reactos/win32ss/gdi/dib/floodfill.c
Amine Khaldi 527f2f9057 [SHELL/EXPERIMENTS]
* Create a branch for some evul shell experiments.

svn path=/branches/shell-experiments/; revision=61927
2014-02-02 19:37:27 +00:00

174 lines
5.3 KiB
C

/*
* COPYRIGHT: See COPYING in the top level directory
* PROJECT: ReactOS win32 subsystem
* PURPOSE: Flood filling support
* FILE: subsystems/win32/win32k/dib/floodfill.c
* PROGRAMMER: Gregor Schneider, <grschneider AT gmail DOT com>
*/
#include <win32k.h>
#define NDEBUG
#include <debug.h>
/*
* This floodfill algorithm is an iterative four neighbors version. It works with an internal stack like data structure.
* The stack is kept in an array, sized for the worst case scenario of having to add all pixels of the surface.
* This avoids having to allocate and free memory blocks all the time. The stack grows from the end of the array towards the start.
* All pixels are checked before being added, against belonging to the fill rule (FLOODFILLBORDER or FLOODFILLSURFACE)
* and the position in respect to the clip region. This guarantees all pixels lying on the stack belong to the filled surface.
* Further optimisations of the algorithm are possible.
*/
/* Floodfil helper structures and functions */
typedef struct _floodItem
{
ULONG x;
ULONG y;
} FLOODITEM;
typedef struct _floodInfo
{
ULONG floodLen;
FLOODITEM *floodStart;
FLOODITEM *floodData;
} FLOODINFO;
static __inline BOOL initFlood(FLOODINFO *info, RECTL *DstRect)
{
ULONG width = DstRect->right - DstRect->left;
ULONG height = DstRect->bottom - DstRect->top;
info->floodData = ExAllocatePoolWithTag(NonPagedPool, width * height * sizeof(FLOODITEM), TAG_DIB);
if (info->floodData == NULL)
{
return FALSE;
}
info->floodStart = info->floodData + (width * height);
DPRINT("Allocated flood stack from %p to %p\n", info->floodData, info->floodStart);
return TRUE;
}
static __inline VOID finalizeFlood(FLOODINFO *info)
{
ExFreePoolWithTag(info->floodData, TAG_DIB);
}
static __inline VOID addItemFlood(FLOODINFO *info,
ULONG x,
ULONG y,
SURFOBJ *DstSurf,
RECTL *DstRect,
ULONG Color,
BOOL isSurf)
{
if (RECTL_bPointInRect(DstRect,x,y))
{
if (isSurf == TRUE &&
DibFunctionsForBitmapFormat[DstSurf->iBitmapFormat].DIB_GetPixel(DstSurf, x, y) != Color)
{
return;
}
else if (isSurf == FALSE &&
DibFunctionsForBitmapFormat[DstSurf->iBitmapFormat].DIB_GetPixel(DstSurf, x, y) == Color)
{
return;
}
info->floodStart--;
info->floodStart->x = x;
info->floodStart->y = y;
info->floodLen++;
}
}
static __inline VOID removeItemFlood(FLOODINFO *info)
{
info->floodStart++;
info->floodLen--;
}
BOOLEAN DIB_XXBPP_FloodFillSolid(SURFOBJ *DstSurf,
BRUSHOBJ *Brush,
RECTL *DstRect,
POINTL *Origin,
ULONG ConvColor,
UINT FillType)
{
ULONG x, y;
ULONG BrushColor;
FLOODINFO flood = {0, NULL, NULL};
BrushColor = Brush->iSolidColor;
x = Origin->x;
y = Origin->y;
if (FillType == FLOODFILLBORDER)
{
/* Check if the start pixel has the border color */
if (DibFunctionsForBitmapFormat[DstSurf->iBitmapFormat].DIB_GetPixel(DstSurf, x, y) == ConvColor)
{
return FALSE;
}
if (initFlood(&flood, DstRect) == FALSE)
{
return FALSE;
}
addItemFlood(&flood, x, y, DstSurf, DstRect, ConvColor, FALSE);
while (flood.floodLen != 0)
{
x = flood.floodStart->x;
y = flood.floodStart->y;
removeItemFlood(&flood);
DibFunctionsForBitmapFormat[DstSurf->iBitmapFormat].DIB_PutPixel(DstSurf, x, y, BrushColor);
if (flood.floodStart - 4 < flood.floodData)
{
DPRINT1("Can't finish flooding!\n");
finalizeFlood(&flood);
return FALSE;
}
addItemFlood(&flood, x, y + 1, DstSurf, DstRect, ConvColor, FALSE);
addItemFlood(&flood, x, y - 1, DstSurf, DstRect, ConvColor, FALSE);
addItemFlood(&flood, x + 1, y, DstSurf, DstRect, ConvColor, FALSE);
addItemFlood(&flood, x - 1, y, DstSurf, DstRect, ConvColor, FALSE);
}
finalizeFlood(&flood);
}
else if (FillType == FLOODFILLSURFACE)
{
/* Check if the start pixel has the surface color */
if (DibFunctionsForBitmapFormat[DstSurf->iBitmapFormat].DIB_GetPixel(DstSurf, x, y) != ConvColor)
{
return FALSE;
}
if (initFlood(&flood, DstRect) == FALSE)
{
return FALSE;
}
addItemFlood(&flood, x, y, DstSurf, DstRect, ConvColor, TRUE);
while (flood.floodLen != 0)
{
x = flood.floodStart->x;
y = flood.floodStart->y;
removeItemFlood(&flood);
DibFunctionsForBitmapFormat[DstSurf->iBitmapFormat].DIB_PutPixel(DstSurf, x, y, BrushColor);
if (flood.floodStart - 4 < flood.floodData)
{
DPRINT1("Can't finish flooding!\n");
finalizeFlood(&flood);
return FALSE;
}
addItemFlood(&flood, x, y + 1, DstSurf, DstRect, ConvColor, TRUE);
addItemFlood(&flood, x, y - 1, DstSurf, DstRect, ConvColor, TRUE);
addItemFlood(&flood, x + 1, y, DstSurf, DstRect, ConvColor, TRUE);
addItemFlood(&flood, x - 1, y, DstSurf, DstRect, ConvColor, TRUE);
}
finalizeFlood(&flood);
}
else
{
DPRINT1("Unsupported FloodFill type!\n");
return FALSE;
}
return TRUE;
}