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fill.go
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fill.go
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package tcg
// Fill an area with black color
func (b *Buffer) Fill(x, y int, opts ...FillOpt) {
fo := fillOptions{}
for _, fn := range opts {
fn(&fo)
}
if fo.mask != nil {
fo.checkBuf = fo.mask.Clone()
} else if fo.pattern != nil || fo.allAreas {
fo.checkBuf = b.Clone()
}
if fo.allAreas {
b.fillAllPixel(x, y, x, y, fo)
} else {
b.fillNBPixel(x, y, x, y, 0, fo)
}
}
// getFillColor - get color for fill, returns color and flag whether to put a pixel
func (b *Buffer) getFillColor(x, y, xs, ys int, fo fillOptions) (int, bool) {
var color int
if fo.pattern != nil {
if fo.checkBuf.At(x, y) == Black {
return 0, false
}
fo.checkBuf.Set(x, y, Black)
color = fo.pattern.At(abs(x-xs)%fo.pattern.Width, abs(y-ys)%fo.pattern.Height)
} else {
if b.At(x, y) == Black {
return 0, false
}
color = Black
}
return color, true
}
// fill neighboring pixels, up/down/right/left, whatPrev - where did we come from?
func (b *Buffer) fillNBPixel(x, y, xs, ys int, whatPrev int, fo fillOptions) {
color, ok := b.getFillColor(x, y, xs, ys, fo)
if !ok {
return
}
if fo.pattern != nil {
fo.checkBuf.Set(x, y, Black)
}
b.Set(x, y, color)
// up
if whatPrev != 2 && y > 0 {
b.fillNBPixel(x, y-1, xs, ys, 1, fo)
}
// down
if whatPrev != 1 && y < b.Height-1 {
b.fillNBPixel(x, y+1, xs, ys, 2, fo)
}
// left
if whatPrev != 4 && x > 0 {
b.fillNBPixel(x-1, y, xs, ys, 3, fo)
}
// right
if whatPrev != 3 && x < b.Width-1 {
b.fillNBPixel(x+1, y, xs, ys, 4, fo)
}
}
// fillAllPixel - fill all white pixels
func (b *Buffer) fillAllPixel(x, y, xs, ys int, fo fillOptions) {
for y := 0; y < b.Height; y++ {
for x := 0; x < b.Width; x++ {
if color, ok := b.getFillColor(x, y, xs, ys, fo); ok {
b.Set(x, y, color)
}
}
}
}