; var _oy = _y0 % _bh; var r = 0; repeat(_rep) { _brx = floor(_bx / _bw) * _bw + _ox; _bry = floor(_by / _bh) * _bh + _oy; tiler_draw_point_brush(brush, _brx, _bry, false); _bx += _bsx; _by += _bsy; } } if(_shader) { BLEND_NORMAL shader_reset(); } } function tiler_draw_rect_brush(brush, _x0, _y0, _x1, _y1, _fill, _shader = true) { if(brush.brush_height * brush.brush_width == 0) return; if(_x0 == _x1 && _y0 == _y1) { tiler_draw_point_brush(brush, _x0, _y0, _shader); return; } else if(_x0 == _x1) { tiler_draw_point_brush(brush, _x0, _y0, _shader); tiler_draw_point_brush(brush, _x1, _y1, _shader); tiler_draw_line_brush(brush, _x0, _y0, _x0, _y1, _shader); return; } else if(_y0 == _y1) { tiler_draw_point_brush(brush, _x0, _y0, _shader); tiler_draw_point_brush(brush, _x1, _y1, _shader); tiler_draw_line_brush(brush, _x0, _y0, _x1, _y0, _shader); return; } var _min_x = min(_x0, _x1); var _max_x = max(_x0, _x1); var _min_y = min(_y0, _y1); var _max_y = max(_y0, _y1); var _bw = brush.brush_width; var _bh = brush.brush_height; var _er = brush.brush_erase; if(_fill) { if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } if(_er) { shader_set_f("index", -1); shader_set_f("varient", 0); } for(var _y = _min_y; _y <= _max_y; _y++) for(var _x = _min_x; _x <= _max_x; _x++) { var _b = brush.brush_indices[(_y - _min_y) % _bh][(_x - _min_x) % _bw]; if(!_er) { shader_set_f("index", _b[0]); shader_set_f("varient", _b[1]); } draw_point(_x, _y); } if(_shader) { BLEND_NORMAL shader_reset(); } } else { if(brush.brush_size == 1) { if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } var _b = brush.brush_indices[0][0]; shader_set_f("index", brush.brush_erase? -1 : _b[0]); shader_set_f("varient", brush.brush_erase? 0 : _b[1]); draw_rectangle(_min_x + 1, _min_y + 1, _max_x - 1, _max_y - 1, 1); if(_shader) { BLEND_NORMAL shader_reset(); } } else { tiler_draw_line_brush(brush, _min_x, _min_y, _max_x, _min_y, _shader); tiler_draw_line_brush(brush, _min_x, _min_y, _min_x, _max_y, _shader); tiler_draw_line_brush(brush, _max_x, _max_y, _max_x, _min_y, _shader); tiler_draw_line_brush(brush, _max_x, _max_y, _min_x, _max_y, _shader); } } } function tiler_draw_ellp_brush(brush, _x0, _y0, _x1, _y1, _fill, _shader = true) { if(brush.brush_height * brush.brush_width == 0) return; if(_x0 == _x1 && _y0 == _y1) { tiler_draw_point_brush(brush, _x0, _y0, _shader); return; } else if(_x0 == _x1) { tiler_draw_point_brush(brush, _x0, _y0, _shader); tiler_draw_point_brush(brush, _x1, _y1, _shader); tiler_draw_line_brush(brush, _x0, _y0, _x0, _y1, _shader); return; } else if(_y0 == _y1) { tiler_draw_point_brush(brush, _x0, _y0, _shader); tiler_draw_point_brush(brush, _x1, _y1, _shader); tiler_draw_line_brush(brush, _x0, _y0, _x1, _y0, _shader); return; } draw_set_circle_precision(64); var _min_x = min(_x0, _x1) - 0.5; var _max_x = max(_x0, _x1) - 0.5; var _min_y = min(_y0, _y1) - 0.5; var _max_y = max(_y0, _y1) - 0.5; var _cx = (_min_x + _max_x) / 2; var _cy = (_min_y + _max_y) / 2; var _dx = abs(_min_x - _max_x) / 2; var _dy = abs(_min_y - _max_y) / 2; var _bw = brush.brush_width; var _bh = brush.brush_height; var _er = brush.brush_erase; if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } var _b = brush.brush_indices[0][0]; if(_fill) { if(_er) { shader_set_f("index", -1); shader_set_f("varient", 0); } for(var _y = _min_y; _y <= _max_y; _y++) for(var _x = _min_x; _x <= _max_x; _x++) { var _nx = (_x - _cx) / _dx; var _ny = (_y - _cy) / _dy; var _d = _nx * _nx + _ny * _ny; if(_d > 1) continue; var _b = brush.brush_indices[(_y - _min_y) % _bh][(_x - _min_x) % _bw]; if(!_er) { shader_set_f("index", _b[0]); shader_set_f("varient", _b[1]); } draw_point(_x, _y); } } else { shader_set_f("index", brush.brush_erase? -1 : _b[0]); shader_set_f("varient", brush.brush_erase? 0 : _b[1]); if(brush.brush_size == 1) { draw_ellipse(_min_x, _min_y, _max_x, _max_y, 1); } else if(brush.brush_size < global.FIX_POINTS_AMOUNT) { var fx = global.FIX_POINTS[brush.brush_size]; for( var i = 0, n = array_length(fx); i < n; i++ ) draw_ellipse(_min_x + fx[i][0], _min_y + fx[i][1], _max_x + fx[i][0], _max_y + fx[i][1], 1); } else { draw_ellipse(_min_x, _min_y, _max_x, _max_y, brush.brush_size); } } if(_shader) { BLEND_NORMAL shader_reset(); } }