///////////////////////////////////////////////////////////////////////////// // Name: imagfill.cpp // Purpose: FloodFill for wxImage // Author: // RCS-ID: $Id$ // Copyright: // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifdef __GNUG__ #endif // For compilers that support precompilation, includes "wx.h". #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif #if wxUSE_IMAGE #include "wx/image.h" #ifndef WX_PRECOMP #include "wx/brush.h" #endif // DoFloodFill // Fills with the colour extracted from fillBrush, starting at x,y until either // a color different from the start pixel is reached (wxFLOOD_SURFACE) // or fill color is reached (wxFLOOD_BORDER) bool wxImage::MatchPixel(int x, int y, int w, int h, const wxColour & c) { if ((x<0)||(x>=w)||(y<0)||(y>=h)) return false; unsigned char r = GetRed(x,y); unsigned char g = GetGreen(x,y); unsigned char b = GetBlue(x,y); return c.Red() == r && c.Green() == g && c.Blue() == b ; } bool wxImage::MatchBoundaryPixel(int x, int y, int w, int h, const wxColour & fill, const wxColour & bound) { if ((x<0)||(x>=w)||(y<0)||(y>=h)) return TRUE; unsigned char r = GetRed(x,y); unsigned char g = GetGreen(x,y); unsigned char b = GetBlue(x,y); if ( fill.Red() == r && fill.Green() == g && fill.Blue() == b ) return TRUE; if ( bound.Red() == r && bound.Green() == g && bound.Blue() == b ) return TRUE; return FALSE ; } void wxImage::DoFloodFill (wxCoord x, wxCoord y, const wxBrush & fillBrush, const wxColour& testColour, int style /*=wxFLOOD_SURFACE */, int LogicalFunction /*= wxCOPY, currently unused */) { /* A diamond flood-fill using a circular queue system. Each pixel surrounding the current pixel is added to the queue if it meets the criteria, then is retrieved in its turn. Code originally based on http://www.drawit.co.nz/Developers.htm */ int width = GetWidth(); int height = GetHeight(); //Draw using a pen made from the current brush colour //Potentially allows us to use patterned flood fills in future code wxColour fillColour = fillBrush.GetColour(); unsigned char r = fillColour.Red(); unsigned char g = fillColour.Green(); unsigned char b = fillColour.Blue(); //initial test : if (style == wxFLOOD_SURFACE) { //if wxFLOOD_SURFACE, if fill colour is same as required, we don't do anything if ( GetRed(x,y) != r || GetGreen(x,y) != g || GetBlue (x,y) != b ) { //prepare memory for queue //queue save, start, read size_t *qs, *qst, *qr; //queue size (physical) long qSz= height * width * 2; qst = new size_t [qSz]; //temporary x and y locations int xt, yt; for (int i=0; i < qSz; i++) qst[i] = 0; // start queue qs=qr=qst; *qs=xt=x; qs++; *qs=yt=y; qs++; SetRGB(xt,yt,r,g,b); //Main queue loop while(qr!=qs) { //Add new members to queue //Above current pixel if(MatchPixel(xt,yt-1,width,height,testColour)) { *qs=xt; qs++; *qs=yt-1; qs++; SetRGB(xt,yt-1,r,g,b); //Loop back to beginning of queue if(qs>=(qst+qSz)) qs=qst; } //Below current pixel if(MatchPixel(xt,yt+1,width,height,testColour)) { *qs=xt; qs++; *qs=yt+1; qs++; SetRGB(xt,yt+1,r,g,b); if(qs>=(qst+qSz)) qs=qst; } //Left of current pixel if(MatchPixel(xt-1,yt,width,height,testColour)) { *qs=xt-1; qs++; *qs=yt; qs++; SetRGB(xt-1,yt,r,g,b); if(qs>=(qst+qSz)) qs=qst; } //Right of current pixel if(MatchPixel(xt+1,yt,width,height,testColour)) { *qs=xt+1; qs++; *qs=yt; qs++; SetRGB(xt+1,yt,r,g,b); if(qs>=(qst+qSz)) qs=qst; } //Retrieve current queue member qr+=2; //Loop back to the beginning if(qr>=(qst+qSz)) qr=qst; xt=*qr; yt=*(qr+1); //Go Back to beginning of loop } delete [] qst ; } } else { //style is wxFLOOD_BORDER // fill up to testColor border - if already testColour don't do anything if ( GetRed(x,y) != testColour.Red() || GetGreen(x,y) != testColour.Green() || GetBlue(x,y) != testColour.Blue() ) { //prepare memory for queue //queue save, start, read size_t *qs, *qst, *qr; //queue size (physical) long qSz= height * width * 2; qst = new size_t [qSz]; //temporary x and y locations int xt, yt; for (int i=0; i < qSz; i++) qst[i] = 0; // start queue qs=qr=qst; *qs=xt=x; qs++; *qs=yt=y; qs++; SetRGB(xt,yt,r,g,b); //Main queue loop while(qr!=qs) { //Add new members to queue //Above current pixel if(!MatchBoundaryPixel(xt,yt-1,width,height,fillColour,testColour)) { *qs=xt; qs++; *qs=yt-1; qs++; SetRGB(xt,yt-1,r,g,b); //Loop back to beginning of queue if(qs>=(qst+qSz)) qs=qst; } //Below current pixel if(!MatchBoundaryPixel(xt,yt+1,width,height,fillColour,testColour)) { *qs=xt; qs++; *qs=yt+1; qs++; SetRGB(xt,yt+1,r,g,b); if(qs>=(qst+qSz)) qs=qst; } //Left of current pixel if(!MatchBoundaryPixel(xt-1,yt,width,height,fillColour,testColour)) { *qs=xt-1; qs++; *qs=yt; qs++; SetRGB(xt-1,yt,r,g,b); if(qs>=(qst+qSz)) qs=qst; } //Right of current pixel if(!MatchBoundaryPixel(xt+1,yt,width,height,fillColour,testColour)) { *qs=xt+1; qs++; *qs=yt; qs++; SetRGB(xt+1,yt,r,g,b); if(qs>=(qst+qSz)) qs=qst; } //Retrieve current queue member qr+=2; //Loop back to the beginning if(qr>=(qst+qSz)) qr=qst; xt=*qr; yt=*(qr+1); //Go Back to beginning of loop } delete [] qst ; } } //all done, } #endif // wxUSE_IMAGE