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; if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } for( var i = 0, n = brush.brush_height; i < n; i++ ) for( var j = 0, m = brush.brush_width; j < m; j++ ) { var _b = brush.brush_indices[i][j]; shader_set_f("index", brush.brush_erase? -1 : _b[0]); shader_set_f("varient", brush.brush_erase? 0 : _b[1]); var _xx = _x + j; var _yy = _y + i; if(brush.brush_size <= 1) { draw_point(_xx, _yy); } 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_point(_xx + fx[i][0], _yy + fx[i][1]); } } 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; if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE } for( var i = 0, n = brush.brush_height; i < n; i++ ) for( var j = 0, m = brush.brush_width; j < m; j++ ) { var _b = brush.brush_indices[i][j]; shader_set_f("index", brush.brush_erase? -1 : _b[0]); shader_set_f("varient", brush.brush_erase? 0 : _b[1]); var _xx0 = _x0 + j; var _yy0 = _y0 + i; var _xx1 = _x1 + j; var _yy1 = _y1 + i; if(brush.brush_size < global.FIX_POINTS_AMOUNT) { if(_xx1 > _xx0) _xx0--; if(_xx1 < _xx0) _xx1--; if(_yy1 > _yy0) _yy0--; if(_yy1 < _yy0) _yy1--; } if(brush.brush_size == 1) { draw_line(_xx0, _yy0, _xx1, _yy1); } 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_line(_xx0 + fx[i][0], _yy0 + fx[i][1], _xx1 + fx[i][0], _yy1 + fx[i][1]); } else { draw_line_width(_xx0, _yy0, _xx1, _yy1, brush.brush_size); } } if(_shader) { BLEND_NORMAL shader_reset(); } } function tiler_draw_rect_brush(brush, _x0, _y0, _x1, _y1, _fill, _shader = true) { 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 _may_y = max(_y0, _y1); if(_fill) { 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, _min_y, _max_x, _may_y, 0); if(_shader) { BLEND_NORMAL shader_reset(); } } 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, _may_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, _may_y, _shader); tiler_draw_line_brush(brush, _max_x, _may_y, _max_x, _min_y, _shader); tiler_draw_line_brush(brush, _max_x, _may_y, _min_x, _may_y, _shader); } } function tiler_draw_ellp_brush(brush, _x0, _y0, _x1, _y1, _fill, _shader = true) { 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; 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]); } if(_fill) draw_ellipse(_min_x, _min_y, _max_x, _max_y, 0); 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(); } }