function tiler_brush(node) constructor { brush_size = 1; brush_indices = [[]]; brush_width = 0; brush_height = 0; brush_surface = noone; brush_erase = false; 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) { if(brush.brush_height * brush.brush_width == 0) return; 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++ ) { shader_set_f("index", brush.brush_erase? -1 : brush.brush_indices[i][j]); 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]); } else draw_circle_prec(_xx, _yy, brush.brush_size / 2, 0); } BLEND_NORMAL shader_reset(); } function tiler_draw_line_brush(brush, _x0, _y0, _x1, _y1) { if(brush.brush_height * brush.brush_width == 0) return; 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++ ) { shader_set_f("index", brush.brush_erase? -1 : brush.brush_indices[i][j]); 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); } } BLEND_NORMAL shader_reset(); }