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main.py
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import operator
import pygame
import random
pygame.init()
class DrawInformation:
BLACK = 0, 0, 0
WHITE = 255, 255, 255
GREEN = 0, 255, 0
RED = 255, 0, 0
GREY = 128, 128, 128
BACKGROUND_COLOR = WHITE
GRADIENTS = [
(128, 128, 128), (160, 160, 160), (192, 192, 192)
]
FONT = pygame.font.SysFont('comicsans', 20)
LARGEFONT = pygame.font.SysFont('comicsans', 30)
SIDE_PAD = 100
TOP_PAD = 120
def __init__(self, width, height, lst):
self.width = width
self.height = height
self.window = pygame.display.set_mode(
(self.width, self.height), pygame.RESIZABLE)
pygame.display.set_caption("Sorting Algorithm Visualizer")
self.set_list(lst)
def set_dimensions(self):
self.width, self.height = self.window.get_size()
self.set_list(self.lst)
def set_list(self, lst):
self.lst = lst
self.max_val = max(lst)
self.min_val = min(lst)
self.block_width = round((self.width-self.SIDE_PAD)/len(lst))
self.block_height = ((self.height-self.TOP_PAD) /
(self.max_val-self.min_val))
self.start_x = self.SIDE_PAD//2
def draw(draw_info, algo_name, ascending):
draw_info.window.fill(draw_info.BACKGROUND_COLOR)
title = draw_info.FONT.render(
f"{algo_name}-{'Ascending' if ascending else 'Descending'}", 1, draw_info.BLACK)
draw_info.window.blit(
title, (draw_info.width/2-title.get_width()/2, 5))
controls = draw_info.FONT.render(
"R-RESET | SPACE- Start Sorting | A- Ascending | D- Descending", 1, draw_info.BLACK)
draw_info.window.blit(
controls, (draw_info.width/2-controls.get_width()/2, 35))
sorting = draw_info.FONT.render(
"I-Insertion Sort|B-Bubble Sort|S-Selection Sort", 1, draw_info.BLACK)
draw_info.window.blit(
sorting, (draw_info.width/2-sorting.get_width()/2, 65))
draw_list(draw_info)
pygame.display.update()
def draw_list(draw_info, color_positions={}, clear_bg=False):
lst = draw_info.lst
if clear_bg:
clear_rect = (draw_info.SIDE_PAD//2, draw_info.TOP_PAD,
draw_info.width - draw_info.SIDE_PAD,
draw_info.height-draw_info.TOP_PAD)
pygame.draw.rect(draw_info.window,
draw_info.BACKGROUND_COLOR, clear_rect)
for i, val in enumerate(lst):
x = draw_info.start_x+i*draw_info.block_width
y = draw_info.height-(val-draw_info.min_val)*draw_info.block_height
color = draw_info.GRADIENTS[i % 3]
if i in color_positions:
color = color_positions[i]
pygame.draw.rect(draw_info.window, color,
(x, y, draw_info.block_width, draw_info.height))
if clear_bg:
pygame.display.update()
def generate_starting_list(n, min_val, max_val):
lst = []
for _ in range(n):
val = random.randint(min_val, max_val)
lst.append(val)
return lst
def bubble_sort(draw_info, ascending=True):
lst = draw_info.lst
for i in range(len(lst)-1):
for j in range(len(lst)-1-i):
num1 = lst[j]
num2 = lst[j+1]
if (num1 > num2 and ascending) or (num1 < num2 and not ascending):
lst[j], lst[j+1] = lst[j+1], lst[j]
draw_list(draw_info, {j: draw_info.BLACK,
j+1: draw_info.RED}, True)
yield True
return lst
def insertion_sort(draw_info, ascending=True):
lst = draw_info.lst
for i in range(1, len(lst)):
curr = lst[i]
while True:
ascending_sort = i > 0 and lst[i-1] > curr and ascending
descending_sort = i > 0 and lst[i-1] < curr and not ascending
if not ascending_sort and not descending_sort:
break
lst[i] = lst[i-1]
i = i-1
lst[i] = curr
draw_list(draw_info, {i-1: draw_info.BLACK,
i: draw_info.RED}, True)
yield True
return lst
def selection_sort(draw_info, ascending=True):
lst = draw_info.lst
op = operator.ge if ascending else operator.le
for i in range(len(lst)):
min = i
for j in range(i+1, len(lst)):
if op(lst[min], lst[j]):
min = j
draw_list(draw_info, {i: draw_info.RED,
min: draw_info.BLACK}, True)
lst[i], lst[min] = lst[min], lst[i]
yield True
return lst
def main():
run = True
clock = pygame.time.Clock()
n = 50
min_val = 0
max_val = 100
lst = generate_starting_list(n, min_val, max_val)
draw_info = DrawInformation(800, 600, lst)
sorting = False
ascending = True
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
sorting_algorithm_generator = None
while run:
clock.tick(60)
if sorting:
try:
next(sorting_algorithm_generator) #yield returns to here and is called again
except StopIteration:
sorting = False
else:
draw(draw_info, sorting_algo_name, ascending)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.VIDEORESIZE:
draw_info.set_dimensions()
if event.type != pygame.KEYDOWN:
continue
if event.key == pygame.K_r:
lst = generate_starting_list(n, min_val, max_val)
draw_info.set_list(lst)
sorting = False
elif event.key == pygame.K_SPACE and sorting == False:
sorting = True
sorting_algorithm_generator = sorting_algorithm(
draw_info, ascending)
elif event.key == pygame.K_a and not sorting:
ascending = True
elif event.key == pygame.K_d and not sorting:
ascending = False
elif event.key == pygame.K_i and not sorting:
sorting_algorithm = insertion_sort
sorting_algo_name = "Insertion Sort"
elif event.key == pygame.K_b and not sorting:
sorting_algorithm = bubble_sort
sorting_algo_name = "Bubble Sort"
elif event.key == pygame.K_s and not sorting:
sorting_algorithm = selection_sort
sorting_algo_name = "Selection Sort"
pygame.quit()
if __name__ == "__main__":
main()