How to implement the flood-fill algorithm in android? - android

How to implement the Flood-fill algorithm in android.But the code was written in c language.could we implement the algorithm in android.is there any open source code available or any website tutorial link

Algorithm for flood fill is a very simple recursive one.
//Initialize i and j to the place to start
floodFill(int arr[][], target_color, replace_color)
{
if(arr[i][j] == replace_color)
return;
replace(target_color, replace_color);
floodFill(int[i+1][j], target_color, replace_color);
floodFill(int[i][j+1], target_color, replace_color);
floodFill(int[i-1][j], target_color, replace_color);
floodFill(int[i][j-1], target_color, replace_color);
}
Flood Fill using queue. Use a asynctask to flood fill.
Parameters
bitamp to be filled
point where the user touches (x,y cordinates)
Color of pixel where use touches
Color to be replaced.
public class FloodFill {
public void floodFill(Bitmap image, Point node, int targetColor,
int replacementColor) {
int width = image.getWidth();
int height = image.getHeight();
int target = targetColor;
int replacement = replacementColor;
if (target != replacement) {
Queue<Point> queue = new LinkedList<Point>();
do {
int x = node.x;
int y = node.y;
while (x > 0 && image.getPixel(x - 1, y) == target) {
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && image.getPixel(x, y) == target) {
image.setPixel(x, y, replacement);
if (!spanUp && y > 0 && image.getPixel(x, y - 1) == target) {
queue.add(new Point(x, y - 1));
spanUp = true;
} else if (spanUp && y > 0
&& image.getPixel(x, y - 1) != target) {
spanUp = false;
}
if (!spanDown && y < height - 1
&& image.getPixel(x, y + 1) == target) {
queue.add(new Point(x, y + 1));
spanDown = true;
} else if (spanDown && y < height - 1
&& image.getPixel(x, y + 1) != target) {
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
}
}

Related

Flood fill explanation

Im working with my project with paiting/coloring features.Can anyone explain this flood fill algorithm and how this works? Is this flood fill queue? and what does queue mean(in this algorithm)?
public class FloodFill {
public void floodFill(Bitmap image, Point node, int targetColor,
int replacementColor) {
int width = image.getWidth();
int height = image.getHeight();
int target = targetColor;
int replacement = replacementColor;
if (target != replacement) {
Queue<Point> queue = new LinkedList<Point>();
do {
int x = node.x;
int y = node.y;
while (x > 0 && image.getPixel(x - 1, y) == target) {
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && image.getPixel(x, y) == target) {
image.setPixel(x, y, replacement);
if (!spanUp && y > 0
&& image.getPixel(x, y - 1) == target) {
queue.add(new Point(x, y - 1));
spanUp = true;
} else if (spanUp && y > 0
&& image.getPixel(x, y - 1) != target) {
spanUp = false;
}
if (!spanDown && y < height - 1
&& image.getPixel(x, y + 1) == target) {
queue.add(new Point(x, y + 1));
spanDown = true;
} else if (spanDown && y < height - 1
&& image.getPixel(x, y + 1) != target) {
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
}
}
There is not a specific name for this algorithm, BUT when filling large areas, I would recommend QueueLinear Flood Fill Algorith which is way faster than the above.
Here is a link to implementation:
http://www.codeproject.com/Articles/16405/Queue-Linear-Flood-Fill-A-Fast-Flood-Fill-Algorith

Flood fill in Android application

I am creating an drawing application using canvas. I am using below code to flood fill but on low or medium dpi devices, some portion of image remains unfilled i.e. at edges of an non-uniform shape. Some dots remains unfilled at non uniform edges.
public class FloodFill extends AsyncTask<Void, Void, Void>
{
private int width;
private int height;
private int target;
private int replacement;
private Point node;
private ProgressDialog progress;
public FloodFill(Bitmap image, Point node2, int targetColor, int replacementColor)
{
flood = Bitmap.createBitmap(image);
image.recycle();
this.width = flood.getWidth();
this.height = flood.getHeight();
this.target = targetColor;
this.replacement = replacementColor;
this.node = node2;
}
#Override
protected void onPreExecute()
{
super.onPreExecute();
progress = new ProgressDialog(MainActivity.this);
progress.setMessage("Filling");
progress.setProgressStyle(ProgressDialog.STYLE_SPINNER);
progress.setIndeterminate(true);
progress.setCancelable(false);
progress.show();
}
#Override
protected Void doInBackground(Void... params) {
if (target != replacement)
{
Queue<Point> queue = new LinkedList<Point>();
do
{
int x = node.x;
int y = node.y;
while (x > 0 && flood.getPixel(x - 1, y) == target)
{
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && flood.getPixel(x, y) == target)
{
flood.setPixel(x, y, replacement);
if (!spanUp && y > 0 && flood.getPixel(x, y - 1) == target)
{
queue.add(new Point(x, y - 1));
spanUp = true;
}
else if (spanUp && y > 0 && flood.getPixel(x, y - 1) != target)
{
spanUp = false;
}
if (!spanDown && y < height - 1 && flood.getPixel(x, y + 1) == target)
{
queue.add(new Point(x, y + 1));
spanDown = true;
}
else if (spanDown && y < height - 1 && flood.getPixel(x, y + 1) != target)
{
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
return null;
}
#Override
protected void onPostExecute(Void result) {
super.onPostExecute(result);
progress.dismiss();
invalidate();
}
}
I need help regarding this, whether I should try to implement another algorithm, if yes, then which one or I should try to implement anti-aliasing on image after flood fill.
Thanks in advance.

flood fill coloring on android

i just try to use FloodFill class and i found strange problem with coloring.
Lets start with code:
public class FloodFill {
public void floodFill(Bitmap image, Point node, int targetColor,
int replacementColor) {
int width = image.getWidth();
int height = image.getHeight();
int target = targetColor;
int replacement = replacementColor;
if (target != replacement) {
Queue<Point> queue = new LinkedList<Point>();
do {
int x = node.x;
int y = node.y;
while (x > 0 && image.getPixel(x - 1, y) == target) {
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && image.getPixel(x, y) == target) {
image.setPixel(x, y, replacement);
if (!spanUp && y > 0 && image.getPixel(x, y - 1) == target) {
queue.add(new Point(x, y - 1));
spanUp = true;
} else if (spanUp && y > 0
&& image.getPixel(x, y - 1) != target) {
spanUp = false;
}
if (!spanDown && y < height - 1
&& image.getPixel(x, y + 1) == target) {
queue.add(new Point(x, y + 1));
spanDown = true;
} else if (spanDown && y < height - 1
&& image.getPixel(x, y + 1) != target) {
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
}
}
And method where i use FloodFill:
public void colorize()
{
bmp = ((BitmapDrawable)view.getDrawable()).getBitmap();
view.setOnTouchListener(new ImageView.OnTouchListener()
{
#Override
public boolean onTouch(View v, MotionEvent event)
{
int x = (int)event.getX();
int y = (int)event.getY();
...
flood.floodFill(bmp, new Point(x, y), bmp.getPixel(x, y), color);
view.setImageBitmap(bmp);
...
}
});
}
If i try to use standard android color f.g: Color.RED and Color.GREEN, everything works fine. I can replace f.g red with green its works, but if i try to use custom color like this: f.g. Color.rgb(34, 198, 67) i get single point colored instead of filled shape.
Can You help me to find a solution for this problem?
Edit1:
I spoted something interesting. Custom colors seems to be different values on some pixels but i dont know why if i using flood-fill.
Problem solved. Bitmap where i used floodfill was RGB_565. I just convert it to ARGB_8888 and everything work fine.

floodfill android not working when the bitmap is fit to screen with create scaled bitmap

In my app i used flood fill for filling the part of the bitmap with color. Everything worked fine, but I create the bitmap with createscaledbitmap , it does not work. Please suggest me.
my code is as follows.
I had floodfill run in asynch task.
#Override
public boolean onTouchEvent(MotionEvent event) {
float x = event.getX();
float y = event.getY();
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
p1.x = (int) x;
p1.y = (int) y;
final int sourceColor = resultBmp.getPixel((int) x, (int) y);
final int targetColor = paint.getColor();
new TheTask(resultBmp, p1, sourceColor, targetColor).execute();
invalidate();
}
return true;
}
public void clear() {
path.reset();
invalidate();
}
public int getCurrentPaintColor() {
return paint.getColor();
}
class TheTask extends AsyncTask<Void, Integer, Void> {
Bitmap bmp;
Point pt;
int replacementColor, targetColor;
public TheTask(Bitmap bm, Point p, int sc, int tc) {
this.bmp = bm;
this.pt = p;
this.replacementColor = tc;
this.targetColor = sc;
pd.setMessage("Filling....");
pd.show();
}
#Override
protected void onPreExecute() {
pd.show();
}
#Override
protected void onProgressUpdate(Integer... values) {
}
#Override
protected Void doInBackground(Void... params) {
FloodFill f = new FloodFill();
f.floodFill(bmp, pt, targetColor, replacementColor);
return null;
}
#Override
protected void onPostExecute(Void result) {
pd.dismiss();
invalidate();
}
}
}
my floodfill class
public class FloodFill {
public void floodFill(Bitmap image, Point node, int targetColor,
int replacementColor) {
int width = image.getWidth();
int height = image.getHeight();
int target = targetColor;
int replacement = replacementColor;
if (target != replacement) {
Queue<Point> queue = new LinkedList<Point>();
do {
int x = node.x;
int y = node.y;
while (x > 0 && image.getPixel(x - 1, y) == target) {
x--;
}
boolean spanUp = false;
boolean spanDown = false;
while (x < width && image.getPixel(x, y) == target) {
image.setPixel(x, y, replacement);
if (!spanUp && y > 0
&& image.getPixel(x, y - 1) == target) {
queue.add(new Point(x, y - 1));
spanUp = true;
} else if (spanUp && y > 0
&& image.getPixel(x, y - 1) != target) {
spanUp = false;
}
if (!spanDown && y < height - 1
&& image.getPixel(x, y + 1) == target) {
queue.add(new Point(x, y + 1));
spanDown = true;
} else if (spanDown && y < height - 1
&& image.getPixel(x, y + 1) != target) {
spanDown = false;
}
x++;
}
} while ((node = queue.poll()) != null);
}
}
}
my ondraw method is
#Override
protected void onDraw(Canvas canvas) {
this.canvas = canvas;
int w = mBitmap.getWidth();
int h = mBitmap.getHeight();
resultBmp = null;
int widthofBitMap = screenWidth;
int heightofBitMap = widthofBitMap * h / w;
resultBmp = Bitmap.createScaledBitmap(mBitmap, widthofBitMap, heightofBitMap, true);
canvas.drawBitmap(resultBmp, 0, 0, paint);
//if i create only bitmap without scaling it works fine.
// for ex
//canvas.drawBitmap(mBitmap,0,0,paint); works fine.
}
please suggest me
The flood fill method is taking every pixel and changing its color in thread, So instead of increasing the size using create scaled bitmap, I am using separate bitmaps for different screen sizes. Its a cumbersome process but there is no other way according to my research.

Simulating multi-touch events (one finger linear swipe)

I am doing an edit to a driver file that uses Multi-Touch protocol.
My goal is to bind a swipe gesture from (x1,y1) to (x2,y2) that follows a line.
To do this i execute this function inside the key pressure detection function:
static void do_swipe(struct kp *kp, long xstart, long ystart, long xend, long yend,
int id) {
printk("SWIPE! X1 %d Y1 %d X2 %d Y2 %d ID %d \n",xstart,ystart,xend,yend,id);
int sx, sy;
int dx = abs(xend - xstart);
int dy = abs(yend - ystart);
if (xstart < xend)
sx = 1;
else
sx = -1;
if (ystart < yend)
sy = 1;
else
sy = -1;
int err = dx - dy;
long tempx = xstart;
long tempy = ystart;
while (1) {
key_report(kp, tempx, tempy, id);
//Touch is now detected with input_sync
input_sync(kp->input);
if(tempx == xend && tempy == yend) break;
int e2 = 2 * err;
if (e2 > (-1)*dy) {
err = err - dy;
tempx = tempx + sx;
} else if (e2 < dx) {
err = err + dx;
tempy = tempy + sy;
}
}
printk("END! X %d Y %d \n",tempx, tempy);
}
This function is an edited Bresenham's line algorhitm that instead of drawing a line calls key_report to simulate a touch at the given coordinates.
static void key_report(struct kp *kp, long x, long y, int id) {
if (x == 0 && y == 0) {
//printk("---------- zero point --------------\n");
;
} else {
input_report_key(kp->input, BTN_TOUCH, 1);
input_report_abs(kp->input, ABS_MT_TRACKING_ID, id);
input_report_abs(kp->input, ABS_MT_TOUCH_MAJOR, 20);
input_report_abs(kp->input, ABS_MT_WIDTH_MAJOR, 20);
input_report_abs(kp->input, ABS_MT_POSITION_X, x);
input_report_abs(kp->input, ABS_MT_POSITION_Y, y);
input_mt_sync(kp->input);
}
release = 1;
}
Where kp-> input is so defined
struct input_dev *input;
Edit: I updated the code and I'm also attaching the generic code of a key pressure, because I'd like the driver to perform a swipe only once for each key pressure, to avoid swipe looping.
static void kp_work(struct kp *kp) {
int i, code, value;
kp_search_key(kp);
if (key_param[0] == 3) {
if (kp->key_valid[4] == 1) {
value = kp->key_value[4];
kp->flagchan4 = 0;
if (value >= 0 && value <= (9 + 40)) {
if (key_param[99] == 1 ) {
do_swipe(kp, key_param[25], key_param[26], key_param[97],
key_param[98], 12);
} else
key_report(kp, key_param[25], key_param[26], 12);
} else if (value >= 392 - 40 && value <= (392 + 40)) {
if (key_param[102] == 1) {
do_swipe(kp, key_param[23], key_param[24], key_param[100],
key_param[101], 12);
} else
key_report(kp, key_param[23], key_param[24], 12);
}
kp->flagchan4 = 0;
} else {
kp->flagchan4 = 1;
}
}
input_sync(kp->input);
}
Maybe i could set a check on kp->flagchan4...
Edit: Setting a check on flagchan4 did the trick.

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