function tiler_tool_fill(node, _brush, toolAttr) : tiler_tool(node) constructor { self.brush = _brush; self.tool_attribute = toolAttr; mouse_cur_x = -1; mouse_cur_y = -1; mouse_pre_x = -1; mouse_pre_y = -1; function step(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { mouse_cur_x = floor(round((_mx - _x) / _s - 0.5) / tile_size[0]); mouse_cur_y = floor(round((_my - _y) / _s - 0.5) / tile_size[1]); surface_w = surface_get_width(drawing_surface); surface_h = surface_get_height(drawing_surface); if(mouse_press(mb_left, active) && point_in_rectangle(mouse_cur_x, mouse_cur_y, 0, 0, surface_w - 1, surface_h - 1)) { surface_set_target(drawing_surface); tiler_flood_fill_scanline(drawing_surface, mouse_cur_x, mouse_cur_y, brush, tool_attribute.fillType); surface_reset_target(); apply_draw_surface(); } } } function _tiler_ff_getPixel(_x, _y) { return round(buffer_read_at(_ff_buff, (_y * _ff_w + _x) * 2, buffer_f16)); } function tiler_flood_fill_scanline(_surf, _x, _y, brush, _corner = false) { if(brush.brush_height * brush.brush_width == 0) return; var _index = brush.brush_erase? -1 : brush.brush_indices[0][0]; var colorBase = surface_getpixel(_surf, _x, _y)[0]; // print($"Filling {_x}, {_y} = {_index} [base: {colorBase}]") if(_index == colorBase) return; //Clicking on the same color as the fill color _ff_w = surface_get_width(_surf); _ff_h = surface_get_height(_surf); _ff_buff = buffer_create(_ff_w * _ff_h * 2, buffer_fixed, 2); buffer_get_surface(_ff_buff, _surf, 0); var x1, y1, x_start; var spanAbove, spanBelow; var qx = ds_queue_create(); var qy = ds_queue_create(); ds_queue_enqueue(qx, _x); ds_queue_enqueue(qy, _y); shader_set(sh_draw_tile_brush); BLEND_OVERRIDE shader_set_f("index", _index); while(!ds_queue_empty(qx)) { x1 = ds_queue_dequeue(qx); y1 = ds_queue_dequeue(qy); // print($"----Checking {x1}, {y1} - {_tiler_ff_getPixel(x1, y1)}") if(_tiler_ff_getPixel(x1, y1) == _index) continue; //Color in queue is already filled while(x1 > 0 && colorBase == _tiler_ff_getPixel(x1 - 1, y1)) //Move to the leftmost connected pixel in the same row. x1--; x_start = x1; spanAbove = false; spanBelow = false; while(x1 < surface_w && colorBase == _tiler_ff_getPixel(x1, y1)) { draw_point(x1, y1); buffer_write_at(_ff_buff, (y1 * _ff_w + x1) * 2, buffer_f16, _index); // print($"----Filling {x1}, {y1}") if(y1 > 0) { if(_corner && x1 > 0 && colorBase == _tiler_ff_getPixel(x1 - 1, y1 - 1)) { //Check top left pixel ds_queue_enqueue(qx, x1 - 1); ds_queue_enqueue(qy, y1 - 1); } if(colorBase == _tiler_ff_getPixel(x1, y1 - 1)) { //Check top pixel ds_queue_enqueue(qx, x1); ds_queue_enqueue(qy, y1 - 1); } } if(y1 < surface_h - 1) { if(_corner && x1 > 0 && colorBase == _tiler_ff_getPixel(x1 - 1, y1 + 1)) { //Check bottom left pixel ds_queue_enqueue(qx, x1 - 1); ds_queue_enqueue(qy, y1 + 1); } if(colorBase == _tiler_ff_getPixel(x1, y1 + 1)) { //Check bottom pixel ds_queue_enqueue(qx, x1); ds_queue_enqueue(qy, y1 + 1); } } if(_corner && x1 < surface_w - 1) { if(y1 > 0 && colorBase == _tiler_ff_getPixel(x1 + 1, y1 - 1)) { //Check top right pixel ds_queue_enqueue(qx, x1 + 1); ds_queue_enqueue(qy, y1 - 1); } if(y1 < surface_h - 1 && colorBase == _tiler_ff_getPixel(x1 + 1, y1 + 1)) { //Check bottom right pixel ds_queue_enqueue(qx, x1 + 1); ds_queue_enqueue(qy, y1 + 1); } } x1++; } } BLEND_NORMAL shader_reset(); ds_queue_destroy(qx); ds_queue_destroy(qy); draw_set_alpha(1); buffer_delete(_ff_buff); }