iOS Swift Flood Fill Algorithm

Floodfill Scanline pixel in iOS Swift

I think you'll have a much better chance of translating that code to Swift by keeping it closer to the original.

func floodFillScanlineStackV4(x: Int, y: Int,
color_Grid: [Int],
newColor: Int, oldColor: Int,
h: Int, w: Int) -> [Int] {

var screenBuffer = color_Grid

assert(x < w, "p.x \(x) out of range, must be < \(w)")
assert(y < h, "p.y \(y) out of range, must be < \(h)")

if oldColor == newColor { return [] }

var x1: Int = 0

var stack : [(Int, Int)] = [(x, y)] // 0 is X, 1 is Y

while let pp = stack.popLast() {

x1 = pp.0
let y = pp.1

while(x1 >= 0 && screenBuffer[y * w + x1] == oldColor) {
x1 -= 1
}
x1 += 1

var spanAbove = false
var spanBelow = false

while(x1 < w && screenBuffer[y * w + x1] == oldColor) {
screenBuffer[y * w + x1] = newColor;

if(!spanAbove && y > 0 && screenBuffer[(y - 1) * w + x1] == oldColor) {
stack.append((x1, y - 1))
spanAbove = true
}
else if(spanAbove && y > 0 && screenBuffer[(y - 1) * w + x1] != oldColor) {
spanAbove = false
}
if(!spanBelow && y < h - 1 && screenBuffer[(y + 1) * w + x1] == oldColor) {
stack.append((x1, y + 1))
spanBelow = true
}
else if(spanBelow && y < h - 1 && screenBuffer[(y + 1) * w + x1] != oldColor) {
spanBelow = false
}
x1 += 1
}
}

return screenBuffer
}

func compareColor(_ v1: Int, _ v2: Int) -> Bool {
return v1 == v2
}

To do that, instead of using a two-dimensional array of Int, use a one-dimensional array.

Here's some example code. Note that this is Example Code only, with minimal error checking, and is not intended to be considered "Production Ready":

class FloodVC: UIViewController {

let gridWidth: Int = 12
let gridHeight: Int = 12
var bufLength: Int = 0

let gridSpacing: CGFloat = 1

let colors: [UIColor] = [
UIColor(red: 1.00, green: 0.60, blue: 0.60, alpha: 1.0),
UIColor(red: 0.60, green: 1.00, blue: 0.60, alpha: 1.0),
UIColor(red: 0.20, green: 0.85, blue: 1.00, alpha: 1.0),
UIColor(red: 1.00, green: 1.00, blue: 0.60, alpha: 1.0),
UIColor(red: 0.60, green: 1.00, blue: 1.00, alpha: 1.0),
UIColor(red: 1.00, green: 0.60, blue: 1.00, alpha: 1.0),
]

var grid: [Int] = []

var newColor: Int = 2

lazy var gridStack: UIStackView = {
let v = UIStackView()
v.axis = .vertical
v.distribution = .fillEqually
v.spacing = gridSpacing
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()

let colorStack: UIStackView = {
let v = UIStackView()
v.spacing = 8
v.distribution = .fillEqually
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()

let infoLabel: UILabel = {
let v = UILabel()
v.textAlignment = .center
v.backgroundColor = UIColor(white: 0.9, alpha: 1.0)
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()

override func viewDidLoad() {
super.viewDidLoad()

bufLength = gridWidth * gridHeight

// init array to all Zeroes
grid = Array(repeating: 0, count: bufLength)

for _ in 0..<gridHeight {
let rs = UIStackView()
rs.distribution = .fillEqually
rs.spacing = gridSpacing
for _ in 0..<gridWidth {
let v = UILabel()
v.font = .systemFont(ofSize: 10, weight: .light)
v.textAlignment = .center
v.isUserInteractionEnabled = true
let g = UITapGestureRecognizer(target: self, action: #selector(cellTap(_:)))
v.addGestureRecognizer(g)
rs.addArrangedSubview(v)
}
gridStack.addArrangedSubview(rs)
}

view.addSubview(gridStack)

for i in 0..<colors.count {
let v = UILabel()
v.font = .systemFont(ofSize: 10, weight: .light)
v.textAlignment = .center
v.text = "\(i)"
v.backgroundColor = colors[i]
v.isUserInteractionEnabled = true
v.heightAnchor.constraint(equalToConstant: 32).isActive = true
v.layer.borderColor = UIColor.red.cgColor
if i == newColor {
v.layer.borderWidth = 1
}
let g = UITapGestureRecognizer(target: self, action: #selector(newColorTap(_:)))
v.addGestureRecognizer(g)
colorStack.addArrangedSubview(v)
}

let shapeStack: UIStackView = {
let v = UIStackView()
v.spacing = 8
v.distribution = .fillEqually
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()

["Square", "Cross", "Triangle", "Random"].forEach { str in
let v = UIButton()
v.titleLabel?.font = .systemFont(ofSize: 13, weight: .light)
v.setTitle(str, for: [])
v.backgroundColor = .systemBlue
v.setTitleColor(.white, for: .normal)
v.setTitleColor(.lightGray, for: .highlighted)
v.layer.borderColor = UIColor.blue.cgColor
v.layer.borderWidth = 1
v.layer.cornerRadius = 6
v.addTarget(self, action: #selector(setupShape(_:)), for: .touchUpInside)
shapeStack.addArrangedSubview(v)
}

let optionsStack: UIStackView = {
let v = UIStackView()
v.axis = .vertical
v.spacing = 8
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()

optionsStack.addArrangedSubview(shapeStack)
optionsStack.addArrangedSubview(colorStack)

view.addSubview(optionsStack)
view.addSubview(infoLabel)

let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([

shapeStack.topAnchor.constraint(equalTo: g.topAnchor, constant: 20.0),
shapeStack.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 16),
shapeStack.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -16),

gridStack.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 8),
gridStack.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -8),
gridStack.heightAnchor.constraint(equalTo: gridStack.widthAnchor),
gridStack.centerYAnchor.constraint(equalTo: g.centerYAnchor),

infoLabel.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 16),
infoLabel.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -16),
infoLabel.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: -20.0),

])

setupSquare()
}

@objc func newColorTap(_ g: UITapGestureRecognizer) {

guard let v = g.view as? UILabel,
let t = v.text,
let idx = Int(t)
else { return }

for i in 0..<colorStack.arrangedSubviews.count {
colorStack.arrangedSubviews[i].layer.borderWidth = i == idx ? 1 : 0
}

newColor = idx

}

@objc func cellTap(_ g: UITapGestureRecognizer) {

guard let v = g.view as? UILabel,
let t = v.text,
let oldColor = Int(t),
let rowStack = v.superview as? UIStackView,
let c = rowStack.arrangedSubviews.firstIndex(of: v),
let r = gridStack.arrangedSubviews.firstIndex(of: rowStack)
else { return }


let st = CFAbsoluteTimeGetCurrent()

let newGrid = floodFillScanlineStackV4(x: c, y: r, color_Grid: grid, newColor: newColor, oldColor: oldColor, h: gridHeight, w: gridWidth)

let elapsed = CFAbsoluteTimeGetCurrent() - st

let nf = NumberFormatter()
nf.maximumFractionDigits = 8

infoLabel.text = "Elapsed Time: " + nf.string(from: NSNumber(value: elapsed))! + " seconds"

// if new color equals tapped cell color,
// newGrid will be empty
if newGrid.count != 0 {
grid = newGrid
refreshGrid(grid)
}
}

func refreshGrid(_ g: [Int]) {

for i in 0..<bufLength {
let r = i / gridWidth
guard let rs = gridStack.arrangedSubviews[r] as? UIStackView
else { fatalError("bad setup") }
for c in 0..<gridWidth {
guard let v = rs.arrangedSubviews[c] as? UILabel
else { fatalError("bad setup") }
let p = r * gridWidth + c
v.text = "\(g[p])"
v.backgroundColor = colors[g[p]]
}
}

}

func floodFillScanlineStackV4(x: Int, y: Int,
color_Grid: [Int],
newColor: Int, oldColor: Int,
h: Int, w: Int) -> [Int] {

var screenBuffer = color_Grid

assert(x < w, "p.x \(x) out of range, must be < \(w)")
assert(y < h, "p.y \(y) out of range, must be < \(h)")

if oldColor == newColor { return [] }

var x1: Int = 0

var stack : [(Int, Int)] = [(x, y)] // 0 is X, 1 is Y

while let pp = stack.popLast() {

x1 = pp.0
let y = pp.1

while(x1 >= 0 && screenBuffer[y * w + x1] == oldColor) {
x1 -= 1
}
x1 += 1

var spanAbove = false
var spanBelow = false

while(x1 < w && screenBuffer[y * w + x1] == oldColor) {
screenBuffer[y * w + x1] = newColor;

if(!spanAbove && y > 0 && screenBuffer[(y - 1) * w + x1] == oldColor) {
stack.append((x1, y - 1))
spanAbove = true
}
else if(spanAbove && y > 0 && screenBuffer[(y - 1) * w + x1] != oldColor) {
spanAbove = false
}
if(!spanBelow && y < h - 1 && screenBuffer[(y + 1) * w + x1] == oldColor) {
stack.append((x1, y + 1))
spanBelow = true
}
else if(spanBelow && y < h - 1 && screenBuffer[(y + 1) * w + x1] != oldColor) {
spanBelow = false
}
x1 += 1
}
}

return screenBuffer
}

func compareColor(_ v1: Int, _ v2: Int) -> Bool {
return v1 == v2
}

// MARK: grid setups
@objc func setupShape(_ sender: Any?) {
var t: String = "square"
if let btn = sender as? UIButton {
t = btn.currentTitle ?? "square"
}
switch t {
case "Square":
setupSquare()
()
case "Cross":
setupCross()
()
case "Triangle":
setupTriangle()
()
default:
setupRandom()
()
}
}

@objc func setupSquare() {

// init array to all Zeroes
grid = Array(repeating: 0, count: bufLength)

let row1: Int = 2
let row2: Int = gridHeight - (row1 + 1)
let col1: Int = 2
let col2: Int = gridWidth - (col1 + 1)

for r in row1...row2 {
for c in col1...col2 {
let p = r * gridWidth + c
grid[p] = 1
}
}

refreshGrid(grid)

}

@objc func setupCross() {

// init array to all Zeroes
grid = Array(repeating: 0, count: bufLength)

var row1: Int = 2
var row2: Int = gridHeight - (row1 + 1)
var col1: Int = gridWidth / 2 - 1
var col2: Int = col1 + 1
for r in row1...row2 {
for c in col1...col2 {
let p = r * gridWidth + c
grid[p] = 1
}
}
row1 = gridHeight / 2 - 1
row2 = row1 + 1
col1 = 2
col2 = gridWidth - (col1 + 1)
for r in row1...row2 {
for c in col1...col2 {
let p = r * gridWidth + c
grid[p] = 1
}
}

refreshGrid(grid)

}

@objc func setupTriangle() {

// init array to all Zeroes
grid = Array(repeating: 0, count: bufLength)

var row: Int = 1

var col1: Int = gridWidth / 2 - 1
var col2: Int = col1 + 1

let p: Int = row * gridWidth + col1
grid[p] = 1
grid[p + 1] = 1
row += 1
col1 -= 1
col2 += 1

while col1 > 0 {
var p1: Int = row * gridWidth + col1
var p2: Int = row * gridWidth + col2
grid[p1] = 1
grid[p2] = 1
row += 1

p1 = row * gridWidth + col1
p2 = row * gridWidth + col2
grid[p1] = 1
grid[p2] = 1
row += 1

col1 -= 1
col2 += 1
}
for c in col1...col2 {
let p: Int = row * gridWidth + c
grid[p] = 1
}

refreshGrid(grid)

}

@objc func setupRandom() {

// init array to all Zeroes
grid = Array(repeating: 0, count: bufLength)

// we'll fill grid with random excluding
// the first color, to make it easier to see
// the changes
for r in 0..<gridHeight {
for c in 0..<gridWidth {
let p = r * gridWidth + c
grid[p] = Int.random(in: 1..<colors.count)
}
}

let idx: Int = 0

for i in 0..<colorStack.arrangedSubviews.count {
colorStack.arrangedSubviews[i].layer.borderWidth = i == idx ? 1 : 0
}

newColor = idx

refreshGrid(grid)

}

}

It looks like this when running:

Sample Image

Tapping a color-box at the top will select the "replacement color".

Tapping a box inside the grid will perform the Flood Fill.

Since this would ideally be used directly on a buffer of image data, the "Elapsed Time" value is for the Int Array process only -- it does not include refreshing the UI (the grid of colors/numbers).

Tapping on the labeled buttons sets up an initial pattern:

Sample Image

Sample Image

Use Random and then select various contiguous squares to try out a winding path:

Sample Image

iOS - How to fill color in Prescribed area

I have solved the problem, this is a Demo

This solution requires fixing two seed points on the leaves。
When a seed point is triggered for coloring, The other one is also coloring.
show

If there's a better solution, let me know please.



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