You can use this simple algorithm based on the idea of filling the fill with a helper bitmap:
private int GetFillSize(Bitmap b, Point fillPoint)
{
int count = 0;
Point p;
Stack pixels = new Stack();
var backColor = b.GetPixel(fillPoint.X, fillPoint.Y);
pixels.Push(fillPoint);
while (pixels.Count != 0)
{
count++;
p = (Point)pixels.Pop();
b.SetPixel(p.X, p.Y, backColor);
if (b.GetPixel(p.X - 1, p.Y).ToArgb() == backColor)
pixels.Push(new Point(p.X - 1, p.Y));
if (b.GetPixel(p.X, p.Y - 1).ToArgb() == backColor)
pixels.Push(new Point(p.X, p.Y - 1));
if (b.GetPixel(p.X + 1, p.Y).ToArgb() == backColor)
pixels.Push(new Point(p.X + 1, p.Y));
if (b.GetPixel(p.X, p.Y + 1).ToArgb() == backColor)
pixels.Push(new Point(p.X, p.Y + 1));
}
return count;
}
UPDATE
In the above code, only these closed areas with four connections work. The following code works with closed closed areas.
Point[] Offsets = new Point[]
{
new Point(-1, -1),
new Point(-0, -1),
new Point(+1, -1),
new Point(+1, -0),
new Point(+1, +1),
new Point(+0, +1),
new Point(-1, +1),
new Point(-1, +0),
};
...
private int Fill(Bitmap b, Point fillPoint)
{
int count = 0;
Point p;
Stack<Point> pixels = new Stack<Point>();
var backColor = b.GetPixel(fillPoint.X, fillPoint.Y).ToArgb();
pixels.Push(fillPoint);
while (pixels.Count != 0)
{
count++;
p = (Point)pixels.Pop();
b.SetPixel(p.X, p.Y, Color.FromArgb(backColor));
foreach (var offset in Offsets)
if (b.GetPixel(p.X + offset.X, p.Y + offset.Y).ToArgb() == backColor)
pixels.Push(new Point(p.X + offset.X, p.Y + offset.Y));
}
return count;
}
, . , .
