/* * Copyright (c) 2022, the SerenityOS developers. * * SPDX-License-Identifier: BSD-2-Clause */ #include "Board.h" #include #include Board::Board(size_t rows, size_t columns) { resize(rows, columns); } void Board::clear() { for (size_t row = 0; row < m_rows; ++row) { for (size_t column = 0; column < m_columns; ++column) { set_cell(row, column, 0); } } } bool Board::is_flooded() const { auto first_cell_value = cell(0, 0); for (size_t row = 0; row < rows(); ++row) { for (size_t column = 0; column < columns(); ++column) { if (first_cell_value == cell(row, column)) continue; return false; } } return true; } void Board::randomize() { for (size_t row = 0; row < m_rows; ++row) { for (size_t column = 0; column < m_columns; ++column) { set_cell(row, column, get_random_uniform(m_colors.size())); } } m_previous_value = m_cells[0][0]; m_current_value = m_cells[0][0]; } void Board::resize(size_t rows, size_t columns) { m_rows = rows; m_columns = columns; // Vector values get default-initialized, we don't need to set them explicitly. m_cells.resize(rows); for (size_t row = 0; row < rows; ++row) m_cells[row].resize(columns); } void Board::set_cell(size_t row, size_t column, int value) { VERIFY(row < m_rows && column < m_columns); m_cells[row][column] = value; } int Board::cell(size_t row, size_t column) const { return m_cells[row][column]; } void Board::set_current_value(int new_value) { m_previous_value = m_current_value; m_current_value = new_value; } void Board::set_color_scheme(Vector colors) { VERIFY(colors.size() == 8); m_colors = move(colors); } void Board::reset() { clear(); m_current_value = 0; m_previous_value = 0; } // Adapted from Userland/PixelPaint/Tools/BucketTool.cpp::flood_fill. u32 Board::update_values(bool only_calculate_flooded_area) { Queue points_to_visit; points_to_visit.enqueue({ 0, 0 }); set_cell(0, 0, get_current_value()); Vector> visited_board; visited_board.resize(cells().size()); for (size_t row = 0; row < cells().size(); ++row) visited_board[row].resize(cells()[row].size()); u32 painted = 1; // This implements a non-recursive flood fill. This is a breadth-first search of paintable neighbors // As we find neighbors that are paintable we update their pixel, add them to the queue, and mark them in the "visited_board". while (!points_to_visit.is_empty()) { auto current_point = points_to_visit.dequeue(); auto candidate_points = Array { current_point.moved_left(1), current_point.moved_right(1), current_point.moved_up(1), current_point.moved_down(1) }; for (auto candidate_point : candidate_points) { if (candidate_point.y() >= static_cast(m_rows) || candidate_point.x() >= static_cast(m_columns) || candidate_point.y() < 0 || candidate_point.x() < 0) continue; if (!visited_board[candidate_point.y()][candidate_point.x()] && cell(candidate_point.y(), candidate_point.x()) == (only_calculate_flooded_area ? get_current_value() : get_previous_value())) { ++painted; points_to_visit.enqueue(candidate_point); visited_board[candidate_point.y()][candidate_point.x()] = true; if (!only_calculate_flooded_area) set_cell(candidate_point.y(), candidate_point.x(), get_current_value()); } } } return painted; }