mirror of
https://github.com/tonytins/CozyPixelStudio.git
synced 2025-06-25 10:24:44 -04:00
Use Global.Mouse_Button instead of strings for comparison
This should be a slight increase in performance
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parent
4cc0ccb97b
commit
9c59dc1c88
2 changed files with 24 additions and 18 deletions
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@ -14,7 +14,7 @@ var mouse_press_pixels := [] # Cleared after mouse release
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var mouse_press_pressure_values := [] # Cleared after mouse release
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func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : String, pen_pressure : float, current_action := -1) -> void:
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func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
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if Global.can_draw && Global.has_focus:
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var west_limit = Global.canvas.west_limit
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var east_limit = Global.canvas.east_limit
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@ -37,7 +37,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
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color.a *= pen_pressure
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elif current_action == Global.Tools.ERASER: # This is not working
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color.a *= (1.0 - pen_pressure)
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if current_mouse_button == "left_mouse":
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if current_mouse_button == Global.Mouse_Button.LEFT:
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brush_size = Global.left_brush_size
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brush_type = Global.current_brush_types[0]
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brush_index = Global.custom_brush_indexes[0]
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@ -59,7 +59,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
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ld = Global.left_ld
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ld_amount = Global.left_ld_amount
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elif current_mouse_button == "right_mouse":
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elif current_mouse_button == Global.Mouse_Button.RIGHT:
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brush_size = Global.right_brush_size
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brush_type = Global.current_brush_types[1]
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brush_index = Global.custom_brush_indexes[1]
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@ -255,7 +255,7 @@ func draw_brush(sprite : Image, pos : Vector2, color : Color, current_mouse_butt
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# Bresenham's Algorithm
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# Thanks to https://godotengine.org/qa/35276/tile-based-line-drawing-algorithm-efficiency
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func fill_gaps(sprite : Image, end_pos : Vector2, start_pos : Vector2, color : Color, current_mouse_button : String, pen_pressure : float, current_action := -1) -> void:
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func fill_gaps(sprite : Image, end_pos : Vector2, start_pos : Vector2, color : Color, current_mouse_button : int, pen_pressure : float, current_action := -1) -> void:
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var previous_mouse_pos_floored = start_pos.floor()
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var mouse_pos_floored = end_pos.floor()
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var dx := int(abs(mouse_pos_floored.x - previous_mouse_pos_floored.x))
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