using System;
using System.Collections.Generic;
using SkiaSharp;
namespace Algorithms.Other;
///
/// Flood fill, also called seed fill, is an algorithm that determines and
/// alters the area connected to a given node in a multi-dimensional array with
/// some matching attribute. It is used in the "bucket" fill tool of paint
/// programs to fill connected, similarly-colored areas with a different color.
/// (description adapted from https://en.wikipedia.org/wiki/Flood_fill)
/// (see also: https://www.techiedelight.com/flood-fill-algorithm/).
///
public static class FloodFill
{
private static readonly List<(int XOffset, int YOffset)> Neighbors = new() { (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1) };
///
/// Implements the flood fill algorithm through a breadth-first approach using a queue.
///
/// The bitmap to which the algorithm is applied.
/// The start location on the bitmap.
/// The old color to be replaced.
/// The new color to replace the old one.
public static void BreadthFirstSearch(SKBitmap bitmap, (int X, int Y) location, SKColor targetColor, SKColor replacementColor)
{
if (location.X < 0 || location.X >= bitmap.Width || location.Y < 0 || location.Y >= bitmap.Height)
{
throw new ArgumentOutOfRangeException(nameof(location), $"{nameof(location)} should point to a pixel within the bitmap");
}
var queue = new List<(int X, int Y)>();
queue.Add(location);
while (queue.Count > 0)
{
BreadthFirstFill(bitmap, location, targetColor, replacementColor, queue);
}
}
///
/// Implements the flood fill algorithm through a depth-first approach through recursion.
///
/// The bitmap to which the algorithm is applied.
/// The start location on the bitmap.
/// The old color to be replaced.
/// The new color to replace the old one.
public static void DepthFirstSearch(SKBitmap bitmap, (int X, int Y) location, SKColor targetColor, SKColor replacementColor)
{
if (location.X < 0 || location.X >= bitmap.Width || location.Y < 0 || location.Y >= bitmap.Height)
{
throw new ArgumentOutOfRangeException(nameof(location), $"{nameof(location)} should point to a pixel within the bitmap");
}
DepthFirstFill(bitmap, location, targetColor, replacementColor);
}
private static void BreadthFirstFill(SKBitmap bitmap, (int X, int Y) location, SKColor targetColor, SKColor replacementColor, List<(int X, int Y)> queue)
{
(int X, int Y) currentLocation = queue[0];
queue.RemoveAt(0);
if (bitmap.GetPixel(currentLocation.X, currentLocation.Y) == targetColor)
{
bitmap.SetPixel(currentLocation.X, currentLocation.Y, replacementColor);
for (int i = 0; i < Neighbors.Count; i++)
{
int x = currentLocation.X + Neighbors[i].XOffset;
int y = currentLocation.Y + Neighbors[i].YOffset;
if (x >= 0 && x < bitmap.Width && y >= 0 && y < bitmap.Height)
{
queue.Add((x, y));
}
}
}
}
private static void DepthFirstFill(SKBitmap bitmap, (int X, int Y) location, SKColor targetColor, SKColor replacementColor)
{
if (bitmap.GetPixel(location.X, location.Y) == targetColor)
{
bitmap.SetPixel(location.X, location.Y, replacementColor);
for (int i = 0; i < Neighbors.Count; i++)
{
int x = location.X + Neighbors[i].XOffset;
int y = location.Y + Neighbors[i].YOffset;
if (x >= 0 && x < bitmap.Width && y >= 0 && y < bitmap.Height)
{
DepthFirstFill(bitmap, (x, y), targetColor, replacementColor);
}
}
}
}
}