function showExample(){
var canvas = document.createElement("canvas");
canvas.width = 200;
canvas.height = 200;
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
ctx.fillStyle = "white"
ctx.fillRect(0,0,canvas.width,canvas.height)
ctx.lineWidth = 4;
ctx.strokeStyle = "black"
ctx.beginPath();
ctx.arc(100,100,90,0,Math.PI * 2);
ctx.arc(120,100,60,0,Math.PI * 2);
ctx.stroke();
ctx.fillStyle = "blue";
floodFill.fill(100,100,1,ctx)
ctx.fillStyle = "red";
floodFill.fill(40,100,190,ctx,null,null,90)
}
// FloodFill2D from https://github.com/blindman67/FloodFill2D
var floodFill = (function(){
"use strict";
const extent = {
top : 0,
left : 0,
bottom : 0,
right : 0,
}
var keepMask = false; // if true then a mask of the filled area is returned as a canvas image
var extentOnly = false; // if true then the extent of the fill is returned
var copyPixels = false; // if true then creating a copy of filled pixels
var cutPixels = false; // if true and copyPixels true then filled pixels are removed
var useBoundingColor = false; // Set the colour to fill up to. Will not fill over this colour
var useCompareColor = false; // Rather than get the pixel at posX,posY use the compareColours
var red, green, blue, alpha; // compare colours if
var canvas,ctx;
function floodFill (posX, posY, tolerance, context2D, diagonal, area, toleranceFade) {
var w, h, painted, x, y, ind, sr, sg, sb, sa,imgData, data, data32, RGBA32, stack, stackPos, lookLeft, lookRight, i, colImgDat, differance, checkColour;
toleranceFade = toleranceFade !== undefined && toleranceFade !== null ? toleranceFade : 0;
diagonal = diagonal !== undefined && diagonal !== null ? diagonal : false;
area = area !== undefined && area !== null ? area : {};
area.x = area.x !== undefined ? area.x : 0;
area.y = area.y !== undefined ? area.y : 0;
area.w = area.w !== undefined ? area.w : context2D.canvas.width - area.x;
area.h = area.h !== undefined ? area.h : context2D.canvas.height - area.y;
// vet area is on the canvas.
if(area.x < 0){
area.w = area.x + area.w;
area.x = 0;
}
if(area.y < 0){
area.h = area.y + area.h;
area.y = 0;
}
if(area.x >= context2D.canvas.width || area.y >= context2D.canvas.height){
return false;
}
if(area.x + area.w > context2D.canvas.width){
area.w = context2D.canvas.width - area.x;
}
if(area.y + area.h > context2D.canvas.height){
area.h = context2D.canvas.height - area.y;
}
if(area.w <= 0 || area.h <= 0){
return false;
}
w = area.w; // width and height
h = area.h;
x = posX - area.x;
y = posY - area.y;
if(extentOnly){
extent.left = x; // set up extent
extent.right = x;
extent.top = y;
extent.bottom = y;
}
if(x < 0 || y < 0 || x >= w || y >= h){
return false; // fill start outside area. Don't do anything
}
if(tolerance === 255 && toleranceFade === 0 && ! keepMask){ // fill all
if(extentOnly){
extent.left = area.x; // set up extent
extent.right = area.x + w;
extent.top = area.y;
extent.bottom = area.y + h;
}
context2D.fillRect(area.x,area.y,w,h);
return true;
}
if(toleranceFade > 0){ // add one if on to get correct number of steps
toleranceFade += 1;
}
imgData = context2D.getImageData(area.x,area.y,area.w,area.h);
data = imgData.data; // image data to fill;
data32 = new Uint32Array(data.buffer);
painted = new Uint8ClampedArray(w*h); // byte array to mark painted area;
function checkColourAll(ind){
if( ind < 0 || painted[ind] > 0){ // test bounds
return false;
}
var ind4 = ind << 2; // get index of pixel
if((differance = Math.max( // get the max channel difference;
Math.abs(sr - data[ind4++]),
Math.abs(sg - data[ind4++]),
Math.abs(sb - data[ind4++]),
Math.abs(sa - data[ind4++])
)) > tolerance){
return false;
}
return true
}
// check to bounding colour
function checkColourBound(ind){
if( ind < 0 || painted[ind] > 0){ // test bounds
return false;
}
var ind4 = ind << 2; // get index of pixel
differance = 0;
if(sr === data[ind4] && sg === data[ind4 + 1] && sb === data[ind4 + 2] && sa === data[ind4 + 3]){
return false
}
return true
}
// this function checks the colour of only selected channels
function checkColourLimited(ind){ // check only colour channels that are not null
var dr,dg,db,da;
if( ind < 0 || painted[ind] > 0){ // test bounds
return false;
}
var ind4 = ind << 2; // get index of pixel
dr = dg = db = da = 0;
if(sr !== null && (dr = Math.abs(sr - data[ind4])) > tolerance){
return false;
}
if(sg !== null && (dg = Math.abs(sg - data[ind4 + 1])) > tolerance){
return false;
}
if(sb !== null && (db = Math.abs(sb - data[ind4 + 2])) > tolerance){
return false;
}
if(sa !== null && (da = Math.abs(sa - data[ind4 + 3])) > tolerance){
return false;
}
diferance = Math.max(dr, dg, db, da);
return true
}
// set which function to check colour with
checkColour = checkColourAll;
if(useBoundingColor){
sr = red;
sg = green;
sb = blue;
if(alpha === null){
ind = (y * w + x) << 2; // get the starting pixel index
sa = data[ind + 3];
}else{
sa = alpha;
}
checkColour = checkColourBound;
useBoundingColor = false;
}else if(useCompareColor){
sr = red;
sg = green;
sb = blue;
sa = alpha;
if(red === null || blue === null || green === null || alpha === null){
checkColour = checkColourLimited;
}
useCompareColor = false;
}else{
ind = (y * w + x) << 2; // get the starting pixel index
sr = data[ind]; // get the start colour that we will use tolerance against.
sg = data[ind + 1];
sb = data[ind + 2];
sa = data[ind + 3];
}
stack = []; // paint stack to find new pixels to paint
lookLeft = false; // test directions
lookRight = false;
stackPos = 0;
stack[stackPos++] = x;
stack[stackPos++] = y;
while (stackPos > 0) { // do while pixels on the stack
y = stack[--stackPos]; // get the pixel y
x = stack[--stackPos]; // get the pixel x
ind = x + y * w;
while (checkColour(ind - w)) { // find the top most pixel within tollerance;
y -= 1;
ind -= w;
}
//checkTop left and right if allowing diagonal painting
if(diagonal && y > 0){
if(x > 0 && !checkColour(ind - 1) && checkColour(ind - w - 1)){
stack[stackPos++] = x - 1;
stack[stackPos++] = y - 1;
}
if(x < w - 1 && !checkColour(ind + 1) && checkColour(ind - w + 1)){
stack[stackPos++] = x + 1;
stack[stackPos++] = y - 1;
}
}
lookLeft = false; // set look directions
lookRight = false; // only look is a pixel left or right was blocked
while (checkColour(ind) && y < h) { // move down till no more room
if(toleranceFade > 0 && differance >= tolerance-toleranceFade){
painted[ind] = 255 - (((differance - (tolerance - toleranceFade)) / toleranceFade) * 255);
painted[ind] = painted[ind] === 0 ? 1 : painted[ind]; // min value must be 1
}else{
painted[ind] = 255;
}
if(extentOnly){
extent.left = x < extent.left ? x : extent.left; // Faster than using Math.min
extent.right = x > extent.right ? x : extent.right; // Faster than using Math.min
extent.top = y < extent.top ? y : extent.top; // Faster than using Math.max
extent.bottom = y > extent.bottom ? y : extent.bottom; // Faster than using Math.max
}
if (checkColour(ind - 1) && x > 0) { // check left is blocked
if (!lookLeft) {
stack[stackPos++] = x - 1;
stack[stackPos++] = y;
lookLeft = true;
}
} else if (lookLeft) {
lookLeft = false;
}
if (checkColour(ind + 1) && x < w -1) { // check right is blocked
if (!lookRight) {
stack[stackPos++] = x + 1;
stack[stackPos++] = y;
lookRight = true;
}