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SudokuUI.py
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SudokuUI.py
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# Tufts University COMP 131, Summer 2020
# SudokuUI.py
# By: Sawyer Bailey Paccione
# Completed: 6/30/2020
#
# Description: The Graphical User Interface (GUI) representation of a Sudoku
# Board. It can be played simply or it can be solved with a
# combination of Algorithms and Search Heuristics
# Purpose: The Tkinter UI, responsible for drawing the board and accepting
# user input.
from tkinter import Tk, Canvas, Frame, Button, BOTH, TOP, BOTTOM, Checkbutton, X, LEFT, RIGHT, IntVar
from RadioBar import RadioBar
import time
import solver
MARGIN = 20 # Pixels around the board
SIDE = 50 # Width of every board cell.
WIDTH = HEIGHT = MARGIN * 2 + SIDE * 9 # Width and height of the whole board
class SudokuUI(Frame):
"""
__init__
Purpose: Initialize the Sudoku User Interface
Parameters: parent [tk.Frame], The frame that the board should be
printed into
game [SudokuBoard], The sudokuboard
Returns: Nothings
Effects: Opens a window
Notes:
"""
def __init__(self, parent, game):
self.game = game
Frame.__init__(self, parent)
self.parent = parent
self.row, self.col = -1, -1
self.__initUI()
"""
__initUI
Purpose: Initialize the visual aspects of the UI
Parameters: Nothing
Returns: Nothing
Effects: The Tkinter window
Notes:
"""
def __initUI(self):
self.parent.title("Sudoku")
self.pack(fill=BOTH)
self.canvas = Canvas(self,
width = WIDTH,
height = HEIGHT)
self.canvas.pack(fill = BOTH, side = TOP)
clear_button = Button(self,
text = "Clear answers",
command = self.__clear_answers)
clear_button.pack(fill = BOTH, side = BOTTOM)
self.__initSolvers()
quit_button = Button(self, text = 'Quit', command = self.quit)
quit_button.pack(fill = BOTH, side = BOTTOM)
# Button(self, text='Show', command=var_states).pack()
self.__draw_grid()
self.__draw_puzzle()
self.canvas.bind("<Button-1>", self.__cell_clicked)
self.canvas.bind("<Key>", self.__key_pressed)
"""
__initSolvers
Purpose: Initialize the algorithms, and heuristics radio bars and the
solve button
Parameters: Nothing
Returns: Nothing
Effects: The Tk UI of the sudoku window
Notes:
"""
def __initSolvers(self):
self.algo = RadioBar(self.parent, [('Back Tracking', 1),
('Forward Checking', 2),
('Back Jumping', 3)], "Algorithms:")
self.heur = RadioBar(self.parent, [('Basic', 1),
('Minimum Remaining Values', 2)],
"Search Heuristics:")
self.algo.pack(side = TOP, fill=X)
self.heur.pack(side = BOTTOM)
solve_button = Button(self.heur, text = 'Solve',
command = self.__run_algorithm)
solve_button.pack(side = BOTTOM)
self.steps = IntVar()
self.show_steps = Checkbutton(self.parent,
text = 'Show Steps',
variable = self.steps)
self.show_steps.pack(side = TOP)
"""
__run_algorithm
Purpose: Given the input from the radio bar, run the appropriate
algorithm/heuristic combinations
Parameters: Nothing
Returns: Nothing
Effects: The board and window
Notes:
"""
def __run_algorithm(self):
self.__clear_answers()
if (self.heur.v.get() == 1):
heuristic = solver.find_empty_basic
elif (self.heur.v.get() == 2):
heuristic = solver.minimum_remaining_values
domains = solver.set_domains(self.game)
if (self.algo.v.get() == 1):
if(self.__backtrackingUI(heuristic, domains)):
self.__draw_solved()
elif (self.algo.v.get() == 2):
if(self.__forwardcheckingUI(heuristic, domains)):
self.__draw_solved()
elif (self.algo.v.get() == 3):
if(self.__backjumpingUI(heuristic, domains)):
self.__draw_solved()
"""
__backtrackingUI
Purpose: Runs a simple backtracking algorithm
Parameters: heuristic [function], The search heuristic dictated by the
radio bar
domains [3D Array], The possible values of each positions
of the board given the constraints
Returns: [bool] The success of values in the board
Effects: The sudoku board
Notes:
"""
def __backtrackingUI(self, heuristic, domains):
next = heuristic(self.game, domains)
if not next:
return True
else:
self.game.unique_states += 1
row = next[0]
col = next[1]
for i in range(1,10):
self.game.board[row][col] = i
if (self.steps.get() == 1):
self.__draw_puzzle()
self.update()
if self.game.valid_input(row, col, i):
if self.__backtrackingUI(heuristic, domains):
return True
self.game.board[row][col] = 0
if (self.steps.get() == 1):
self.__draw_puzzle()
self.update()
return False
"""
__forwardcheckingUI
Purpose: Runs the forwardchecking algorithm
Parameters: heuristic [function], The search heuristic dictated by the
radio bar
domains [3D Array], The possible values of each positions
of the board given the constraints
Returns: [bool] The success of values in the board
Effects: The sudoku board
Notes:
"""
def __forwardcheckingUI(self, heuristic, domains):
next = heuristic(self.game, domains)
if (not next):
return True
else:
self.game.unique_states += 1
row = next[0]
col = next[1]
# print("Domain of ", row, col, domains[row][col])
for x in domains[row][col]:
solver.constrict_domains(self.game, row, col, x, domains)
self.game.board[row][col] = x
if (self.steps.get() == 1):
self.__draw_puzzle()
self.update()
if (not solver.empty_domain(self.game, domains)):
if self.__forwardcheckingUI(heuristic, domains):
return True
self.game.board[row][col] = 0
solver.repair_domains(self.game, row, col, x, domains)
if (self.steps.get() == 1):
self.__draw_puzzle()
self.update()
return False
"""
__backjumpingUI
Purpose: Runs the conflicted backjumping algorithm
Parameters: heuristic [function], The search heuristic dictated by the
radio bar
domains [3D Array], The possible values of each positions
of the board given the constraints
Returns: [bool] The success of values in the board
Effects: The sudoku board
Notes:
"""
def __backjumpingUI(self, heuristic, domains):
next = heuristic(self.game, domains)
if not next:
return True
else:
self.game.unique_states += 1
row = next[0]
col = next[1]
for x in domains[row][col]:
#Insert value and update accordingly
self.game.board[row][col] = x
solver.update_conflictsets(self.game, row, col, x, domains)
if (self.steps.get() == 1):
self.__draw_puzzle()
self.update()
empties = solver.empty_domain(self.game, domains)
if (not empties):
if(self.__backjumpingUI(heuristic, domains)):
return True
else:
# This assignment emptied a domain at empties[0], empties[1]
solver.backjump_from(self.game, empties[0], empties[1], domains)
self.game.board[row][col] = 0
solver.repair_domains(self.game, row, col, x, domains)
solver.repair_conflictset(self.game, row, col)
if (self.steps.get() == 1):
self.__draw_puzzle()
self.update()
# We only get here if we are jumping up
# Reset Domains and ConfSets below h
if([row, col] != self.game.backjump):
return False
# We jumped back to this position and exhausted all possibilities
# Domain exhausted
solver.backjump_from(self.game, row, col, domains)
return False
"""
__draw_grid
Purpose: Draws grid divided with blue lines into 3x3 squares
Parameters: Nothing
Returns: Nothing
Effects: The tkinter window
Notes:
"""
def __draw_grid(self):
for i in range(10):
color = "blue" if i % 3 == 0 else "gray"
x0 = MARGIN + i * SIDE
y0 = MARGIN
x1 = MARGIN + i * SIDE
y1 = HEIGHT - MARGIN
self.canvas.create_line(x0, y0, x1, y1, fill=color)
x0 = MARGIN
y0 = MARGIN + i * SIDE
x1 = WIDTH - MARGIN
y1 = MARGIN + i * SIDE
self.canvas.create_line(x0, y0, x1, y1, fill=color)
"""
__draw_puzzle
Purpose: Draws the values in the board
Parameters: Nothing
Returns: Nothing
Effects: The Tkinter Window
Notes:
"""
def __draw_puzzle(self):
self.canvas.delete("numbers")
for i in range(9):
for j in range(9):
answer = self.game.board[i][j]
if answer != 0:
x = MARGIN + j * SIDE + SIDE / 2
y = MARGIN + i * SIDE + SIDE / 2
original = self.game.start_board[i][j]
color = "black" if answer == original else "sea green"
self.canvas.create_text(
x, y, text=answer, tags="numbers", fill=color
)
"""
__draw_cursor
Purpose: Draws red lines around the box that you selected
Parameters: Nothing
Returns: Nothing
Effects: The Tkinter Window
Notes:
"""
def __draw_cursor(self):
self.canvas.delete("cursor")
if self.row >= 0 and self.col >= 0:
x0 = MARGIN + self.col * SIDE + 1
y0 = MARGIN + self.row * SIDE + 1
x1 = MARGIN + (self.col + 1) * SIDE - 1
y1 = MARGIN + (self.row + 1) * SIDE - 1
self.canvas.create_rectangle(
x0, y0, x1, y1,
outline="red", tags="cursor"
)
"""
__draw_victory
Purpose: Draws an orange circle that says victory
Parameters: Nothing
Returns: Nothing
Effects: The Tkinter Window
Notes:
"""
def __draw_victory(self):
# create a oval (which will be a circle)
x0 = y0 = MARGIN + SIDE * 2
x1 = y1 = MARGIN + SIDE * 7
self.canvas.create_oval(
x0, y0, x1, y1,
tags="victory", fill="dark orange", outline="orange"
)
# create text
x = y = MARGIN + 4 * SIDE + SIDE / 2
self.canvas.create_text(
x, y,
text="You win!", tags="victory",
fill="white", font=("Arial", 32)
)
"""
__draw_solved
Purpose: Draws an orange circle that says victory
Parameters: Nothing
Returns: Nothing
Effects: The Tkinter Window
Notes:
"""
def __draw_solved(self):
# create a oval (which will be a circle)
self.__draw_puzzle()
# x0 = y0 = MARGIN + SIDE * 2
# x1 = y1 = MARGIN + SIDE * 7
# self.canvas.create_oval(
# x0, y0, x1, y1,
# tags="victory", fill="DodgerBlue2", outline="navy"
# )
# # create text
# x = y = MARGIN + 4 * SIDE + SIDE / 2
# solved = "Solved: " + str(self.game.unique_states)
# self.canvas.create_text(
# x, y,
# text= solved, tags="victory",
# fill="white", font=("Helvetica", 30)
# )
self.game.unique_states = 1
"""
__cell_clicked
Purpose: Click the cell and represent it as clicked
Parameters: event [x, y] the X & Y coordinates of where exactly the user
clicked
Returns: Nothing
Effects: Tkinter window, the current row and col
Notes:
"""
def __cell_clicked(self, event):
# if self.game.game_over:
# return
x, y = event.x, event.y
if (MARGIN < x < WIDTH - MARGIN and MARGIN < y < HEIGHT - MARGIN):
self.canvas.focus_set()
# get row and col numbers from x,y coordinates
row, col = (y - MARGIN) // SIDE, (x - MARGIN) // SIDE
# if cell was selected already - deselect it
if (row, col) == (self.row, self.col):
self.row, self.col = -1, -1
elif self.game.board[row][col] == 0:
self.row, self.col = row, col
else:
self.row, self.col = -1, -1
self.__draw_cursor()
"""
__key_pressed
Purpose: In the event a key is pressed, the value is inserted into the
current cell if it is a digit
Parameters: event [tk.event]
Returns: Nothing
Effects: The window
Notes:
"""
def __key_pressed(self, event):
# if self.game.game_over:
# return
if self.row >= 0 and self.col >= 0 and event.char in "1234567890":
self.game.board[self.row][self.col] = int(event.char)
self.col, self.row = -1, -1
self.__draw_puzzle()
self.__draw_cursor()
if self.game.check_win():
self.__draw_victory()
"""
__clear_answers
Purpose: Clear the values inserted to the board
Parameters: Nothing
Returns: Nothing
Effects: tk Window
Notes:
"""
def __clear_answers(self):
self.game.start_over()
self.canvas.delete("victory")
self.__draw_puzzle()