Unfortunately you are the only one that wants a Fill Tool for raster levels. :(
Ha! I joke. I kid.
There is not a single person in the known universe that doesn't want to be able to fill areas on raster levels.
The good news is that eventually a raster fill tool will be developed but in the meantime various other approaches must be taken.
One of the easiest (in my estimation) is to convert the image to vector or (a bit less straightforward) to Toonz raster.
It'll get there eventually but may take some time to get right considering all things.
For instance, the addition of MyPaint brushes actually makes flood fills more difficult and troublesome as most brushes contain some level of transparency which can keep pixels from receiving the fill.
A recent addition to Toonz raster addresses a related issue.
There are several approaches to paint fills for raster levels in OpenToonz.
One is to use another program (certainly not optimal)
One is to convert from raster to Toonz Raster or Vector
- While the conversion to vector is easily discovered many people don't realize that the primary means of converting from raster to Toonz raster is via Cleanup. Once the image is cleaned up it is then Toonz raster compatible and can use fill tools and other features associated with Toonz raster levels.
My own personal favorite approach is to use raster, Toonz raster and vector simultaneously and use each of their strengths for the task at hand. For instance, I love drawing in (generic) raster levels (not to mention MyPaint brushes) so that makes for nice black and white linework and general painting (such as color backgrounds, etc.). If I know I will be using a lot of color (esp. color fills) I will tend to use Toonz raster as it excels at this. For scalable line and shapes which are easily editable I tend to use vector. When each of these is used on a single 'frame' the results can be quite satisfying.
I am a bit torn.
On the one hand a developer could code a very basic flood fill for raster levels but the immediate problem will be that users will most definitely not be satisfied with that basic capability.
We want full featured tools but it takes time to get to that and there are many dedicated applications that already do raster fills and will likely always do it better (I'm thinking Krita here but there are many others).
As I say though, I am optimistic that flood fills will be forthcoming.
As such it may help to dive deeply into the discussion of what such tools might look like that move OpenToonz implementation beyond that of other programs.
I think I would suggest a two prong approach:
1) a very basic flood fill capability
This would first focus on solid color fills
A a later date Gradient fills would be added
... (the level of financial support for a dedicated programmer focused on this task would surely dictate how far this feature set develops but as earlier stated this capability could never achieve that of dedicated programs unless/until we see cross pollination of opensource projects where an update to one application automagically enhances the rest.
2) Cutting Edge capabilities
In this track the primary focus is on research and development to bridge the gap between raster, Toonz raster and vector formats (basically creating a universal format that (on the surface) doesn't differentiate between vector and raster. Since this basically already is the Toonz vector format the suggestion might be to chart a path forward for enhancements to that format. Perhaps a prime example of how difficult this will be (for a programmer) would be to incorporate MyPaint brushes into the Toonz raster format... no small task in and of itself.
This second track's research and development would also have a sub category that takes a hard look and technologies that may not be readily available (read: opensource and able to be incorporated into OpenToonz) today. This would include technologies that alter the paradigm of flood filling. I will guess that voxels are one example of this that while long dormant have recently been making a comeback. My naive understanding of voxels is that much like the 'minesweeper' approach to filling areas voxels do this in three dimensions which would allow for filling with depth and occlusion/transparency.
All this for the sake of discussion. :)