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| <!doctype html> | |
| <html> | |
| <head> | |
| <meta charset="utf-8"> | |
| <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1, maximum-scale=1"> | |
| <style> | |
| body { | |
| background: #ccc; | |
| } | |
| </style> | |
| </head> | |
| <body> | |
| <canvas></canvas> | |
| <script> | |
| var c = document.querySelector('canvas'); | |
| c.width = 200; | |
| c.height = 200; | |
| var ctx = c.getContext('2d'); | |
| ctx.fillStyle = '#fff'; | |
| ctx.fillRect(0, 0, c.width, c.height); | |
| // draw some stuff | |
| ctx.strokeRect(10.5,10.5,100,100); | |
| ctx.strokeRect(50.5,50.5,100,100); | |
| document.querySelector('canvas').addEventListener('click', function(e) { | |
| var id = ctx.getImageData(0, 0, c.width, c.height); | |
| flood(id, e.pageX - c.offsetLeft, e.pageY - c.offsetTop, [255, 0, 0, 255], function() { | |
| ctx.putImageData(id, 0, 0); | |
| }); | |
| }); | |
| // All code assumes an ImageData object. | |
| // ImageData.data is a flat typed array of colors length width * height * 4. | |
| // colors are of the form [r, g, b, a], values from 0-255. | |
| function getColor(id, x, y) { | |
| var offset = (x + y * id.width) * 4; | |
| return [id.data[offset], id.data[offset+1], id.data[offset+2], id.data[offset+3]]; | |
| } | |
| function setColor(id, x, y, color) { | |
| var offset = (x + y * id.width) * 4; | |
| id.data[offset] = color[0]; | |
| id.data[offset+1] = color[1]; | |
| id.data[offset+2] = color[2]; | |
| id.data[offset+3] = color[3]; | |
| } | |
| function cmpColor(c1, c2, tolerance) { | |
| tolerance = tolerance || 0; | |
| return Math.abs(c1[0] - c2[0]) <= tolerance && | |
| Math.abs(c1[1] - c2[1]) <= tolerance && | |
| Math.abs(c1[2] - c2[2]) <= tolerance && | |
| Math.abs(c1[3] - c2[3]) <= tolerance; | |
| } | |
| function flood(imageData, initX, initY, newColor, callback) { | |
| var len = imageData.data.length; | |
| var width = imageData.width; | |
| var w4 = width * 4; | |
| var position = (initX + initY * width) * 4; | |
| // used to track where we've been. | |
| var viewed = {}; | |
| // used instead of recursion. | |
| var stack = []; | |
| var initColor = getColor(imageData, initX, initY); | |
| // add the clicked position to the list of pixels to check. | |
| stack.push(position); | |
| // inner function used for painting | |
| function fill() { | |
| var iterations = 0; | |
| // break the paint into chunks to prevent beachballs | |
| while (stack.length && iterations < 10000) { | |
| iterations++; | |
| var current = stack.pop(); | |
| var x = current % w4 / 4; | |
| var y = current / w4 | 0; | |
| // mark that we've examined this pixel. | |
| viewed[current] = true; | |
| // does the current pixel match the color of the initial pixel? | |
| var currentColor = getColor(imageData, x, y); | |
| if (cmpColor(initColor, currentColor)) { | |
| setColor(imageData, x, y, newColor); | |
| // if we haven't checked the neighboring pixels, add them to the list to check. | |
| if ((current - w4) >= 0 && !viewed[current - w4]) { | |
| stack.push(current - w4); | |
| } | |
| if ((current + w4) < len && !viewed[current + w4]) { | |
| stack.push(current + w4); | |
| } | |
| if ((current % w4) - 1 >= 0 && !viewed[current - 4]) { | |
| stack.push(current - 4); | |
| } | |
| if ((current % w4) + 1 < w4 && !viewed[current + 4]) { | |
| stack.push(current + 4); | |
| } | |
| } | |
| } | |
| // if we're not done, continue after a timeout. | |
| if (stack.length) { | |
| setTimeout(fill, 10); | |
| } else { | |
| callback(); | |
| } | |
| } | |
| // let's do this. | |
| fill(); | |
| } | |
| </script> | |
| </body> | |
| </html> |
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