Java – Android flood filling algorithm
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Java
Who knows an iterative and effective flood filling algorithm?
Or is there a way to implement recursive filling algorithm without stack overflow error?
I tried a @ flood fill using a stack, but I couldn't find a way to process white and black images
Solution
Someone transplanted J. Dunlap's queue linear flood fill algorithm to Android here I've tried it and it's very fast
I modified the copyimage () method, which initially used a class named utilities not provided by the author
public class QueueLinearFloodFiller { protected Bitmap image = null; protected int[] tolerance = new int[] { 0,0 }; protected int width = 0; protected int height = 0; protected int[] pixels = null; protected int fillColor = 0; protected int[] startColor = new int[] { 0,0 }; protected boolean[] pixelsChecked; protected Queue<FloodFillRange> ranges; // Construct using an image and a copy will be made to fill into,// Construct with BufferedImage and flood fill will write directly to // provided BufferedImage public QueueLinearFloodFiller(Bitmap img) { copyImage(img); } public QueueLinearFloodFiller(Bitmap img,int targetColor,int newColor) { useImage(img); setFillColor(newColor); setTargetColor(targetColor); } public void setTargetColor(int targetColor) { startColor[0] = Color.red(targetColor); startColor[1] = Color.green(targetColor); startColor[2] = Color.blue(targetColor); } public int getFillColor() { return fillColor; } public void setFillColor(int value) { fillColor = value; } public int[] getTolerance() { return tolerance; } public void setTolerance(int[] value) { tolerance = value; } public void setTolerance(int value) { tolerance = new int[] { value,value,value }; } public Bitmap getImage() { return image; } public void copyImage(Bitmap img) { // Copy data from provided Image to a BufferedImage to write flood fill // to,use getImage to retrieve // cache data in member variables to decrease overhead of property calls width = img.getWidth(); height = img.getHeight(); image = Bitmap.createBitmap(width,height,Bitmap.Config.RGB_565); Canvas canvas = new Canvas(image); canvas.drawBitmap(img,null); pixels = new int[width * height]; image.getPixels(pixels,width,1,width - 1,height - 1); } public void useImage(Bitmap img) { // Use a pre-existing provided BufferedImage and write directly to it // cache data in member variables to decrease overhead of property calls width = img.getWidth(); height = img.getHeight(); image = img; pixels = new int[width * height]; image.getPixels(pixels,height - 1); } protected void prepare() { // Called before starting flood-fill pixelsChecked = new boolean[pixels.length]; ranges = new LinkedList<FloodFillRange>(); } // Fills the specified point on the bitmap with the currently selected fill // color. // int x,int y: The starting coords for the fill public void floodFill(int x,int y) { // Setup prepare(); if (startColor[0] == 0) { // ***Get starting color. int startPixel = pixels[(width * y) + x]; startColor[0] = (startPixel >> 16) & 0xff; startColor[1] = (startPixel >> 8) & 0xff; startColor[2] = startPixel & 0xff; } // ***Do first call to floodfill. LinearFill(x,y); // ***Call floodfill routine while floodfill ranges still exist on the // queue FloodFillRange range; while (ranges.size() > 0) { // **Get Next Range Off the Queue range = ranges.remove(); // **Check Above and Below Each Pixel in the Floodfill Range int downPxIdx = (width * (range.Y + 1)) + range.startX; int upPxIdx = (width * (range.Y - 1)) + range.startX; int upY = range.Y - 1;// so we can pass the y coord by ref int downY = range.Y + 1; for (int i = range.startX; i <= range.endX; i++) { // *Start Fill Upwards // if we're not above the top of the bitmap and the pixel above // this one is within the color tolerance if (range.Y > 0 && (!pixelsChecked[upPxIdx]) && CheckPixel(upPxIdx)) LinearFill(i,upY); // *Start Fill Downwards // if we're not below the bottom of the bitmap and the pixel // below this one is within the color tolerance if (range.Y < (height - 1) && (!pixelsChecked[downPxIdx]) && CheckPixel(downPxIdx)) LinearFill(i,downY); downPxIdx++; upPxIdx++; } } image.setPixels(pixels,height - 1); } // Finds the furthermost left and right boundaries of the fill area // on a given y coordinate,starting from a given x coordinate,filling as // it goes. // Adds the resulting horizontal range to the queue of floodfill ranges,// to be processed in the main loop. // int x,int y: The starting coords protected void LinearFill(int x,int y) { // ***Find Left Edge of Color Area int lFillLoc = x; // the location to check/fill on the left int pxIdx = (width * y) + x; while (true) { // **fill with the color pixels[pxIdx] = fillColor; // **indicate that this pixel has already been checked and filled pixelsChecked[pxIdx] = true; // **de-increment lFillLoc--; // de-increment counter pxIdx--; // de-increment pixel index // **exit loop if we're at edge of bitmap or color area if (lFillLoc < 0 || (pixelsChecked[pxIdx]) || !CheckPixel(pxIdx)) { break; } } lFillLoc++; // ***Find Right Edge of Color Area int rFillLoc = x; // the location to check/fill on the left pxIdx = (width * y) + x; while (true) { // **fill with the color pixels[pxIdx] = fillColor; // **indicate that this pixel has already been checked and filled pixelsChecked[pxIdx] = true; // **increment rFillLoc++; // increment counter pxIdx++; // increment pixel index // **exit loop if we're at edge of bitmap or color area if (rFillLoc >= width || pixelsChecked[pxIdx] || !CheckPixel(pxIdx)) { break; } } rFillLoc--; // add range to queue FloodFillRange r = new FloodFillRange(lFillLoc,rFillLoc,y); ranges.offer(r); } // Sees if a pixel is within the color tolerance range. protected boolean CheckPixel(int px) { int red = (pixels[px] >>> 16) & 0xff; int green = (pixels[px] >>> 8) & 0xff; int blue = pixels[px] & 0xff; return (red >= (startColor[0] - tolerance[0]) && red <= (startColor[0] + tolerance[0]) && green >= (startColor[1] - tolerance[1]) && green <= (startColor[1] + tolerance[1]) && blue >= (startColor[2] - tolerance[2]) && blue <= (startColor[2] + tolerance[2])); } // Represents a linear range to be filled and branched from. protected class FloodFillRange { public int startX; public int endX; public int Y; public FloodFillRange(int startX,int endX,int y) { this.startX = startX; this.endX = endX; this.Y = y; } } }
If you don't want the UI to wait for the image to fill, you can also use threads
public class FloodFillThread extends Thread { ProgressDialog mProgressDialog; Bitmap mBitmap; int mTargetColor; int mNewColor; Point mPoint; Runnable mCallback; public FloodFillThread(ProgressDialog pd,Runnable callback,Bitmap bitmap,Point pt,int newColor) { mBitmap = bitmap; mPoint = pt; mTargetColor = targetColor; mNewColor = newColor; mProgressDialog = pd; mCallback = callback; } @Override public void run() { QueueLinearFloodFiller filler = new QueueLinearFloodFiller(mBitmap,mTargetColor,mNewColor); filler.setTolerance(10); filler.floodFill(mPoint.x,mPoint.y); handler.sendEmptyMessage(0); } private Handler handler = new Handler() { @Override public void handleMessage(Message msg) { mProgressDialog.dismiss(); mCallback.run(); } }; }
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