mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
232 lines
6.6 KiB
Plaintext
232 lines
6.6 KiB
Plaintext
function tiler_brush(node) constructor {
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brush_size = 1;
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brush_indices = [[]];
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brush_width = 0;
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brush_height = 0;
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brush_surface = noone;
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brush_erase = false;
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autotiler = noone;
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brush_sizing = false;
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brush_sizing_s = 0;
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brush_sizing_mx = 0;
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brush_sizing_my = 0;
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brush_sizing_dx = 0;
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brush_sizing_dy = 0;
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self.node = node;
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function step(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var attr = node.tool_attribute;
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var _siz = attr.size;
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brush_size = _siz;
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if(brush_size = PEN_USE && attr.pressure)
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brush_size = round(lerp(attr.pressure_size[0], attr.pressure_size[1], power(PEN_PRESSURE / 1024, 2)));
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}
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function sizing(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var attr = node.tool_attribute;
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var _siz = attr.size;
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if(brush_sizing) {
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var s = brush_sizing_s + (_mx - brush_sizing_mx) / 16;
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s = max(1, s);
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attr.size = s;
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if(mouse_release(mb_right))
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brush_sizing = false;
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} else if(mouse_press(mb_right, active) && key_mod_press(SHIFT) && brush_surface == noone) {
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brush_sizing = true;
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brush_sizing_s = _siz;
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brush_sizing_mx = _mx;
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brush_sizing_my = _my;
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brush_sizing_dx = round((_mx - _x) / _s - 0.5);
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brush_sizing_dy = round((_my - _y) / _s - 0.5);
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}
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}
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}
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function tiler_draw_point_brush(brush, _x, _y, _shader = true) {
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if(brush.brush_height * brush.brush_width == 0) return;
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if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE }
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for( var i = 0, n = brush.brush_height; i < n; i++ )
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for( var j = 0, m = brush.brush_width; j < m; j++ ) {
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var _b = brush.brush_indices[i][j];
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shader_set_f("index", brush.brush_erase? -1 : _b[0]);
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shader_set_f("varient", brush.brush_erase? 0 : _b[1]);
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var _xx = _x + j;
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var _yy = _y + i;
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if(brush.brush_size <= 1) {
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draw_point(_xx, _yy);
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} else if(brush.brush_size < global.FIX_POINTS_AMOUNT) {
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var fx = global.FIX_POINTS[brush.brush_size];
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for( var i = 0, n = array_length(fx); i < n; i++ )
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draw_point(_xx + fx[i][0], _yy + fx[i][1]);
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}
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}
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if(_shader) { BLEND_NORMAL shader_reset(); }
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}
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function tiler_draw_line_brush(brush, _x0, _y0, _x1, _y1, _shader = true) {
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if(brush.brush_height * brush.brush_width == 0) return;
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if(_shader) { shader_set(sh_draw_tile_brush); BLEND_OVERRIDE }
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for( var i = 0, n = brush.brush_height; i < n; i++ )
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for( var j = 0, m = brush.brush_width; j < m; j++ ) {
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var _b = brush.brush_indices[i][j];
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shader_set_f("index", brush.brush_erase? -1 : _b[0]);
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shader_set_f("varient", brush.brush_erase? 0 : _b[1]);
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var _xx0 = _x0 + j;
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var _yy0 = _y0 + i;
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var _xx1 = _x1 + j;
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var _yy1 = _y1 + i;
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if(brush.brush_size < global.FIX_POINTS_AMOUNT) {
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if(_xx1 > _xx0) _xx0--;
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if(_xx1 < _xx0) _xx1--;
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if(_yy1 > _yy0) _yy0--;
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if(_yy1 < _yy0) _yy1--;
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}
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if(brush.brush_size == 1) {
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draw_line(_xx0, _yy0, _xx1, _yy1);
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} else if(brush.brush_size < global.FIX_POINTS_AMOUNT) {
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var fx = global.FIX_POINTS[brush.brush_size];
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for( var i = 0, n = array_length(fx); i < n; i++ )
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draw_line(_xx0 + fx[i][0], _yy0 + fx[i][1], _xx1 + fx[i][0], _yy1 + fx[i][1]);
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} else {
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draw_line_width(_xx0, _yy0, _xx1, _yy1, brush.brush_size);
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}
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}
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if(_shader) { BLEND_NORMAL shader_reset(); }
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}
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function tiler_draw_rect_brush(brush, _x0, _y0, _x1, _y1, _fill, _shader = true) {
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if(_x0 == _x1 && _y0 == _y1) {
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tiler_draw_point_brush(brush, _x0, _y0, _shader);
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return;
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} else if(_x0 == _x1) {
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tiler_draw_point_brush(brush, _x0, _y0, _shader);
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tiler_draw_point_brush(brush, _x1, _y1, _shader);
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tiler_draw_line_brush(brush, _x0, _y0, _x0, _y1, _shader);
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return;
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} else if(_y0 == _y1) {
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tiler_draw_point_brush(brush, _x0, _y0, _shader);
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tiler_draw_point_brush(brush, _x1, _y1, _shader);
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tiler_draw_line_brush(brush, _x0, _y0, _x1, _y0, _shader);
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return;
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}
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var _min_x = min(_x0, _x1);
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var _max_x = max(_x0, _x1);
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var _min_y = min(_y0, _y1);
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var _may_y = max(_y0, _y1);
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if(_fill) {
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if(_shader) {
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shader_set(sh_draw_tile_brush);
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BLEND_OVERRIDE
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var _b = brush.brush_indices[0][0];
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shader_set_f("index", brush.brush_erase? -1 : _b[0]);
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shader_set_f("varient", brush.brush_erase? 0 : _b[1]);
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}
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draw_rectangle(_min_x, _min_y, _max_x, _may_y, 0);
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if(_shader) { BLEND_NORMAL shader_reset(); }
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}
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if(brush.brush_size == 1) {
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if(_shader) {
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shader_set(sh_draw_tile_brush);
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BLEND_OVERRIDE
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var _b = brush.brush_indices[0][0];
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shader_set_f("index", brush.brush_erase? -1 : _b[0]);
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shader_set_f("varient", brush.brush_erase? 0 : _b[1]);
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}
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draw_rectangle(_min_x + 1, _min_y + 1, _max_x - 1, _may_y - 1, 1);
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if(_shader) { BLEND_NORMAL shader_reset(); }
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} else {
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tiler_draw_line_brush(brush, _min_x, _min_y, _max_x, _min_y, _shader);
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tiler_draw_line_brush(brush, _min_x, _min_y, _min_x, _may_y, _shader);
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tiler_draw_line_brush(brush, _max_x, _may_y, _max_x, _min_y, _shader);
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tiler_draw_line_brush(brush, _max_x, _may_y, _min_x, _may_y, _shader);
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}
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}
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function tiler_draw_ellp_brush(brush, _x0, _y0, _x1, _y1, _fill, _shader = true) {
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if(_x0 == _x1 && _y0 == _y1) {
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tiler_draw_point_brush(brush, _x0, _y0, _shader);
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return;
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} else if(_x0 == _x1) {
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tiler_draw_point_brush(brush, _x0, _y0, _shader);
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tiler_draw_point_brush(brush, _x1, _y1, _shader);
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tiler_draw_line_brush(brush, _x0, _y0, _x0, _y1, _shader);
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return;
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} else if(_y0 == _y1) {
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tiler_draw_point_brush(brush, _x0, _y0, _shader);
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tiler_draw_point_brush(brush, _x1, _y1, _shader);
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tiler_draw_line_brush(brush, _x0, _y0, _x1, _y0, _shader);
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return;
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}
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draw_set_circle_precision(64);
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var _min_x = min(_x0, _x1) - 0.5;
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var _max_x = max(_x0, _x1) - 0.5;
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var _min_y = min(_y0, _y1) - 0.5;
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var _max_y = max(_y0, _y1) - 0.5;
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if(_shader) {
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shader_set(sh_draw_tile_brush);
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BLEND_OVERRIDE
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var _b = brush.brush_indices[0][0];
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shader_set_f("index", brush.brush_erase? -1 : _b[0]);
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shader_set_f("varient", brush.brush_erase? 0 : _b[1]);
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}
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if(_fill) draw_ellipse(_min_x, _min_y, _max_x, _max_y, 0);
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if(brush.brush_size == 1) {
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draw_ellipse(_min_x, _min_y, _max_x, _max_y, 1);
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} else if(brush.brush_size < global.FIX_POINTS_AMOUNT) {
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var fx = global.FIX_POINTS[brush.brush_size];
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for( var i = 0, n = array_length(fx); i < n; i++ )
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draw_ellipse(_min_x + fx[i][0], _min_y + fx[i][1], _max_x + fx[i][0], _max_y + fx[i][1], 1);
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} else {
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draw_ellipse(_min_x, _min_y, _max_x, _max_y, brush.brush_size);
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}
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if(_shader) { BLEND_NORMAL shader_reset(); }
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} |