I am trying to make floodfill function by manipulating the pixel color. When i scale the image to the canvas size, context.getImageData returns only rgba[0,0,0,0].
/* library */
import { useCallback, useEffect, useRef } from "react";
import { useSelector } from "react-redux";
/* module from local */
import { RootState } from "../../store";
import img1 from "../../test.png";
interface srcProps {
src: string;
}
export function ImageCanvas({ src }: srcProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const contextRef = useRef<CanvasRenderingContext2D | null>(null);
const awareness = useSelector((state: RootState) => state.yjs.awareness);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
canvas.addEventListener(
"touchmove",
(e) => {
e.preventDefault();
},
{ passive: false }
);
}, []);
useEffect(() => {
const img = new Image();
img.src = img1;
img.onload = () => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext("2d");
if (ctx === null) return;
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
contextRef.current = ctx;
};
}, []);
const _valid = useCallback((x: number, y: number) => {
console.log("Enter _valid");
const width = canvasRef.current?.offsetWidth as number;
const height = canvasRef.current?.offsetHeight as number;
console.log(`width: ${width}, height: ${height}`);
if (x > 0 && x < width && y > 0 && y < height) {
const imageData = contextRef.current?.getImageData(x, y, 1, 1);
console.log(imageData?.data);
if (
imageData?.data[0] === 255 &&
imageData?.data[1] === 255 &&
imageData?.data[2] === 255
) {
console.log("_valid => Success");
return true;
} else {
console.log("_valid => valid Failed!!");
return false;
}
}
}, []);
const _isPixel = useCallback((x: number, y: number) => {
console.log("Enter _isPixel");
const imageData = contextRef.current?.getImageData(x, y, 1, 1);
if (imageData) {
return imageData.data.length > 0;
} else {
return false;
}
}, []);
const _setPixel = useCallback((x: number, y: number) => {
console.log("Enter _setPixel");
const imageData = contextRef.current?.getImageData(x, y, 1, 1);
const pixelData = imageData?.data;
let color = awareness.getLocalState().color;
if (color === "black") {
color = "rgba(223,154,36)";
}
const values = color.match(/\d+/g).map(Number);
console.log("This is pixel data => _setPixel");
console.log(pixelData);
if (pixelData) {
pixelData[0] = values[0];
pixelData[1] = values[1];
pixelData[2] = values[2];
pixelData[3] = 255;
}
if (imageData) {
contextRef.current?.putImageData(imageData, x, y);
}
}, []);
const _fill = useCallback((x: number, y: number) => {
const fillStack = [];
fillStack.push([x, y]);
while (fillStack.length > 0) {
const [x, y]: any = fillStack.pop();
if (_valid(x, y)) {
console.log("It is valid");
} else {
console.log("NOT!! Valid");
continue;
}
if (_isPixel(x, y)) {
console.log("This is pixel");
} else {
console.log("NOT!! pixel");
continue;
}
_setPixel(x, y);
fillStack.push([x + 1, y]);
fillStack.push([x - 1, y]);
fillStack.push([x, y + 1]);
fillStack.push([x, y - 1]);
}
}, []);
const handlePointerDown = useCallback((e: React.PointerEvent<any>) => {
_fill(e.nativeEvent.offsetX, e.nativeEvent.offsetY);
}, []);
return (
<canvas
ref={canvasRef}
onPointerDown={handlePointerDown}
style={{ touchAction: "none" }}
className={"w-full"}
/>
);
}
export default ImageCanvas;
What i tried:
- runs fill function after the image is loaded
- set ctx.imageSmoothingEnabled = false;
- test if the canvas size is equal to the image (then the fill function works because i can get the right pixel color)
What i expect: i want to get the right pixel color, even the image is scale to the canvas size which is full screen size.
