public Container Parse(string filename, SxzColor backgroundColor, bool useMostCommonColor, bool parseBackground, BackgroundType backgroundType, double bitsPerPixel, double maximumDistance) { int width = 0; int height = 0; //now we can act on our pixel byte array to get pixels out //and also histogram because it is informative if nothing else LocationPool locationPool = null; Dictionary<SxzColor, int> histogram = new Dictionary<SxzColor, int>(); TransparentRegion transparentRegion = new TransparentRegion(); //Parse all the pixels into the locationpool, histogram and remove the fully transparent pixels into the transparentregion using (System.Drawing.Bitmap bitMap = new System.Drawing.Bitmap(filename)) { width = bitMap.Width; height = bitMap.Height; locationPool = new LocationPool(width, height); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { System.Drawing.Color pixel = bitMap.GetPixel(x, y); Location location = new Location(); location.Color = new SxzColor(pixel.R, pixel.G, pixel.B); location.Point.X = x; location.Point.Y = y; //Don't put transparent colors into the histogram if (pixel.A == 0) { transparentRegion.Add(location); locationPool.SetLocation(location, x, y); locationPool.SetMarked(location); continue; } if (histogram.ContainsKey(location.Color)) { int count = histogram[location.Color]; histogram[location.Color] = count + 1; } else { histogram.Add(location.Color, 1); } locationPool.SetLocation(location, x, y); } } } Console.WriteLine("Total pixel count " + (width * height)); Console.WriteLine("Total transparent pixel count " + transparentRegion.Locations.Count); //Remove all the transparent locations //foreach (Location location in transparentRegion.Locations) //{ // locationPool.SetMarked(location); //} //set the neighbors after removing transparent pixels to save time since those aren't needed anymore locationPool.SetNeighbors(); Console.WriteLine("Done removing transparent pixels"); //Sort the colors by frequency List<KeyValuePair<SxzColor, int>> colorList = histogram.ToList(); colorList.Sort((first, second) => { return first.Value == second.Value ? (int)(SxzColor.GetColorDistance(second.Key, new SxzColor(0, 0, 0)) - SxzColor.GetColorDistance(first.Key, new SxzColor(0, 0, 0))) : second.Value.CompareTo(first.Value); }); //Find the most commonly used color SxzColor mostCommonColor = colorList[0].Key; if (useMostCommonColor) { backgroundColor = mostCommonColor; } //always start with a palette, register empty palette and fill as we go Console.WriteLine("Processing the most common color"); DefaultPaletteChunk defaultPaletteChunk = new DefaultPaletteChunk(); Palette defaultPalette = new Palette(defaultPaletteChunk); //Initialization overhead List<PaletteContainer> paletteContainers = new List<PaletteContainer>(); PaletteContainer initialPaletteContainer = new PaletteContainer(); initialPaletteContainer.Initial = true; initialPaletteContainer.Palette = defaultPalette; paletteContainers.Add(initialPaletteContainer); HashSet<Location> locations = locationPool.GetByColor(backgroundColor); if (parseBackground && locations.Count > 0) { if (backgroundType == BackgroundType.Background) { Console.WriteLine("Creating background chunk"); BackgroundChunk backgroundChunk = new BackgroundChunk(); BackgroundChunkContainer backgroundChunkContainer = new BackgroundChunkContainer(); backgroundChunkContainer.Chunk = backgroundChunk; backgroundChunkContainer.Color = backgroundColor; //pull out all the pixels with the most common color and throw them into a backgroundchunk if (!initialPaletteContainer.Contains(backgroundColor)) { Console.WriteLine("Background chunk in it's own palette"); //not in default palette so create a new palette Palette palette = new Palette(); palette.Add(backgroundColor); PaletteContainer paletteContainer = new PaletteContainer(); paletteContainer.Palette = palette; paletteContainers.Add(paletteContainer); paletteContainer.Add(backgroundChunkContainer); backgroundChunk.Palette = palette.GetPaletteChunk(); } else { backgroundChunk.Palette = defaultPaletteChunk; initialPaletteContainer.Add(backgroundChunkContainer); } //AddChunk(paletteContainers, backgroundContainer, mostCommonColor); backgroundChunkContainer.Locations = locations; } else if (backgroundType == BackgroundType.Rectangle) { MonoRectangleChunk rectangleChunk = new MonoRectangleChunk(); rectangleChunk.Origin = new SxzPoint(0, 0); rectangleChunk.Width = width; rectangleChunk.Height = height; MonoRectangleChunkContainer rectangleContainer = new MonoRectangleChunkContainer(); rectangleContainer.Color = backgroundColor; rectangleContainer.Chunk = rectangleChunk; if (!initialPaletteContainer.Contains(backgroundColor)) { Console.WriteLine("Background chunk in it's own palette"); //not in default palette so create a new palette Palette palette = new Palette(); palette.Add(backgroundColor); PaletteContainer paletteContainer = new PaletteContainer(); paletteContainer.Palette = palette; paletteContainers.Add(paletteContainer); paletteContainer.Add(rectangleContainer); rectangleChunk.Palette = palette.GetPaletteChunk(); } else { rectangleChunk.Palette = defaultPaletteChunk; initialPaletteContainer.Add(rectangleContainer); } //AddChunk(paletteContainers, backgroundContainer, mostCommonColor); rectangleContainer.Locations = locations; } //Remove the pixels with the background color from the location pool foreach (Location location in locations) { locationPool.SetMarked(location); } } Console.WriteLine("Done processing the most common color"); Console.WriteLine("Parsing monocolor regions"); //Pull out all regions with the same color in mono regions that were not pulled by the most common color if any HashSet<Region> monoRegions = Process(locationPool, maximumDistance, RegionType.MonoRegion); Console.WriteLine("Have mono region count " + monoRegions.Count); foreach (Region region in monoRegions) { HashSet<ChunkContainer> potentialContainers = region.GetChunks(locationPool); PaletteContainer paletteContainer = GetPaletteContainer(paletteContainers, region.GetColors()); foreach (ChunkContainer chunkContainer in potentialContainers) { //filter out chunks that are not storage sufficient, putting the unused locations //back into the location pool //... if (!chunkContainer.IsValid(bitsPerPixel)) { PrintTossedChunk(chunkContainer); foreach (Location location in chunkContainer.Locations) { locationPool.Unmark(location); } continue; } if (paletteContainer == null) { paletteContainer = new PaletteContainer(); paletteContainer.Palette = new Palette(); paletteContainers.Add(paletteContainer); } paletteContainer.Add(chunkContainer); paletteContainer.AddColors(region.GetColors()); } } Console.WriteLine("Done processing monocolor regions"); Console.WriteLine("Parsing multicolor regions"); HashSet<Region> colorRegions = Process(locationPool, maximumDistance, RegionType.MultiColorRegion); Console.WriteLine("Have multi color region count " + colorRegions.Count); foreach (Region region in colorRegions) { HashSet<ChunkContainer> potentialContainers = region.GetChunks(locationPool); PaletteContainer paletteContainer = GetPaletteContainer(paletteContainers, region.GetColors()); if (paletteContainer == null) { paletteContainer = new PaletteContainer(); paletteContainer.Palette = new Palette(); paletteContainers.Add(paletteContainer); } foreach (ChunkContainer chunkContainer in potentialContainers) { paletteContainer.Add(chunkContainer); paletteContainer.AddColors(region.GetColors()); } } Console.WriteLine("Done processing multicolor regions"); Console.WriteLine("Histogram count " + colorList.Count); Console.WriteLine("Majority color " + mostCommonColor + " with count " + colorList[0].Value); //alrighty, let's get some output going Container container = new Container(); Frame frame = new Frame(); container.Frames.Add(frame); foreach (PaletteContainer paletteContainer in paletteContainers) { PaletteChunk paletteChunk = paletteContainer.Palette.GetPaletteChunk(); if (paletteChunk == null) { paletteChunk = defaultPaletteChunk; } if (!paletteContainer.Initial) { paletteChunk.Colors.Sort(new PaletteChunk.ColorSorter()); frame.Chunks.Add(paletteChunk); } foreach (ChunkContainer chunkContainer in paletteContainer.ChunkContainers) { int count = chunkContainer.Chunk.GetData().Count; PrintKeptChunk(chunkContainer); chunkContainer.SetIndex(paletteChunk); chunkContainer.Chunk.Palette = paletteChunk; frame.Chunks.Add(chunkContainer.Chunk); } } return container; }
public Palette Clone() { Palette result = new Palette(); foreach (SxzColor color in this.Colors) { result.Add(color); } return result; }