mirror of
https://github.com/moparisthebest/Simba
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700 lines
19 KiB
ObjectPascal
700 lines
19 KiB
ObjectPascal
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{
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This file is part of the Mufasa Macro Library (MML)
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Copyright (c) 2009 by Raymond van Venetië and Merlijn Wajer
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MML is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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MML is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with MML. If not, see <http://www.gnu.org/licenses/>.
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See the file COPYING, included in this distribution,
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for details about the copyright.
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OCR class for the Mufasa Macro Library
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}
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unit ocr;
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{$mode objfpc}{$H+}
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interface
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uses
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Classes, SysUtils, MufasaTypes, bitmaps, math, ocrutil, fontloader,
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{Begin To-Remove units. Replace ReadBmp with TMufasaBitmap stuff later.}
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graphtype, intfgraphics,graphics;
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{End To-Remove unit}
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type
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TMOCR = class(TObject)
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constructor Create(Owner: TObject);
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destructor Destroy; override;
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function InitTOCR(path: string): boolean;
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function GetFonts:TMFonts;
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procedure SetFonts(NewFonts: TMFonts);
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function getTextPointsIn(sx, sy, w, h: Integer; shadow: boolean;
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var _chars, _shadows: T2DPointArray): Boolean;
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function GetUpTextAtEx(atX, atY: integer; shadow: boolean): string;
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function GetUpTextAt(atX, atY: integer; shadow: boolean): string;
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procedure FilterUpTextByColour(bmp: TMufasaBitmap; w,h: integer);
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procedure FilterUpTextByCharacteristics(bmp: TMufasaBitmap; w,h: integer);
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procedure FilterShadowBitmap(bmp: TMufasaBitmap);
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procedure FilterCharsBitmap(bmp: TMufasaBitmap);
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{$IFDEF OCRDEBUG}
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procedure DebugToBmp(bmp: TMufasaBitmap; hmod,h: integer);
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{$ENDIF}
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private
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Client: TObject;
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Fonts: TMFonts;
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{$IFDEF OCRDEBUG}
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public
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debugbmp: TMufasaBitmap;
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{$ENDIF}
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end;
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{$IFDEF OCRDEBUG}
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{$IFDEF LINUX}
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const OCRDebugPath = '/tmp/';
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{$ELSE}
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const OCRDebugPath = '';
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{$ENDIF}
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{$ENDIF}
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implementation
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uses
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colour_conv, client, files, tpa, mufasatypesutil;
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const
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{ Very rough limits for R, G, B }
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ocr_Limit_High = 190;
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ocr_Limit_Med = 130;
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ocr_Limit_Low = 65;
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{ `base' Colours of the Uptext }
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{ White }
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ocr_White = 16777215;
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{ Level < Your Level }
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ocr_Green = 65280;
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{ Level > Your Level }
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ocr_Red = 255;
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{ Interact or Level = Your Level }
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ocr_Yellow = 65535;
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{ Object }
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ocr_Blue = 16776960;
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{ Item }
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ocr_ItemC = 16744447;
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{ Shadow }
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ocr_Purple = 8388736;
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{ Constructor }
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constructor TMOCR.Create(Owner: TObject);
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var
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files: TStringArray;
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begin
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inherited Create;
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Self.Client := Owner;
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Self.Fonts := TMFonts.Create;
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end;
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{ Destructor }
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destructor TMOCR.Destroy;
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begin
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Self.Fonts.Free;
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inherited Destroy;
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end;
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{
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InitTOCR loads all fonts in path
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We don't do this in the constructor because we may not yet have the path.
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}
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function TMOCR.InitTOCR(path: string): boolean;
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var
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dirs: array of string;
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i: longint;
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dir: string;
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begin
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// We're going to load all fonts now
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Fonts.SetPath(path);
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dirs := GetDirectories(path);
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for i := 0 to high(dirs) do
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begin
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Fonts.LoadFont(dirs[i], false);
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{$IFDEF FONTDEBUG}
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writeln('Loading ' + dirs[i]);
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{$ENDIF}
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end;
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If DirectoryExists(path + 'UpChars') then
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Fonts.LoadFont('UpChars', true); // shadow
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end;
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{ Get the current pointer to our list of Fonts }
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function TMOCR.GetFonts:TMFonts;
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begin
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Exit(Self.Fonts);
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end;
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{ Set new Fonts. We set it to a Copy of NewFonts }
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procedure TMOCR.SetFonts(NewFonts: TMFonts);
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begin
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Self.Fonts := NewFonts.Copy();
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end;
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{
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Filter UpText by a very rough colour comparison / range check.
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We first convert the colour to RGB, and if it falls into the following
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defined ranges, it may be part of the uptext. Also get the possible
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shadows.
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We have large ranges because we rather have extra (fake) pixels than less
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uptext pixels... This because we can filter most of the noise out easily.
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Non optimised. We can make it use direct data instead of fastgetpixel and
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fastsetpixel, but speed isn't really an issue. The entire algorithm is still
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fast enough.
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}
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procedure TMOCR.FilterUpTextByColour(bmp: TMufasaBitmap; w,h: integer);
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var
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x, y,r, g, b: Integer;
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begin
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// We're going to filter the bitmap solely on colours first.
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// If we found one, we set it to it's `normal' colour.
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for y := 0 to bmp.Height - 1 do
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for x := 0 to bmp.Width - 1 do
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begin
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colortorgb(bmp.fastgetpixel(x,y),r,g,b);
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// the abs(g-b) < 15 seems to help heaps when taking out crap points
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if (r > ocr_Limit_High) and (g > ocr_Limit_High) and (b > ocr_Limit_High)
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// 50 or 55. 55 seems to be better.
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and (abs(r-g) + abs(r-b) + abs(g-b) < 55) then
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// TODO: make 55 a var, and make it so that it can be set
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begin
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bmp.fastsetpixel(x,y,ocr_White);
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continue;
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end;
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if (r < ocr_Limit_Low) and (g > ocr_Limit_High) and (b > ocr_Limit_High) then
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begin
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bmp.fastsetpixel(x,y,ocr_Blue);
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continue;
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end;
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if (r < ocr_Limit_Low) and (g > ocr_Limit_High) and (b < ocr_Limit_Low) then
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begin
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bmp.fastsetpixel(x,y,ocr_Green);
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continue;
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end;
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// false results with fire
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if(r > ocr_Limit_High) and (g > 100) and (g < ocr_Limit_High) and (b > 40) and (b < 127) then
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begin
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bmp.fastsetpixel(x,y,ocr_ItemC);
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continue;
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end;
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if(r > ocr_Limit_High) and (g > ocr_Limit_High) and (b < ocr_Limit_Low) then
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begin
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bmp.fastsetpixel(x,y,ocr_Yellow);
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continue;
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end;
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// better use g < 40 than ocr_Limit_Low imo
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if (r > ocr_Limit_High) and (g < ocr_Limit_Low) and (b < ocr_Limit_Low) then
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begin
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bmp.fastsetpixel(x,y,ocr_Red);
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continue;
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end;
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if (r > ocr_Limit_High) and (g > ocr_Limit_Low) and (b < ocr_Limit_Low) then
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begin
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bmp.fastsetpixel(x,y,ocr_Red);
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continue;
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end;
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if (r > ocr_Limit_Med) and (r < (ocr_Limit_High + 10)) and (g > ocr_Limit_Low - 10) and
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(b < 20) then
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begin
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bmp.fastsetpixel(x,y,ocr_Green);
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continue;
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end;
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//shadow
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if (r < ocr_Limit_Low) and (g < ocr_Limit_Low) and (b < ocr_Limit_Low) then
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begin
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bmp.FastSetPixel(x,y, ocr_Purple);
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continue;
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end;
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bmp.fastsetpixel(x,y,0);
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end;
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// make outline black for shadow characteristics filter
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// first and last horiz line = 0
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for x := 0 to bmp.width -1 do
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bmp.fastsetpixel(x,0,0);
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for x := 0 to bmp.width -1 do
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bmp.fastsetpixel(x,bmp.height-1,0);
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// same for vertical lines
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for y := 0 to bmp.Height -1 do
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bmp.fastsetpixel(0, y, 0);
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for y := 0 to bmp.Height -1 do
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bmp.fastsetpixel(bmp.Width-1, y, 0);
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end;
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{
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This filter assumes the previous colour filter has been applied first.
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I like to call this the `characteristics' filter because we really only filter
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on characteristics.
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For the uptext, a few things apply...
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First of all:
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*** Remove False Shadow ***
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if shadow[x,y] then not shadow[x-1,y-1]
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If there is a shadow at x,y then there should not be a shadow at x-1, y-1; if
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there is one, then shadow[x, y] is not a shadow.
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(One could also say, if shadow[x,y] and shadow[x+1,y+1] then shadow[x+1,y+1]
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is no shadow; because it essentially means the same. However, a smart mind
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will soon see that this algorithm will be a *lot* more efficient if we
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start at the right bottom, instead of the left top. Which means we should
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work with x-1 and y-1, rather than x+1,y+1
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Yeah.... My comments are vague.
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)
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*** UpText chars identity 1 and 2 ***
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if UpTextChar[x,y] then (UpTextChar[x+1,y+1] or shadow[x+1,y+1])
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If this is not true, then UpTextChar[x,y] cannot be part of uptext - it
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has no shadow, and it doesn't have a `friend' (at x+1,y+1) either.
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We don't need to do this from the right bottom to left top.
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}
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procedure TMOCR.FilterUpTextByCharacteristics(bmp: TMufasaBitmap; w,h: integer);
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var
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x,y: Integer;
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begin
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// Filter 2
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// This performs a `simple' filter.
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// What we are doing here is simple checking that if Colour[x,y] is part
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// of the uptext, then so must Colour[x+1,y+1], or Colour[x+1,y+1] is a shadow.
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// if it is neither, we can safely remove it.
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for y := 0 to bmp.Height - 2 do
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for x := 0 to bmp.Width - 2 do
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begin
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if bmp.fastgetpixel(x,y) = clPurple then
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continue;
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if bmp.fastgetpixel(x,y) = clBlack then
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continue;
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if (bmp.fastgetpixel(x,y) <> bmp.fastgetpixel(x+1,y+1)) and (bmp.fastgetpixel(x+1,y+1) <> clpurple) then
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bmp.fastsetpixel(x,y,{clAqua}0);
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end;
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// Remove false shadow
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for y := bmp.Height - 1 downto 1 do
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for x := bmp.Width - 1 downto 1 do
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begin
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if bmp.fastgetpixel(x,y) <> clPurple then
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continue;
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if bmp.fastgetpixel(x,y) = bmp.fastgetpixel(x-1,y-1) then
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begin
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bmp.fastsetpixel(x,y,clSilver);
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continue;
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end;
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if bmp.fastgetpixel(x-1,y-1) = 0 then
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bmp.fastsetpixel(x,y,clSilver);
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end;
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// Now we do another filter, with uptext chars identity 1 and 2.
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for y := bmp.Height - 2 downto 0 do
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for x := bmp.Width - 2 downto 0 do
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begin
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if bmp.fastgetpixel(x,y) = clPurple then
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continue;
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if bmp.fastgetpixel(x,y) = clBlack then
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continue;
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// identity 1
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if (bmp.fastgetpixel(x,y) = bmp.fastgetpixel(x+1,y+1) ) then
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continue;
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// identity 2
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if bmp.fastgetpixel(x+1,y+1) <> clPurple then
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begin
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bmp.fastsetpixel(x,y,clOlive);
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continue;
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end;
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// If we make it to here, it means the pixel is part of the uptext.
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end;
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end;
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{$IFDEF OCRDEBUG}
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{ Write to our debugbmp }
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procedure TMOCR.DebugToBmp(bmp: TMufasaBitmap; hmod, h: integer);
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var
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x,y: integer;
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begin
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for y := 0 to bmp.height - 1 do
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for x := 0 to bmp.width - 1 do
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debugbmp.fastsetpixel(x,y + hmod *h,bmp.fastgetpixel(x,y));
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end;
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{$ENDIF}
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{
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Return the shadows of the points in charpoint on bitmap shadowsbmp.
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Pseudo:
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if shadow[charpoint[i].x+1, charpoint[i].y+1] then addtoResult;
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}
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function getshadows(shadowsbmp:TMufasaBitmap; charpoint: tpointarray): tpointarray;
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var
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i,c:integer;
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begin
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setlength(result,length(charpoint));
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c:=0;
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for i := 0 to high(charpoint) do
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begin
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if shadowsbmp.fastgetpixel(charpoint[i].x+1,charpoint[i].y+1) = clPurple then
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begin
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result[c]:=point(charpoint[i].x+1, charpoint[i].y+1);
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inc(c);
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end;
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end;
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setlength(result,c);
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end;
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{ Remove anything but the shadows on the bitmap (Shadow = clPurple, remember?) }
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procedure TMOCR.FilterShadowBitmap(bmp: TMufasaBitmap);
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var
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x,y:integer;
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begin
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for y := 0 to bmp.Height - 1 do
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for x := 0 to bmp.Width - 1 do
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begin
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if bmp.fastgetpixel(x,y) <> clPurple then
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begin
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bmp.FastSetPixel(x,y,0);
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continue;
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end;
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end;
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end;
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{
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Remove all but uptext colours clWhite,clGreen, etc.
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See constants above.
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This assumes that the bitmap only consists of colour 0, and the other
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constants founds above the functionss
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}
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procedure TMOCR.FilterCharsBitmap(bmp: TMufasaBitmap);
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var
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x,y: integer;
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begin
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begin
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for y := 0 to bmp.Height - 1 do
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for x := 0 to bmp.Width - 1 do
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begin
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if bmp.fastgetpixel(x,y) = clPurple then
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begin
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bmp.FastSetPixel(x,y,0);
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continue;
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end;
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if bmp.fastgetpixel(x,y) = clOlive then
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begin
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bmp.FastSetPixel(x,y,0);
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continue;
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end;
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if bmp.fastgetpixel(x,y) = clSilver then
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begin
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bmp.FastSetPixel(x,y,0);
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continue;
|
||
|
end;
|
||
|
end;
|
||
|
end;
|
||
|
end;
|
||
|
|
||
|
|
||
|
{
|
||
|
This uses the two filters, and performs a split on the bitmap.
|
||
|
A split per character, that is. So we can more easily identify it.
|
||
|
|
||
|
TODO:
|
||
|
*
|
||
|
Remove more noise after we have split, it should be possible to identify
|
||
|
noise; weird positions or boxes compared to the rest, etc.
|
||
|
*
|
||
|
Split each colours seperately, and combine only later, after removing noise.
|
||
|
|
||
|
}
|
||
|
function TMOCR.getTextPointsIn(sx, sy, w, h: Integer; shadow: boolean;
|
||
|
var _chars, _shadows: T2DPointArray): Boolean;
|
||
|
var
|
||
|
bmp, shadowsbmp, charsbmp: TMufasaBitmap;
|
||
|
x,y: integer;
|
||
|
r,g,b: integer;
|
||
|
n: TNormArray;
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
dx,dy: integer;
|
||
|
{$ENDIF}
|
||
|
shadows: T2DPointArray;
|
||
|
helpershadow: TPointArray;
|
||
|
chars: TPointArray;
|
||
|
charscount: integer;
|
||
|
chars_2d, chars_2d_b, finalchars: T2DPointArray;
|
||
|
pc: integer;
|
||
|
bb: Tbox;
|
||
|
|
||
|
begin
|
||
|
bmp := TMufasaBitmap.Create;
|
||
|
{ Increase to create a black horizonal line at the top and at the bottom }
|
||
|
{ This so the crappy algo can do it's work correctly. }
|
||
|
bmp.SetSize(w + 2, h + 2);
|
||
|
|
||
|
// Copy the client to out working bitmap.
|
||
|
bmp.CopyClientToBitmap(TClient(Client).MWindow, False, 1{0},1, sx, sy, sx + w - 1, sy + h - 1);
|
||
|
|
||
|
{$IFDEF OCRSAVEBITMAP}
|
||
|
bmp.SaveToFile(OCRDebugPath + 'ocrinit.bmp');
|
||
|
{$ENDIF}
|
||
|
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
debugbmp := TMufasaBitmap.Create;
|
||
|
debugbmp.SetSize(w + 2, (h + 2) * 7);
|
||
|
{$ENDIF}
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(bmp,0,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
// Filter 1
|
||
|
FilterUpTextByColour(bmp,w,h);
|
||
|
{$IFDEF OCRSAVEBITMAP}
|
||
|
bmp.SaveToFile(OCRDebugPath + 'ocrcol.bmp');
|
||
|
{$ENDIF}
|
||
|
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(bmp,1,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
// Filter 2
|
||
|
FilterUpTextByCharacteristics(bmp,w,h);
|
||
|
|
||
|
{$IFDEF OCRSAVEBITMAP}
|
||
|
bmp.SaveToFile(OCRDebugPath + 'ocrdebug.bmp');
|
||
|
{$ENDIF}
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(bmp,2,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
// create a bitmap with only the shadows on it
|
||
|
shadowsbmp := bmp.copy;
|
||
|
FilterShadowBitmap(shadowsbmp);
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(shadowsbmp,3,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
// create a bitmap with only the chars on it
|
||
|
charsbmp := bmp.copy;
|
||
|
FilterCharsBitmap(charsbmp);
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(charsbmp,4,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
// this gets the chars from the bitmap.
|
||
|
|
||
|
// TODO:
|
||
|
// We should make a different TPA
|
||
|
// for each colour, rather than put them all in one. Noise can be a of a
|
||
|
// differnet colour.
|
||
|
setlength(chars, charsbmp.height * charsbmp.width);
|
||
|
charscount:=0;
|
||
|
for y := 0 to charsbmp.height - 1 do
|
||
|
for x := 0 to charsbmp.width - 1 do
|
||
|
begin
|
||
|
if charsbmp.fastgetpixel(x,y) > 0 then
|
||
|
begin
|
||
|
chars[charscount]:=point(x,y);
|
||
|
inc(charscount);
|
||
|
end;
|
||
|
end;
|
||
|
setlength(chars,charscount);
|
||
|
|
||
|
// split chars
|
||
|
chars_2d := SplitTPAEx(chars,1,charsbmp.height);
|
||
|
SortATPAFrom(chars_2d, point(0,0));
|
||
|
for x := 0 to high(chars_2d) do
|
||
|
begin
|
||
|
pc := random(clWhite);
|
||
|
for y := 0 to high(chars_2d[x]) do
|
||
|
charsbmp.FastSetPixel(chars_2d[x][y].x, chars_2d[x][y].y, pc);
|
||
|
end;
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(charsbmp,5,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
for y := 0 to high(chars_2d) do
|
||
|
begin
|
||
|
bb:=gettpabounds(chars_2d[y]);
|
||
|
if (bb.x2 - bb.x1 > 10) or (length(chars_2d[y]) > 70) then
|
||
|
begin // more than one char
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
if length(chars_2d[y]) > 70 then
|
||
|
writeln('more than one char at y: ' + inttostr(y));
|
||
|
if (bb.x2 - bb.x1 > 10) then
|
||
|
writeln('too wide at y: ' + inttostr(y));
|
||
|
{$ENDIF}
|
||
|
helpershadow:=getshadows(shadowsbmp,chars_2d[y]);
|
||
|
chars_2d_b := splittpaex(helpershadow,2,shadowsbmp.height);
|
||
|
//writeln('chars_2d_b length: ' + inttostr(length(chars_2d_b)));
|
||
|
shadowsbmp.DrawATPA(chars_2d_b);
|
||
|
for x := 0 to high(chars_2d_b) do
|
||
|
begin
|
||
|
setlength(shadows,length(shadows)+1);
|
||
|
shadows[high(shadows)] := ConvTPAArr(chars_2d_b[x]);
|
||
|
end;
|
||
|
end else
|
||
|
if length(chars_2d[y]) < 70 then
|
||
|
begin
|
||
|
setlength(shadows,length(shadows)+1);
|
||
|
shadows[high(shadows)] := getshadows(shadowsbmp, chars_2d[y]);
|
||
|
end;
|
||
|
end;
|
||
|
|
||
|
// sort, split messes with the order of chars
|
||
|
SortATPAFromFirstPoint(chars_2d, point(0,0));
|
||
|
for y := 0 to high(chars_2d) do
|
||
|
begin
|
||
|
if length(chars_2d[y]) > 70 then
|
||
|
continue;
|
||
|
setlength(finalchars,length(finalchars)+1);
|
||
|
finalchars[high(finalchars)] := chars_2d[y];
|
||
|
end;
|
||
|
|
||
|
SortATPAFromFirstPoint(shadows, point(0,0));
|
||
|
for x := 0 to high(shadows) do
|
||
|
begin
|
||
|
pc:=0;
|
||
|
pc := random(clWhite);
|
||
|
//pc := rgbtocolor(integer(round((x+1)*255/length(shadows))), round((x+1)*255/length(shadows)), round((x+1)*255/length(shadows)));
|
||
|
for y := 0 to high(shadows[x]) do
|
||
|
shadowsbmp.FastSetPixel(shadows[x][y].x, shadows[x][y].y, pc);
|
||
|
end;
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
DebugToBmp(shadowsbmp,6,h);
|
||
|
{$ENDIF}
|
||
|
|
||
|
_chars := finalchars;
|
||
|
_shadows := shadows;
|
||
|
|
||
|
bmp.Free;
|
||
|
charsbmp.Free;
|
||
|
shadowsbmp.Free;
|
||
|
end;
|
||
|
|
||
|
{
|
||
|
GetUpTextAtEx combines/uses the functions above.
|
||
|
|
||
|
It will identify each character, and also keep track of the previous
|
||
|
chars' final `x' bounds. If the difference between the .x2 of the previous
|
||
|
character and the .x1 of the current character is bigger than 5, then there
|
||
|
was a space between them. (Add ' ' to result)
|
||
|
}
|
||
|
|
||
|
function TMOCR.GetUpTextAtEx(atX, atY: integer; shadow: boolean): string;
|
||
|
var
|
||
|
n:Tnormarray;
|
||
|
ww, hh,i,j: integer;
|
||
|
font: TocrData;
|
||
|
chars, shadows, thachars: T2DPointArray;
|
||
|
t:Tpointarray;
|
||
|
b,lb:tbox;
|
||
|
lbset: boolean;
|
||
|
|
||
|
begin
|
||
|
result:='';
|
||
|
ww := 400;
|
||
|
hh := 20;
|
||
|
|
||
|
getTextPointsIn(atX, atY, ww, hh, shadow, chars, shadows);
|
||
|
|
||
|
// Get font data for analysis.
|
||
|
|
||
|
if shadow then
|
||
|
begin
|
||
|
font := Fonts.GetFont('UpChars_s');
|
||
|
thachars := shadows;
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
writeln('using shadows');
|
||
|
{$ENDIF}
|
||
|
end
|
||
|
else
|
||
|
begin
|
||
|
font := Fonts.GetFont('UpChars');
|
||
|
thachars := chars;
|
||
|
{$IFDEF OCRDEBUG}
|
||
|
writeln('not using shadows');
|
||
|
{$ENDIF}
|
||
|
end;
|
||
|
|
||
|
lbset:=false;
|
||
|
setlength(n, (font.width+1) * (font.height+1));
|
||
|
for j := 0 to high(thachars) do
|
||
|
begin
|
||
|
for i := 0 to high(n) do
|
||
|
n[i] := 0;
|
||
|
|
||
|
t:= thachars[j];
|
||
|
b:=gettpabounds(t);
|
||
|
if not lbset then
|
||
|
begin
|
||
|
lb:=b;
|
||
|
lbset:=true;
|
||
|
end else
|
||
|
begin
|
||
|
// spacing
|
||
|
if b.x1 - lb.x2 > 5 then
|
||
|
result:=result+' ';
|
||
|
lb:=b;
|
||
|
end;
|
||
|
for i := 0 to high(t) do
|
||
|
t[i] := t[i] - point(b.x1,b.y1);
|
||
|
|
||
|
for i := 0 to high(thachars[j]) do
|
||
|
begin
|
||
|
n[(thachars[j][i].x) + ((thachars[j][i].y) * font.width)] := 1;
|
||
|
end;
|
||
|
result := result + GuessGlyph(n, font);
|
||
|
end;
|
||
|
end;
|
||
|
|
||
|
function TMOCR.GetUpTextAt(atX, atY: integer; shadow: boolean): string;
|
||
|
|
||
|
begin
|
||
|
if shadow then
|
||
|
result := GetUpTextAtEx(atX, atY, true)
|
||
|
else
|
||
|
result := GetUpTextAtEx(atX, atY, false);
|
||
|
end;
|
||
|
|
||
|
end.
|
||
|
|