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/*
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Board.h"
#include <AK/Random.h>
#include <time.h>
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()));
}
}
}
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<Color> 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<Gfx::IntPoint> points_to_visit;
points_to_visit.enqueue({ 0, 0 });
set_cell(0, 0, get_current_value());
Vector<Vector<bool>> 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<int>(m_rows) || candidate_point.x() >= static_cast<int>(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;
}
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