Use Global.Mouse_Button instead of strings for comparison

This should be a slight increase in performance
This commit is contained in:
OverloadedOrama 2020-05-31 18:46:47 +03:00
parent 4cc0ccb97b
commit 9c59dc1c88
2 changed files with 24 additions and 18 deletions

View file

@ -14,7 +14,7 @@ var mouse_press_pixels := [] # Cleared after mouse release
var mouse_press_pressure_values := [] # Cleared after mouse release
func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : String, pen_pressure : float, current_action := -1) -> void:
func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
if Global.can_draw && Global.has_focus:
var west_limit = Global.canvas.west_limit
var east_limit = Global.canvas.east_limit
@ -37,7 +37,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
color.a *= pen_pressure
elif current_action == Global.Tools.ERASER: # This is not working
color.a *= (1.0 - pen_pressure)
if current_mouse_button == "left_mouse":
if current_mouse_button == Global.Mouse_Button.LEFT:
brush_size = Global.left_brush_size
brush_type = Global.current_brush_types[0]
brush_index = Global.custom_brush_indexes[0]
@ -59,7 +59,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
ld = Global.left_ld
ld_amount = Global.left_ld_amount
elif current_mouse_button == "right_mouse":
elif current_mouse_button == Global.Mouse_Button.RIGHT:
brush_size = Global.right_brush_size
brush_type = Global.current_brush_types[1]
brush_index = Global.custom_brush_indexes[1]
@ -255,7 +255,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
# Bresenham's Algorithm
# Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
func fill_gaps(sprite : Image, end_pos : Vector2, start_pos : Vector2, color : Color, current_mouse_button : String, pen_pressure : float, current_action := -1) -> void:
func fill_gaps(sprite : Image, end_pos : Vector2, start_pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
var previous_mouse_pos_floored = start_pos.floor()
var mouse_pos_floored = end_pos.floor()
var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x))