/////////////////////////////////////////////////////////////////////////////
// Name: imagfill.cpp
// Purpose: FloodFill for wxImage
-// Author:
+// Author:
// RCS-ID: $Id$
-// Copyright:
+// Copyright:
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
-#endif
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#include "wx/defs.h"
-#if wxUSE_IMAGE
+#if wxUSE_IMAGE && !defined(__WXMSW__)
+// we have no use for this code in wxMSW...
#include "wx/image.h"
-#include "wx/brush.h"
-#include "wx/pen.h"
+
+#ifndef WX_PRECOMP
+ #include "wx/brush.h"
+ #include "wx/dc.h"
+ #include "wx/dcmemory.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)
+static bool LINKAGEMODE MatchPixel(wxImage *img, int x, int y, int w, int h, const wxColour& c)
{
- if ((x<0)||(x>=w)||(y<0)||(y>=h)) return false;
+ 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);
+ unsigned char r = img->GetRed(x,y);
+ unsigned char g = img->GetGreen(x,y);
+ unsigned char b = img->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)
+static bool LINKAGEMODE MatchBoundaryPixel(wxImage *img, 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 ;
+ unsigned char r = img->GetRed(x,y);
+ unsigned char g = img->GetGreen(x,y);
+ unsigned char b = img->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 */)
+static void LINKAGEMODE
+wxImageFloodFill(wxImage *image,
+ wxCoord x, wxCoord y, const wxBrush & fillBrush,
+ const wxColour& testColour, int style,
+ int LogicalFunction)
{
/* 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();
+ int width = image->GetWidth();
+ int height = image->GetHeight();
//Draw using a pen made from the current brush colour
//Potentially allows us to use patterned flood fills in future code
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 )
+ if ( image->GetRed(x,y) != r
+ || image->GetGreen(x,y) != g
+ || image->GetBlue (x,y) != b )
{
//prepare memory for queue
//queue save, start, read
*qs=yt=y;
qs++;
- SetRGB(xt,yt,r,g,b);
+ image->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))
+ if(MatchPixel(image,xt,yt-1,width,height,testColour))
{
*qs=xt;
qs++;
*qs=yt-1;
qs++;
- SetRGB(xt,yt-1,r,g,b);
+ image->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))
+ if(MatchPixel(image,xt,yt+1,width,height,testColour))
{
*qs=xt;
qs++;
*qs=yt+1;
qs++;
- SetRGB(xt,yt+1,r,g,b);
+ image->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))
+ if(MatchPixel(image,xt-1,yt,width,height,testColour))
{
*qs=xt-1;
qs++;
*qs=yt;
qs++;
- SetRGB(xt-1,yt,r,g,b);
+ image->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))
+ if(MatchPixel(image,xt+1,yt,width,height,testColour))
{
*qs=xt+1;
qs++;
*qs=yt;
qs++;
- SetRGB(xt+1,yt,r,g,b);
+ image->SetRGB(xt+1,yt,r,g,b);
if(qs>=(qst+qSz)) qs=qst;
}
//Go Back to beginning of loop
}
- delete [] qst ;
+ 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() )
- {
+ if ( image->GetRed(x,y) != testColour.Red()
+ || image->GetGreen(x,y) != testColour.Green()
+ || image->GetBlue(x,y) != testColour.Blue() )
+ {
//prepare memory for queue
//queue save, start, read
size_t *qs, *qst, *qr;
*qs=yt=y;
qs++;
- SetRGB(xt,yt,r,g,b);
+ image->SetRGB(xt,yt,r,g,b);
//Main queue loop
- while(qr!=qs)
+ while (qr!=qs)
{
//Add new members to queue
//Above current pixel
- if(!MatchBoundaryPixel(xt,yt-1,width,height,fillColour,testColour))
+ if(!MatchBoundaryPixel(image,xt,yt-1,width,height,fillColour,testColour))
{
*qs=xt;
qs++;
*qs=yt-1;
qs++;
- SetRGB(xt,yt-1,r,g,b);
+ image->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))
+ if(!MatchBoundaryPixel(image,xt,yt+1,width,height,fillColour,testColour))
{
*qs=xt;
qs++;
*qs=yt+1;
qs++;
- SetRGB(xt,yt+1,r,g,b);
+ image->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))
+ if(!MatchBoundaryPixel(image,xt-1,yt,width,height,fillColour,testColour))
{
*qs=xt-1;
qs++;
*qs=yt;
qs++;
- SetRGB(xt-1,yt,r,g,b);
+ image->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))
+ if(!MatchBoundaryPixel(image,xt+1,yt,width,height,fillColour,testColour))
{
*qs=xt+1;
qs++;
*qs=yt;
qs++;
- SetRGB(xt+1,yt,r,g,b);
+ image->SetRGB(xt+1,yt,r,g,b);
if(qs>=(qst+qSz)) qs=qst;
}
//Go Back to beginning of loop
}
- delete [] qst ;
+ delete[] qst;
}
}
//all done,
}
+
+bool wxDoFloodFill(wxDC *dc, wxCoord x, wxCoord y,
+ const wxColour& col, int style)
+{
+ if (dc->GetBrush().GetStyle() == wxTRANSPARENT)
+ return TRUE;
+
+ int height = 0;
+ int width = 0;
+ dc->GetSize(&width, &height);
+
+ //it would be nice to fail if we don't get a sensible size...
+ wxCHECK_MSG(width >= 1 && height >= 1, FALSE,
+ wxT("In FloodFill, dc.GetSize routine failed, method not supported by this DC"));
+
+ //this is much faster than doing the individual pixels
+ wxMemoryDC memdc;
+ wxBitmap bitmap(width, height);
+ memdc.SelectObject(bitmap);
+ memdc.Blit(0, 0, width, height, dc, 0, 0);
+ memdc.SelectObject(wxNullBitmap);
+
+ wxImage image = bitmap.ConvertToImage();
+ wxImageFloodFill(&image, x,y, dc->GetBrush(), col, style,
+ dc->GetLogicalFunction());
+ bitmap = wxBitmap(image);
+ memdc.SelectObject(bitmap);
+ dc->Blit(0, 0, width, height, &memdc, 0, 0);
+ memdc.SelectObject(wxNullBitmap);
+
+ return TRUE;
+}
+
#endif // wxUSE_IMAGE