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sort.py
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import array
import math
import sys
from contextlib import nullcontext
from random import SystemRandom
import pygame
HEIGHT = 480
WIDTH = 640
TAU = math.pi * 2
TOTAL = 128
BAR_SIZE = 24
random = SystemRandom()
class Bar:
border_size = 2
font_size = 14
def __init__(self, size, screen, pos=(0, 0)):
self.size = size
self.margin = 8
self.screen = screen
self.pos = pygame.Rect(pos[0], pos[1], screen.get_width(), size)
self.text = pygame.font.SysFont("Monospace", self.font_size, False)
self.textb = pygame.font.SysFont("Monospace", self.font_size, True)
self.border = pygame.Rect(
self.pos.x + self.border_size,
self.pos.y + self.border_size,
self.pos.width - (self.border_size * 2),
self.pos.height - (self.border_size * 2),
)
self.surface = pygame.Surface(pygame.Vector2(self.pos.w, self.pos.h))
# red is border
# darkmagenta is inner
# text_color is green
def draw_next_text(self, text, pos, color, bold=False):
if bold:
text_render = self.textb.render
else:
text_render = self.text.render
text_image = text_render(text, True, color)
self.surface.blit(text_image, pos)
pos += pygame.Vector2(text_image.get_width() + self.margin, 0)
def draw(self, *texts):
# TODO avoid redraw - BUG
self.surface.fill("darkmagenta")
accum = pygame.Vector2(self.margin, self.border_size)
text = " - ".join(texts)
self.draw_next_text(text, accum, "white", True)
self.screen.blit(self.surface, self.pos)
# TODO maybe implement draw event - as observer
class Grid:
margin = 1
def __init__(self, screen, padding_top, padding_bottom=0):
self.pos = pygame.Vector2(0, padding_top)
self.size = pygame.Vector2(screen.get_width(), screen.get_height() - padding_top - padding_bottom)
self.screen = screen
self.surface = pygame.Surface(self.size)
self.last_dirty_indexes = []
# TODO move to theme
# blue is background
# white is idle
# red is touched
# green finished
def draw_column(self, index, height, element, color):
top = self.size.x / height
left = self.size.y / height
width = max(top - 1, 1)
height = math.ceil(left) * element
pos = pygame.Rect(index * top, self.size.y - (element * left), width, height)
self.surface.fill(color, pos)
def draw_dirties(self, elements, dirties):
for index in self.last_dirty_indexes:
self.draw_column(index, len(elements), elements[index], "white")
for d in dirties:
self.draw_column(d, len(elements), len(elements), "blue")
self.draw_column(d, len(elements), elements[d], "red")
self.last_dirty_indexes = dirties.copy()
def draw_full(self, elements, color):
self.surface.fill("blue")
for column, element in enumerate(elements):
self.draw_column(column, len(elements), element, color)
def draw(self, elements, dirty_index, finished):
if dirty_index:
self.draw_dirties(elements, dirty_index)
else:
color = "white"
if finished:
color = "green"
self.draw_full(elements, color)
self.screen.blit(self.surface, self.pos)
class BubbleSort:
def __init__(self, elements):
self.elements = elements
self.finished = True
self.step_count = 0
self.steps_left = len(self.elements) - 1
self.index_step = 0
self.dirty_index = []
def __str__(self):
return "Bubble Sort"
def __repr__(self):
return f"Finished: {self.finished} | Step count: {self.step_count} | Total: {len(self.elements)}"
def step(self):
self.dirty_index.clear()
if self.finished:
return False
if self.steps_left == 0:
self.finish()
return False
if self.index_step == self.steps_left:
self.index_step = 0
self.steps_left -= 1
return False
elements = self.elements
i = self.index_step
iplus = i + 1
self.dirty_index.append(i)
if elements[i] > elements[iplus]:
elements[iplus], elements[i] = elements[i], elements[iplus]
self.dirty_index.append(iplus)
self.index_step += 1
self.step_count += 1
return True
def finish(self):
self.dirty_index = []
self.finished = True
class Event:
QUIT = (pygame.QUIT, None)
ESC = (pygame.KEYDOWN, pygame.K_ESCAPE)
SHUFFLE = (pygame.KEYDOWN, pygame.K_RETURN)
PAUSE = (pygame.KEYDOWN, pygame.K_SPACE)
NEXT_STEP = (pygame.KEYDOWN, pygame.K_n)
RESTART = (pygame.KEYDOWN, pygame.K_BACKSPACE)
RANDOMIZE = (pygame.KEYDOWN, pygame.K_r)
MUTE = (pygame.KEYDOWN, pygame.K_m)
@classmethod
def manual(cls):
manual_itens = {"PAUSE": "space", "SHUFFLE": "enter", "RESTART": "backspace"}
ignore = ["QUIT", "ESC"]
attrs = (name for name in vars(cls).keys() if name.isupper() and name not in ignore)
manual = []
for attr in attrs:
if attr in manual_itens.keys():
manual.append("[{}]{}".format(manual_itens[attr], attr.lower()))
else:
manual.append("[{}]{}".format(attr[0].lower(), attr[1:].lower()))
return " ".join(manual)
def get(self):
for event in pygame.event.get():
yield (event.type, getattr(event, "key", None))
class Beeper:
bits = 16 # int16
sample_rate = 44100 # CD Quality
freq = 440 # Hz
volume = 0.1
def __init__(self, size, start=0, duration=0.04):
"Generate one sample per index"
self.duration = duration
self.size = size
self.beeps = []
self.start = start
pygame.mixer.init()
pygame.mixer.pre_init(self.sample_rate, self.bits)
def __getitem__(self, index):
return self.beeps[index]
def sin_wave(self, amp, freq, t):
return int(amp * math.sin(TAU * freq * t))
def wave(self, freq, duration, speaker=None):
amp = 2 ** (self.bits - 1) - 1 # amplitude of 32767 bits
sample_range = range(0, int(duration * self.sample_rate))
buffer = array.array("i", (0 for _ in sample_range))
for sample in sample_range:
time_len = sample / self.sample_rate
sine = self.sin_wave(amp, freq, time_len)
buffer[sample] = int(sine * self.volume)
return buffer
def n_note(self, i):
seed = math.pi
return self.freq + (i * seed)
def generate(self):
for i in range(self.start, self.size):
freq = self.n_note(i)
buffer = self.wave(freq, self.duration)
sound = pygame.mixer.Sound(buffer=buffer)
self.beeps.append(sound)
class Timer:
def __init__(self, title=None):
self.title = (title or "").title()
self.total = 0
self._frame_time = 0
def reset(self):
self.total = 0
def start_tick(self):
self._frame_time = pygame.time.get_ticks()
def end_tick(self):
self.total += pygame.time.get_ticks() - self._frame_time
self._frame_time = 0
def __str__(self):
if self.title:
return f"[TIMER] {self.title} took {self.total}ms"
return "{self.total}ms"
def __enter__(self):
self.start_tick()
return self
def __exit__(self, *exc):
self.end_tick()
class Engine:
def __init__(self, height, width, array_len, timer):
pygame.init()
self.screen = pygame.display.set_mode((width, height))
self.mute = False
self.play = False
self.algorithms = []
self.algorithm = None
self.array_len = array_len
self.timer = timer
@property
def title(self):
pygame.display.get_caption()
@title.setter
def title(self, title):
pygame.display.set_caption(title)
@property
def algorithm_class(self):
if self.algorithm is None:
return self.algorithms[0]
return self.algorithms[self.algorithms.index(self.algorithm.__class__)]
@property
def finished(self):
return self.algorithm.finished
def time_it(self, force):
if self.play or force:
return self.timer
return nullcontext()
def add_algorithm(self, algorithm):
self.algorithms.append(algorithm)
if not self.algorithm:
self.reset()
def reset(self, shuffle=False, randomize=False):
elements = list(range(0, self.array_len))
finished = True
self.play = False
if shuffle:
random.shuffle(elements)
finished = False
elif randomize:
elements = [random.randint(0, self.array_len) for _ in range(0, self.array_len)]
finished = False
algorithm = self.algorithm_class(elements)
algorithm.finished = finished
self.algorithm = algorithm
self.timer.reset()
def end_frame(self):
pygame.display.update()
def shutdown(self):
print(self.algorithm.elements)
pygame.quit()
sys.exit(0)
def run(self, force=False):
t = False
if self.play or force:
t = self.algorithm.step()
if self.algorithm.finished:
self.play = False
return t, self.algorithm
engine = Engine(HEIGHT, WIDTH, TOTAL, Timer())
engine.title = "Sorting Algorithms"
engine.add_algorithm(BubbleSort)
bar = Bar(BAR_SIZE, engine.screen)
bar_bottom = Bar(BAR_SIZE, engine.screen, (0, HEIGHT - BAR_SIZE))
grid = Grid(engine.screen, BAR_SIZE, BAR_SIZE)
event = Event()
beeper_time = Timer("generate beeps")
# beeper_time2 = Timer("generate beeps 2")
# beeper = Beeper(engine.array_len, engine.array_len - int(engine.array_len / 2))
# beeper = Beeper(engine.array_len - int(engine.array_len / 2))
# beeper.generate()
with beeper_time:
beeper = Beeper(engine.array_len)
beeper.generate()
print(str(beeper_time))
event_manual = event.manual()
bar_bottom.draw(event_manual)
while True:
run_step = False
for ev in event.get():
match ev:
case event.ESC | event.QUIT:
engine.shutdown()
case event.SHUFFLE:
engine.reset(shuffle=True)
case event.PAUSE:
engine.play = not engine.play
case event.RESTART:
engine.reset()
case event.RANDOMIZE:
engine.reset(randomize=True)
case event.MUTE:
engine.mute = not engine.mute
case event.NEXT_STEP:
run_step = True
# TODO split timer for algorithm and all draws
with engine.time_it(force=run_step):
t, algorithm = engine.run(force=run_step)
if not engine.mute and t:
beeper[algorithm.dirty_index[-1]].play()
grid.draw(algorithm.elements, algorithm.dirty_index, engine.finished)
bar.draw(str(algorithm), repr(algorithm), f"{engine.timer.total}ms", ("[MUTED]" if engine.mute else ""))
engine.end_frame()
engine.shutdown()