本文介绍了如何在Android中使用洪水填充算法?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我是Android编程的新手,最近我尝试编写一个简单的应用程序,仅供练习!在本教程中,我想在用户的点击上为图像着色,但是我不知道如何启动它.我读过不同的主题,这些主题说要使用洪水填充"算法.我已经在网上找到了它,但是我不知道如何将其放入我的简单应用程序中.

I'm new in Android programming, and I've tried to write a simple app recently, just for practice! In this one, I want to color an image on user's tap, but I don't know how to start it. I've read different topics which say to use the "Flood Fill" algorithm. I've found it on the web, but I don't know how to put it into my simple app.

我找到的代码:

private void FloodFill(Bitmap bmp, Point pt, int targetColor, int replacementColor)
{
   Queue<Point> q = new LinkedList<Point>();
   q.add(pt);
   while (q.size() > 0) {
       Point n = q.poll();
       if (bmp.getPixel(n.x, n.y) != targetColor)
           continue;

    Point w = n, e = new Point(n.x + 1, n.y);

    while ((w.x > 0) && (bmp.getPixel(w.x, w.y) == targetColor)) {
        bmp.setPixel(w.x, w.y, replacementColor);
        if ((w.y > 0) && (bmp.getPixel(w.x, w.y - 1) == targetColor))
            q.add(new Point(w.x, w.y - 1));
        if ((w.y < bmp.getHeight() - 1) && (bmp.getPixel(w.x, w.y + 1) == targetColor))
            q.add(new Point(w.x, w.y + 1));

        w.x--;
    }

    while ((e.x < bmp.getWidth() - 1) && (bmp.getPixel(e.x, e.y) == targetColor)) {
        bmp.setPixel(e.x, e.y, replacementColor);
        if ((e.y > 0) && (bmp.getPixel(e.x, e.y - 1) == targetColor))
            q.add(new Point(e.x, e.y - 1));
        if ((e.y < bmp.getHeight() - 1) && (bmp.getPixel(e.x, e.y + 1) == targetColor))
            q.add(new Point(e.x, e.y + 1));

        e.x++;
    }
  }
}

我知道如何在用户触摸事件之后在屏幕上画线,但是我也想知道如何用某种颜色填充给定的图像,例如该颜色:

I know how to draw lines on the screen following user's finger on touch event, but I'd also like to know how to fill a given image with some color, for example this one:

小狮子!

我在堆栈溢出时看到了其他问题:

I saw these other questions on stack overflow:

  • First topic
  • Second topic
  • Third topic

这似乎很容易做到,但我做不到!你能给我举个例子吗?我想知道如何设置画布,将图像设置为彩色以及如何做.

It seems so easy to do, but I can't! Can you show me a little example please? I'd like to know how to set the canvas, the image to color, and how to do it.

推荐答案

.检查链接是否有示例.

android using flood fill algorithm getting out of memory exception. Check the link has an example.

您需要x和y touch的坐标,并且可以使用asynctask来填充封闭区域.使用进度对话框,直到填充物用替换色填充封闭区域为止.

You need the the co-ordinates of x and y touch and you can use asynctask to floofill a closed area. Use a progressdialog untill the floodfill fills the closed area with replacement color.

注意:给大封闭区域着色时,我遇到了问题.花了很多时间.我不确定是否使用asynctask是野兽的方式.我希望有人可以对此进行澄清

Note: I have faced problem when coloring large closed are. It took lot of time. I am not sure if using asynctask is the beast way. I hope someone can clarify on that part

您可以根据需要修改以下内容.

You can modify the below according to your needs.

final Point p1 = new Point();
p1.x=(int) x; //x co-ordinate where the user touches on the screen
p1.y=(int) y; //y co-ordinate where the user touches on the screen

FloodFill f= new FloodFill();
f.floodFill(bmp,pt,targetColor,replacementColor);

FloodFill算法填充一个封闭区域

FloodFill algorithm to fill a closed area

    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);
    }
}
}

编辑8-7-2014:

Edit 8-7-2014 :

使用上面的洪水填充算法,可以在较小的封闭区域内装满东西.但是,对于大面积算法,该算法工作缓慢并且消耗大量内存.最近,我碰到了一篇使用QueueLinear Flood Fill的帖子,它比上述方法快得多.

Filling a small closed area works fine with the above flood fill algorithm. However for large area the algorithm works slow and consumes lot of memory. Recently i came across a post which uses QueueLinear Flood Fill which is way faster that the above.

来源:

http://www.codeproject.com/Articles/16405/Queue-Linear-Flood-Fill-A-Fast-Flood-Fill-Algorith

代码:

public class QueueLinearFloodFiller {

    protected Bitmap image = null;
    protected int[] tolerance = new int[] { 0, 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, 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, 0, 0, null);

        pixels = new int[width * height];

        image.getPixels(pixels, 0, width, 1, 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, 0, width, 1, 1, width - 1, 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, 0, width, 1, 1, width - 1, 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;
        }
    }
}

这篇关于如何在Android中使用洪水填充算法?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

09-05 08:48
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