+
+// 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,
+}
+
+