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import pygame
import time
import math as m
class Model(object):
"""Representation of all of the objects being displayed
Attributes: size, width, height, nodes, n, clines, panning, mouse_pos, boxes,
rectangle, scale"""
def __init__(self, size, boxes=None):
self.size = size #size of the window of the model
self.width = size[0]
self.height = size[1]
self.nodes = [] #holds all of the nodes in the model
self.n = 3 #1 + the number of new nodes produced with an expansion
self.nodes.append(Node('',size[0]/2,size[1]/2))
#self.nodes.extend(self.nodes[0].init_expand(1,self.n))
self.clines = [] #holds the connection lines of the model
for i in range(1,len(self.nodes)):
self.clines.append(ConnectionLine(self.nodes[0], self.nodes[-i]))
self.panning = False #flag to tell if the model is currently panning
self.mouse_pos = None
self.boxes = [] #contians all the boxes in the model
self.boxes.append(Box('Main Box'))
self.rectangle = pygame.Rect(((size[0]/10),(size[1]/10),(size[0]/2),(size[1]/10)))
self.scale = 1 #the current scale of the model, keeps track of zooming
self.inputbox = Inputbox()
self.inputboxes = []
self.inputboxdisplay_list = []
self.click_flag = False
self.type_flag = False
def zoom_in(self,center,scale = 1.05):
"""Zooms in around the center by a factor of scale
center: tuple containing the center about which the screen will
be dilated
scale: value representing how far to zoom in"""
for node in self.nodes:
if node.x *scale >= 2**30 or node.y *scale >= 2**30:
print('max depth reached')
return
for node in self.nodes:
node.x = (node.x - center[0])*scale + center[0]
node.y = (node.y - center[1])*scale + center[1]
for cline in self.clines:
cline.update()
self.scale = self.scale * scale
def zoom_out(self,center, scale = 0.95):
"""Zooms out around the center by a factor of scale
center: tuple containing the center about which the screen will
be dilated
scale: float representing dilation"""
for node in self.nodes:
node.x = (node.x - center[0])*scale + center[0]
node.y = (node.y - center[1])*scale + center[1]
for cline in self.clines:
cline.update()
self.scale = self.scale * scale
def pan(self,dx,dy):
"""Moves everything on the screen by dx,dy
dx: movement in the x direction
dy: movement in the y direction"""
for node in self.nodes:
node.x = node.x + dx
node.y = node.y + dy
for cline in self.clines:
cline.update()
def dive(self, depth):
"""Expands each node in the current model out to a fixed depth
depth: int, determines how far the model evaluates new nodes"""
for i in range(depth):
for i in range(len(self.nodes)):
node = self.nodes[i]
if node.expanded == False:
self.nodes.extend(node.expand_n(self.scale, self.n))
for i in range(1, self.n):
self.clines.append(ConnectionLine(node, self.nodes[-i]))
def delete_branch(self, node_index):
"""Returns a list of nodes and connection lines excluding the ones
farther out on the tree of the node at self.nodes[node_index]"""
self.nodes[node_index].recursive_del()
new_nodes = [node for node in self.nodes if not node.deleted]
new_clines = [cline for cline in self.clines if not (cline.start.deleted or cline.end.deleted)]
return new_nodes, new_clines
class Viewer(object):
"""Displays the model
Attributes: model, screen"""
def __init__(self,model):
self.model = model
self.screen = pygame.display.set_mode(self.model.size)
def draw(self):
"""Displays all the connecting lines, then the nodes, and finally the
titles of each node"""
self.screen.fill(pygame.Color(28, 172, 229))
for cline in self.model.clines: #draw all of the connection lines, but only if they are one screen
cline.update()
if 0 <= (cline.start.x <= self.model.size[0] and 0<= cline.start.y <= self.model.size[1]) or (0 <= cline.end.x <= self.model.size[0] and 0<= cline.end.y <= self.model.size[1]):
pygame.draw.lines(self.screen, pygame.Color(200, 200, 200), False, cline.points,
ConnectionLine.line_width)
for node in self.model.nodes: #draw all of the nodes, but only if they are on screen
if 0 <= node.x <= self.model.size[0] and 0<= node.y <= self.model.size[1]:
pygame.draw.circle(self.screen, pygame.Color(175,175,175),
(int(node.x),int(node.y)), node.size,0)
for cline in self.model.clines: #use the length of each connection line to determine whether or not to draw a node title
if 0 <= (cline.start.x <= self.model.size[0] and 0<= cline.start.y <= self.model.size[1]) or (0 <= cline.end.x <= self.model.size[0] and 0<= cline.end.y <= self.model.size[1]):
if cline.length >=50: #this value changes the threshold for displaying text
self.screen.blit(cline.end.text_surface, (cline.end.x-15, cline.end.y-20))
first_node = self.model.nodes[0]
self.screen.blit(first_node.text_surface, (first_node.x-15, first_node.y+20))
for box in self.model.boxes:
pygame.draw.rect(self.screen,pygame.Color(225,225,225),pygame.Rect(((((self.model.width/2)-(self.model.width/4)),self.model.height/10,(self.model.width/2),(self.model.height/25)))))
for lox in self.model.inputboxdisplay_list:
pygame.draw.rect(self.screen,pygame.Color(200,200,200),pygame.Rect(((((self.model.width/2)-(self.model.width/4)),self.model.height/10,(self.model.width/2),(self.model.height/25)))))
font1 = pygame.font.SysFont('Arial',32)
text1 = font1.render('Search wikipedia...', True, (100,100,100))
if len(self.model.inputbox.string) == 0:
self.screen.blit(text1,(((self.model.width/2)-(self.model.width/4)),self.model.height/10))
pass
for zebox in self.model.inputboxes:
font = pygame.font.SysFont('Arial',32)
my_string = str(zebox.string)
text = font.render(my_string, True, (50,50,50))
self.screen.blit(text,(((self.model.width/2)-(self.model.width/4)),self.model.height/10))
pygame.display.update()
class Controler(object):
"""Handles user input into the model"""
def __init__(self, model):
self.model = model
def handle_event(self, event):
"""Updates model according to type of input"""
if model.panning: #if currently panning, pan by the mouse movement since last check
dx = pygame.mouse.get_pos()[0] - self.model.mouse_pos[0]
dy = pygame.mouse.get_pos()[1] - self.model.mouse_pos[1]
self.model.pan(dx,dy)
self.model.mouse_pos = pygame.mouse.get_pos() #update mouse position
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 5: #zoom in with scroll up
m_pos = pygame.mouse.get_pos()
self.model.zoom_in(m_pos)
elif event.button == 4: #zoom out with scroll down
m_pos = pygame.mouse.get_pos()
self.model.zoom_out(m_pos)
elif event.button == 3: #when right click is pressed, check if it is over a node
m_pos = pygame.mouse.get_pos()
for node in self.model.nodes:
if ((m_pos[0]-node.x)**2+(m_pos[1]-node.y)**2)**.5 <= Node.node_size:
new_stuff = self.model.delete_branch(self.model.nodes.index(node))
self.model.nodes = new_stuff[0] #give model a new list not containing the "deleted" nodes
self.model.clines = new_stuff[1]
elif event.button == 1: #case for left click
m_pos = pygame.mouse.get_pos()
for node in self.model.nodes: #check if the click is over a non-expanded node, if so, expand it
if ((m_pos[0]-node.x)**2+(m_pos[1]-node.y)**2)**.5 <= Node.node_size and not node.expanded:
if self.model.nodes.index(node) == 0:
self.model.nodes.extend(node.init_expand(self.model.scale, self.model.n))
for i in range(self.model.n):
self.model.clines.append(ConnectionLine(node, self.model.nodes[-i-1]))
self.model.zoom_in((int(node.x),int(node.y)),(m.sqrt(5)+model.n-2)/2)
break
else:
self.model.nodes.extend(node.expand_n(self.model.scale, self.model.n))
for i in range(1,self.model.n):
self.model.clines.append(ConnectionLine(node, self.model.nodes[-i]))
self.model.zoom_in((int(node.x),int(node.y)),(m.sqrt(5)+model.n-2)/2)
break
rect = self.model.rectangle
if rect[0] < m_pos[0] < rect[0]+rect[2] and rect[1] < m_pos[1] < rect[1]+rect[3]:
self.model.click_flag = True
self.model.inputboxdisplay_list.append('yes')
else:
self.model.click_flag = False
del self.model.inputboxdisplay_list[:]
if pygame.mouse.get_pressed()[0]: #if the mouse is held down and not in the seach bar, turn on panning
rect = self.model.rectangle
m_pos = pygame.mouse.get_pos()
if not (rect[0] < m_pos[0] < rect[0]+rect[2] and rect[1] < m_pos[1] < rect[1]+rect[3]):
self.model.panning = True
self.model.mouse_pos = pygame.mouse.get_pos() #update model mouse_pos
elif pygame.mouse.get_pressed()[0] == False:
self.model.panning = False
if event.type == pygame.KEYDOWN:
if self.model.click_flag == True:
if event.key == pygame.K_a:
self.model.inputbox.string += 'a'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_b:
self.model.inputbox.string += 'b'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_c:
self.model.inputbox.string += 'c'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_d:
self.model.inputbox.string += 'd'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_e:
self.model.inputbox.string += 'e'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_f:
self.model.inputbox.string += 'f'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_g:
self.model.inputbox.string += 'g'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_h:
self.model.inputbox.string += 'h'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_i:
self.model.inputbox.string += 'i'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_j:
self.model.inputbox.string += 'j'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_k:
self.model.inputbox.string += 'k'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_l:
self.model.inputbox.string += 'l'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_m:
self.model.inputbox.string += 'm'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_n:
self.model.inputbox.string += 'n'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_o:
self.model.inputbox.string += 'o'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_p:
self.model.inputbox.string += 'p'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_q:
self.model.inputbox.string += 'q'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_r:
self.model.inputbox.string += 'r'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_s:
self.model.inputbox.string += 's'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_t:
self.model.inputbox.string += 't'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_u:
self.model.inputbox.string += 'u'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_v:
self.model.inputbox.string += 'v'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_w:
self.model.inputbox.string += 'w'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_x:
self.model.inputbox.string += 'x'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_y:
self.model.inputbox.string += 'y'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_z:
self.model.inputbox.string += 'z'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_BACKSPACE:
self.model.inputbox.string = self.model.inputbox.string[:len(self.model.inputbox.string)-1]
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_TAB:
del self.model.inputboxdisplay_list[:]
if event.key == pygame.K_CLEAR:
del self.model.inputboxes[:]
self.model.inputbox.string = ''
if event.key == pygame.K_RETURN:
new_stuff = self.model.delete_branch(0)
self.model.nodes = new_stuff[0] #give model a new list not containing the "deleted" nodes
self.model.clines = new_stuff[1]
self.model.nodes[0].title = self.model.inputbox.string
self.model.nodes[0].x = self.model.size[0]/2
self.model.nodes[0].y = self.model.size[1]/2
self.model.inputbox.string = ''
self.model.nodes[0].update()
if event.key == pygame.K_ESCAPE:
del self.model.inputboxdisplay_list[:]
if event.key == pygame.K_SPACE:
self.model.inputbox.string += ' '
if event.key == pygame.K_EXCLAIM:
self.model.inputbox.string += '!'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_QUOTEDBL:
self.model.inputbox.string += '"'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_HASH:
self.model.inputbox.string += '#'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_DOLLAR:
self.model.inputbox.string += '$'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_AMPERSAND:
self.model.inputbox.string += '&'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_QUOTE:
self.model.inputbox.string += "'"
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_LEFTPAREN:
self.model.inputbox.string += '('
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_RIGHTPAREN:
self.model.inputbox.string += ')'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_ASTERISK:
self.model.inputbox.string += '*'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_PLUS:
self.model.inputbox.string += '+'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_COMMA:
self.model.inputbox.string += ','
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_MINUS:
self.model.inputbox.string += '-'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_PERIOD:
self.model.inputbox.string += '.'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_SLASH:
self.model.inputbox.string += '/'
self.model.inputboxes.append(self.model.inputbox)
if event.key == pygame.K_d: #if d is pressed, expand every unexpanded node
self.model.dive(1)
if event.key == pygame.K_1: #number keys set the model's n value
self.model.n = 1
if event.key == pygame.K_2:
self.model.n = 2
if event.key == pygame.K_3:
self.model.n = 3
if event.key == pygame.K_4:
self.model.n = 4
if event.key == pygame.K_5:
self.model.n = 5
if event.key == pygame.K_6:
self.model.n = 6
if event.key == pygame.K_7:
self.model.n = 7
if event.key == pygame.K_8:
self.model.n = 8
if event.key == pygame.K_9:
self.model.n = 9
class Inputbox(object):
def __init__(self,string=''):
self.string = string
class Box(object):
"""A clickable box where the user enters the title of the page she/he is
interested in"""
def __init__(self,title=''):
self.title = title
def __str__(self):
return '%s at (%d,%d)' % (title,x,y)
class Node(object):
"""A clickable node appearing in a web, which produces more nodes (children)
when clicked
Attributes: x, y, title, size, level, expanded, angle, text_surface,
children, deleted, times_refreshed"""
pygame.font.init()
node_size = 10
node_font = pygame.font.SysFont('Arial', 13)
def __init__(self,title,x,y, level = 1, angle = 0):
self.children = [] #nodes created from the expansion of this node
self.x = x
self.y = y
self.title = title #title of the article linked to by the node
self.size = Node.node_size
self.level = level #how many clicks the node is away from the center
self.expanded = False #whether the node has children
self.angle = angle #angle from a horizontal line formed by the segemnt from this node's parent to it
self.text_surface = Node.node_font.render(self.title, False, (0,0,0))
self.deleted = False #flag for use in the removal of nodes from the model
self.times_refreshed = 0 #number of times the node has been expanded (after deletion of its children)
def __str__(self):
return '%d,%d' % (self.x,self.y)
def update(self):
self.text_surface = Node.node_font.render(self.title, False, (0,0,0))
def init_expand(self, scale =1, n =3):
"""Produces n nodes surrouding self in a regular n-gon
scale: float, the scale factor of the Model
n: number of new nodes to make"""
r = 100*scale
segment_angle = 360/n
new_nodes = []
thetas = [90]
for i in range(n-1):
thetas.append(thetas[-1]+segment_angle)
for theta in thetas:
for theta in thetas:
temp = Node(str(theta),self.x + r*m.cos(m.radians(theta)), self.y - r*m.sin(m.radians(theta)), self.level + 1, theta)
new_nodes.append(temp)
self.children.append(temp)
self.expanded = True
return new_nodes
def expand_n(self,scale, n = 3):
"""Returns nodes such that they form a regular n-gon in a pattern which
forms a non-intersecting fractal
scale: float, scale factor of the Model
n: number of sides of the polygon greated (n-1 new nodes are created)"""
r = 100*scale/((m.sqrt(5)+ n - 2)/2)**(self.level) #formula to produce node distances such that clines are non-intersecting
thetas = []
new_nodes = []
segment_angle = 360/n
if n%2 == 0: #case for even n values
thetas.append(self.angle)
for i in range(n-1): #produces the angles of the new nodes
angle = thetas[-1] + segment_angle
if not(179 < abs(angle-self.angle) < 181):
thetas.append(angle)
else:
thetas.append(angle + segment_angle)
else: #case for odd n values
thetas.append(self.angle + segment_angle/2)
for i in range(n-1): #produces the angles of the new nodes
angle = thetas[-1] + segment_angle
if not(179 < abs(angle-self.angle) < 181):
thetas.append(angle)
else:
thetas.append(angle + segment_angle)
for theta in thetas: #produces new nodes
temp = Node(str(theta),self.x + r*m.cos(m.radians(theta)), self.y - r*m.sin(m.radians(theta)), self.level + 1, theta)
new_nodes.append(temp)
self.children.append(temp)
return new_nodes
def recursive_del(self, first = True):
"""Changes the attribute 'deleted' to true in the children and children's
children of a node"""
if not first:
self.deleted = True
self.expanded = False
self.times_refreshed += 1
first = False
if self.children == []:
return
for child in self.children:
child.recursive_del(first)
class ConnectionLine(object):
"""A line connecting a node to each of it's children, the length being determined
by the locations of the nodes within it
Attributes: start, end, x0, x1, y0, y1, length, points"""
line_width = 3
def __init__(self,start,end):
"""Start and end are nodes"""
self.start = start
self.end = end
self.x0 = start.x
self.y0 = start.y
self.x1 = end.x
self.y1 = end.y
self.length = m.sqrt((self.x1 - self.x0)**2 + (self.y1-self.y0)**2)
self.points = [(self.x0,self.y0), (self.x1, self.y1)] #list containing end points as tuples
def __str__(self):
return 'Start: %s End: %s' % (str(self.start),str(self.end))
def update(self):
"""Recalculates the line endpoints and length when nodes are changed"""
self.x0 = self.start.x
self.y0 = self.start.y
self.x1 = self.end.x
self.y1 = self.end.y
self.length = m.sqrt((self.x1 - self.x0)**2 + (self.y1-self.y0)**2)
self.points = [(self.x0,self.y0), (self.x1, self.y1)]
if __name__ == '__main__':
pygame.init()
pygame.font.init()
node1 = Node('Node1',1,2)
node2 = Node('Node2',3,4)
running = True
model = Model((1000,1000))
view = Viewer(model)
controler = Controler(model)
#view.draw()
k=0
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
break
controler.handle_event(event)
view.draw()
time.sleep(.001)
pygame.quit()