Merge branch 'master' into sdl2.0
Work on Fill tool by Bill.
This commit is contained in:
commit
705c557f51
3 changed files with 164 additions and 166 deletions
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@ -197,10 +197,13 @@ $Id$
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(e.g., when returning from the "Open" dialog).
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(Closes https://sourceforge.net/p/tuxpaint/feature-requests/186/)
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* WIP - Attempt to void crashing (by blowing up the stack) when doing
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a flood-fill of a complicated shape on a large canvas
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(e.g., `tuxpaint --3000x2000` with `starters/mosaic.svg`).
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(h/t Yang for reporting, and Pere for confirming)
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* Avoid possibility of crashing when doing a flood-fill of a
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complicated shape on a large canvas (e.g., `tuxpaint --3000x2000`
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with `starters/mosaic.svg`
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+ Replace recursion with a queue (span filling method)
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+ Call the progress bar animation updates and playsound() function
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less frequently
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h/t Yang for reporting & Pere for confirming
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* Ports & Building
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----------------
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309
src/fill.c
309
src/fill.c
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@ -27,7 +27,7 @@
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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Last updated: November 17, 2021
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Last updated: November 20, 2021
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$Id$
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*/
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@ -59,42 +59,35 @@
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/* How many pixels can we allow a wide match before stopping? */
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#define WIDE_MATCH_THRESHOLD 3
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// #define USE_QUEUE
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#ifdef USE_QUEUE
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/* Queue for span filling
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(https://en.wikipedia.org/wiki/Flood_fill#Span_Filling)
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*/
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// #define DEBUG
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#define QUEUE_SIZE_CHUNK 1024
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typedef struct queue_s {
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int x1, x2, y, yd;
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int x, y, y_outside;
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} queue_t;
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queue_t * queue;
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int queue_size = 0, queue_start = 0, queue_end = 0;
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static unsigned char progbar_anim = 0;
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#endif
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/* Local function prototypes: */
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SDL_Surface * global_screen, * global_last, * global_canvas;
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Uint32 global_old_colr, global_cur_colr;
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Uint8 * global_touched;
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int global_extent_x1, global_extent_y1, global_extent_x2, global_extent_y2;
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int global_prog_anim;
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double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2);
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Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct);
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside);
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, int x, int y, int y_outside);
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void draw_brush_fill_single(SDL_Surface * canvas, int x, int y, Uint32 draw_color, Uint8 * touched);
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#ifdef USE_QUEUE
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void init_queue(void);
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void add_to_queue(int x1, int x2, int y, int yd);
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int remove_from_queue(int * x1, int * x2, int * y, int * yd);
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void cleanup_queue(void);
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void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas);
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#endif
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#ifdef USE_QUEUE
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void init_queue(void);
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void add_to_queue(int x, int y, int y_outside);
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int remove_from_queue(int * x, int * y, int * y_outside);
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void cleanup_queue(void);
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void init_queue(void) {
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queue_size = 0;
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queue_start = 0;
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@ -110,7 +103,7 @@ void init_queue(void) {
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queue_size = QUEUE_SIZE_CHUNK;
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}
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void add_to_queue(int x1, int x2, int y, int yd) {
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void add_to_queue(int x, int y, int y_outside) {
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/* Reallocate if we need more space */
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if (queue_end + 1 > queue_size)
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{
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@ -122,28 +115,46 @@ void add_to_queue(int x1, int x2, int y, int yd) {
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return;
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}
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queue_size += QUEUE_SIZE_CHUNK;
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#ifdef DEBUG
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printf("queue_size = %d\n", queue_size);
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fflush(stdout);
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#endif
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queue = tmp;
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}
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queue[queue_end].x1 = x1;
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queue[queue_end].x2 = x2;
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queue[queue_end].x = x;
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queue[queue_end].y = y;
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queue[queue_end].yd = yd;
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queue[queue_end].y_outside = y_outside;
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queue_end++;
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#ifdef DEBUG
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if (queue_end % 100 == 0)
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{
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printf("queue_end = %d\n", queue_end);
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fflush(stdout);
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}
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#endif
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}
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int remove_from_queue(int * x1, int * x2, int * y, int * yd) {
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int remove_from_queue(int * x, int * y, int * y_outside) {
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if (queue_start == queue_end)
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return 0;
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*x1 = queue[queue_start].x1;
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*x2 = queue[queue_start].x2;
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*x = queue[queue_start].x;
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*y = queue[queue_start].y;
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*yd = queue[queue_start].yd;
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*y_outside = queue[queue_start].y_outside;
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queue_start++;
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#ifdef DEBUG
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if (queue_start % 100 == 0)
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{
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printf("queue_start = %d\n", queue_start);
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fflush(stdout);
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}
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#endif
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return 1;
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}
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@ -156,27 +167,6 @@ void cleanup_queue(void) {
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queue_end = 0;
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}
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void track_extents_and_progbar(int x, int y, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, SDL_Surface * screen, SDL_Surface * canvas) {
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if (x < *extent_x1)
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*extent_x1 = x;
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if (x > *extent_x2)
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*extent_x2 = x;
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if (y < *extent_y1)
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*extent_y1 = y;
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if (y > *extent_y2)
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*extent_y2 = y;
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progbar_anim++;
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if ((progbar_anim % 4) == 0)
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{
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show_progress_bar(screen);
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playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
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}
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}
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#endif
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/* Returns how similar colors 'c1' and 'c2' are */
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double colors_close(SDL_Surface * canvas, Uint32 c1, Uint32 c2)
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@ -243,96 +233,63 @@ Uint32 blend(SDL_Surface * canvas, Uint32 draw_colr, Uint32 old_colr, double pct
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}
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void simulate_flood_fill(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * extent_x1, int * extent_y1, int * extent_x2, int * extent_y2, Uint8 * touched) {
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#ifdef USE_QUEUE
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int x1, x2, dy;
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int y_outside;
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/* "Same" color? No need to fill */
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if (!would_flood_fill(canvas, cur_colr, old_colr))
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return;
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if (x < 0 || x >= canvas->w || y < 0 || y >= canvas->h)
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return;
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/* Don't re-visit the same pixel */
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if (touched && touched[(y * canvas->w) + x])
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return;
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/* Get ready */
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global_screen = screen;
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global_last = last;
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global_canvas = canvas;
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global_old_colr = old_colr;
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global_cur_colr = cur_colr;
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global_touched = touched;
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global_extent_x1 = x;
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global_extent_y1 = y;
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global_extent_x2 = x;
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global_extent_y2 = y;
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global_prog_anim = 0;
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/* Queue up the first things to work on: */
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init_queue();
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add_to_queue(x, x, y, 1);
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add_to_queue(x, x, y - 1, -1);
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add_to_queue(x, y, 0);
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/* Do the work (possibly queuing more, as we go) */
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while (remove_from_queue(&x1, &x2, &y, &dy))
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while (remove_from_queue(&x, &y, &y_outside))
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{
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x = x1;
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if (Inside(x, y))
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{
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while (Inside(x - 1, y))
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{
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Set(x - 1, y);
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track_extents_and_progbar(x - 1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
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x = x - 1;
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}
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}
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if (x < x1)
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add_to_queue(x, x1 - 1, y - dy, -dy);
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while (x1 < x2)
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{
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Set(x1, y);
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track_extents_and_progbar(x1, y, extent_x1, extent_y1, extent_x2, extent_y2, screen, canvas);
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x1 = x1 + 1;
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}
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add_to_queue(x, x1 - 1, y + dy, dy);
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if (x1 - 1 > x2)
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add_to_queue(x2 + 1, x1 - 1, y - dy, -dy);
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while (x1 < x2 && !Inside(x1, y))
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x1++;
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x = x1;
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simulate_flood_fill_outside_check(screen, texture, renderer, x, y, y_outside);
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}
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cleanup_queue();
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#else
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simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, x, y, cur_colr, old_colr, extent_x1, extent_y1, extent_x2, extent_y2, touched, 0);
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#endif
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*extent_x1 = global_extent_x1;
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*extent_y1 = global_extent_y1;
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*extent_x2 = global_extent_x2;
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*extent_y2 = global_extent_y2;
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}
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, SDL_Surface * last, SDL_Surface * canvas, int x, int y, Uint32 cur_colr, Uint32 old_colr, int * x1, int * y1, int * x2, int * y2, Uint8 * touched, int y_outside)
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void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * texture, SDL_Renderer * renderer, int x, int y, int y_outside)
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{
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int fillL, fillR, narrowFillL, narrowFillR, i, outside;
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int fillL, fillR, narrowFillL, narrowFillR, i, outside, just_queued;
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double in_line, closeness;
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static unsigned char prog_anim;
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Uint32 px_colr;
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Uint8 touch_byt;
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/* "Same" color? No need to fill */
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if (!would_flood_fill(canvas, cur_colr, old_colr))
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if (!would_flood_fill(global_canvas, global_cur_colr, global_old_colr))
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return;
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if (x < 0 || x >= canvas->w || y < 0 || y >= canvas->h)
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if (x < 0 || x >= global_canvas->w || y < 0 || y >= global_canvas->h)
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return;
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/* Don't re-visit the same pixel */
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if (touched && touched[(y * canvas->w) + x])
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if (global_touched && global_touched[(y * global_canvas->w) + x])
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return;
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if (y < *y1)
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if (y < global_extent_y1)
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{
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*y1 = y;
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global_extent_y1 = y;
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}
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if (y > *y2)
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if (y > global_extent_y2)
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{
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*y2 = y;
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global_extent_y2 = y;
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}
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@ -341,18 +298,28 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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narrowFillL = x;
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narrowFillR = x;
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prog_anim++;
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if ((prog_anim % 4) == 0)
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global_prog_anim++;
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if ((global_prog_anim % 8) == 0)
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{
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show_progress_bar_(screen, texture, renderer);
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playsound(canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
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}
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if ((global_prog_anim % 800) == 1) /* Always lay sound _once_ */
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playsound(global_canvas, 1, SND_FILL, 1, x, SNDDIST_NEAR);
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#ifdef DEBUG
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if (global_prog_anim % 100 == 0)
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{
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SDL_BlitSurface(global_canvas, NULL, global_screen, NULL);
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SDL_Flip(global_screen);
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}
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#endif
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/* Find left side, filling along the way */
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px_colr = getpixels[last->format->BytesPerPixel] (last, fillL /* - 1 */, y);
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in_line = colors_close(canvas, px_colr, old_colr);
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL /* - 1 */, y);
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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outside = 0;
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while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
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{
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@ -362,23 +329,23 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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narrowFillL = fillL;
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}
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if (touched != NULL) {
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if (global_touched != NULL) {
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touch_byt = (255 - ((Uint8) (in_line * 85)));
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if (touch_byt == 0)
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touch_byt = 1;
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touched[(y * canvas->w) + fillL] = touch_byt;
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global_touched[(y * global_canvas->w) + fillL] = touch_byt;
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}
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px_colr = getpixels[last->format->BytesPerPixel] (last, fillL, y);
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putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, blend(canvas, cur_colr, px_colr, (1.0 - in_line)));
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
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putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
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fillL--;
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px_colr = getpixels[last->format->BytesPerPixel] (last, fillL, y);
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
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if (fillL >= 0)
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{
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in_line = colors_close(canvas, px_colr, old_colr);
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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}
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else
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{
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|
@ -388,23 +355,23 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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|
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if (fillL >= 0)
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{
|
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if (touched != NULL)
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if (global_touched != NULL)
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{
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touch_byt = (255 - ((Uint8) (in_line * 85)));
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if (touch_byt == 0)
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touch_byt = 1;
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touched[(y * canvas->w) + fillL] = touch_byt;
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global_touched[(y * global_canvas->w) + fillL] = touch_byt;
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}
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px_colr = getpixels[last->format->BytesPerPixel] (last, fillL, y);
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putpixels[canvas->format->BytesPerPixel] (canvas, fillL, y, blend(canvas, cur_colr, px_colr, (1.0 - in_line)));
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillL, y);
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putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillL, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
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}
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if (fillL < *x1)
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if (fillL < global_extent_x1)
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{
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*x1 = fillL;
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global_extent_x1 = fillL;
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}
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fillL++;
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|
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@ -412,8 +379,8 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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/* Find right side, filling along the way */
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px_colr = getpixels[last->format->BytesPerPixel] (last, fillR + 1, y);
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in_line = colors_close(canvas, px_colr, old_colr);
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px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR + 1, y);
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in_line = colors_close(global_canvas, px_colr, global_old_colr);
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outside = 0;
|
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while (in_line < COLOR_MATCH_WIDE && outside < WIDE_MATCH_THRESHOLD)
|
||||
{
|
||||
|
|
@ -423,23 +390,23 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
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narrowFillR = fillR;
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}
|
||||
|
||||
if (touched != NULL) {
|
||||
if (global_touched != NULL) {
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touch_byt = (255 - ((Uint8) (in_line * 85)));
|
||||
if (touch_byt == 0)
|
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touch_byt = 1;
|
||||
|
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touched[(y * canvas->w) + fillR] = touch_byt;
|
||||
global_touched[(y * global_canvas->w) + fillR] = touch_byt;
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||||
}
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||||
|
||||
px_colr = getpixels[last->format->BytesPerPixel] (last, fillR, y);
|
||||
putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, blend(canvas, cur_colr, px_colr, (1.0 - in_line)));
|
||||
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
|
||||
putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
|
||||
fillR++;
|
||||
|
||||
px_colr = getpixels[last->format->BytesPerPixel] (last, fillR, y);
|
||||
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
|
||||
|
||||
if (fillR < canvas->w)
|
||||
if (fillR < global_canvas->w)
|
||||
{
|
||||
in_line = colors_close(canvas, px_colr, old_colr);
|
||||
in_line = colors_close(global_canvas, px_colr, global_old_colr);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -447,35 +414,36 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
|
|||
}
|
||||
}
|
||||
|
||||
if (fillR < canvas->w)
|
||||
if (fillR < global_canvas->w)
|
||||
{
|
||||
if (touched != NULL)
|
||||
if (global_touched != NULL)
|
||||
{
|
||||
touch_byt = (255 - ((Uint8) (in_line * 85)));
|
||||
if (touch_byt == 0)
|
||||
touch_byt = 1;
|
||||
|
||||
touched[(y * canvas->w) + fillR] = touch_byt;
|
||||
global_touched[(y * global_canvas->w) + fillR] = touch_byt;
|
||||
}
|
||||
|
||||
px_colr = getpixels[last->format->BytesPerPixel] (last, fillR, y);
|
||||
putpixels[canvas->format->BytesPerPixel] (canvas, fillR, y, blend(canvas, cur_colr, px_colr, (1.0 - in_line)));
|
||||
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, fillR, y);
|
||||
putpixels[global_canvas->format->BytesPerPixel] (global_canvas, fillR, y, blend(global_canvas, global_cur_colr, px_colr, (1.0 - in_line)));
|
||||
}
|
||||
|
||||
if (fillR > *x2)
|
||||
if (fillR > global_extent_x2)
|
||||
{
|
||||
*x2 = fillR;
|
||||
global_extent_x2 = fillR;
|
||||
}
|
||||
|
||||
fillR--;
|
||||
|
||||
|
||||
/* Search top and bottom */
|
||||
/* Continue filling upwards from this scanline */
|
||||
|
||||
just_queued = 0;
|
||||
for (i = narrowFillL; i <= narrowFillR; i++)
|
||||
{
|
||||
px_colr = getpixels[last->format->BytesPerPixel] (last, i, y - 1);
|
||||
closeness = colors_close(canvas, px_colr, old_colr);
|
||||
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y - 1);
|
||||
closeness = colors_close(global_canvas, px_colr, global_old_colr);
|
||||
if (y > 0 &&
|
||||
(
|
||||
closeness < COLOR_MATCH_NARROW ||
|
||||
|
|
@ -483,19 +451,50 @@ void simulate_flood_fill_outside_check(SDL_Surface * screen, SDL_Texture * textu
|
|||
)
|
||||
)
|
||||
{
|
||||
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y - 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
|
||||
if (!just_queued && (global_touched == NULL || !global_touched[((y - 1) * global_canvas->w) + i]))
|
||||
{
|
||||
add_to_queue(i, y - 1, y_outside + 1);
|
||||
just_queued = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
just_queued = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
just_queued = 0;
|
||||
}
|
||||
}
|
||||
|
||||
px_colr = getpixels[last->format->BytesPerPixel] (last, i, y + 1);
|
||||
closeness = colors_close(canvas, px_colr, old_colr);
|
||||
if (y < canvas->h &&
|
||||
|
||||
/* Continue filling downwards from this scanline */
|
||||
|
||||
just_queued = 0;
|
||||
for (i = narrowFillL; i <= narrowFillR; i++)
|
||||
{
|
||||
px_colr = getpixels[global_last->format->BytesPerPixel] (global_last, i, y + 1);
|
||||
closeness = colors_close(global_canvas, px_colr, global_old_colr);
|
||||
if (y < global_canvas->h &&
|
||||
(
|
||||
closeness < COLOR_MATCH_NARROW ||
|
||||
(closeness < COLOR_MATCH_WIDE && y_outside < WIDE_MATCH_THRESHOLD)
|
||||
)
|
||||
)
|
||||
{
|
||||
simulate_flood_fill_outside_check(screen, texture, renderer, last, canvas, i, y + 1, cur_colr, old_colr, x1, y1, x2, y2, touched, y_outside + 1);
|
||||
if (!just_queued && (global_touched == NULL || !global_touched[((y + 1) * global_canvas->w) + i]))
|
||||
{
|
||||
add_to_queue(i, y + 1, y_outside + 1);
|
||||
just_queued = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
just_queued = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
just_queued = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
10
src/po/is.po
10
src/po/is.po
|
|
@ -10,7 +10,7 @@ msgstr ""
|
|||
"Project-Id-Version: tuxpaint\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2021-11-07 20:32-0800\n"
|
||||
"PO-Revision-Date: 2021-10-28 08:50+0000\n"
|
||||
"PO-Revision-Date: 2021-11-19 08:50+0000\n"
|
||||
"Last-Translator: Sveinn í Felli <sv1@fellsnet.is>\n"
|
||||
"Language-Team: Icelandic\n"
|
||||
"Language: is\n"
|
||||
|
|
@ -1180,7 +1180,6 @@ msgid "Lightning"
|
|||
msgstr "Elding"
|
||||
|
||||
#: ../../magic/src/lightning.c:88
|
||||
#, fuzzy
|
||||
#| msgid "Click, drag, and release to a lightning bolt between two points."
|
||||
msgid "Click, drag, and release to draw a lightning bolt between two points."
|
||||
msgstr ""
|
||||
|
|
@ -1415,16 +1414,13 @@ msgstr ""
|
|||
|
||||
#: ../../magic/src/reflection.c:110
|
||||
msgid "Reflection"
|
||||
msgstr ""
|
||||
msgstr "Endurkast"
|
||||
|
||||
#: ../../magic/src/reflection.c:120
|
||||
#, fuzzy
|
||||
#| msgid ""
|
||||
#| "Click and drag the mouse to add a mosaic effect to parts of your picture."
|
||||
msgid "Click and drag the mouse around to add a reflection to your picture."
|
||||
msgstr ""
|
||||
"Smelltu og dragðu músina til að bæta við tígulsteina-áhrifum á hluta "
|
||||
"myndarinnar."
|
||||
msgstr "Smelltu og dragðu músina til að bæta speglun í myndina."
|
||||
|
||||
#: ../../magic/src/ripples.c:103
|
||||
msgid "Ripples"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue