#include "structs.h" #include #include #include #include #define WINDOW_WIDTH 800 #define WINDOW_HEIGHT 600 #define NODE_RADIUS 15 #define ITERATIONS 500 // layout simulation steps #define COOLING 0.97 // temperature cooling rate typedef struct { double x, y; // position double vx, vy; // velocity / displacement } layout_node_t; static void draw_circle(SDL_Renderer *renderer, int cx, int cy, int r) { for (int dy = -r; dy <= r; dy++) { int dx = (int)sqrt((double)(r * r - dy * dy)); SDL_RenderDrawLine(renderer, cx - dx, cy + dy, cx + dx, cy + dy); } } // Fruchterman-Reingold force-directed layout static layout_node_t *compute_layout(const graph_t *graph) { int n = graph->n; layout_node_t *nodes = malloc(n * sizeof(layout_node_t)); if (!nodes) return NULL; // Seed random positions srand((unsigned)time(NULL)); for (int i = 0; i < n; i++) { nodes[i].x = (double)(rand() % (WINDOW_WIDTH - 100)) + 50; nodes[i].y = (double)(rand() % (WINDOW_HEIGHT - 100)) + 50; nodes[i].vx = 0; nodes[i].vy = 0; } double area = (WINDOW_WIDTH - 200) * (WINDOW_HEIGHT - 200); double k = sqrt(area / n); // optimal distance between nodes double temp = WINDOW_WIDTH * 0.1; // initial temperature for (int iter = 0; iter < ITERATIONS; iter++) { // Reset displacements for (int i = 0; i < n; i++) nodes[i].vx = nodes[i].vy = 0.0; // Repulsive forces (all pairs) for (int i = 0; i < n; i++) { for (int j = i + 1; j < n; j++) { double dx = nodes[i].x - nodes[j].x; double dy = nodes[i].y - nodes[j].y; double dist = sqrt(dx * dx + dy * dy); if (dist < 1.0) dist = 1.0; double force = (k * k) / dist; double fx = (dx / dist) * force; double fy = (dy / dist) * force; nodes[i].vx += fx; nodes[i].vy += fy; nodes[j].vx -= fx; nodes[j].vy -= fy; } } // Attractive forces (edges only) for (int i = 0; i < n; i++) { node_t *neighbor = graph->adj_lists[i]; while (neighbor) { int j = neighbor->id; if (i < j) { double dx = nodes[i].x - nodes[j].x; double dy = nodes[i].y - nodes[j].y; double dist = sqrt(dx * dx + dy * dy); if (dist < 1.0) dist = 1.0; double force = (dist * dist) / k; double fx = (dx / dist) * force; double fy = (dy / dist) * force; nodes[i].vx -= fx; nodes[i].vy -= fy; nodes[j].vx += fx; nodes[j].vy += fy; } neighbor = neighbor->next; } } // Apply displacements, clamped to temperature for (int i = 0; i < n; i++) { double disp = sqrt(nodes[i].vx * nodes[i].vx + nodes[i].vy * nodes[i].vy); if (disp < 1.0) disp = 1.0; double scale = fmin(disp, temp) / disp; nodes[i].x += nodes[i].vx * scale; nodes[i].y += nodes[i].vy * scale; // Keep nodes within window bounds with padding nodes[i].x = fmax(NODE_RADIUS + 10, fmin(WINDOW_WIDTH - NODE_RADIUS - 10, nodes[i].x)); nodes[i].y = fmax(NODE_RADIUS + 10, fmin(WINDOW_HEIGHT - NODE_RADIUS - 10, nodes[i].y)); } // Cool the temperature temp *= COOLING; } return nodes; } void render_graph(SDL_Renderer *renderer, const graph_t *graph) { if (!renderer || !graph || !graph->adj_lists) return; int n = graph->n; layout_node_t *layout = compute_layout(graph); if (!layout) return; // Clear background SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255); SDL_RenderClear(renderer); // Draw edges SDL_SetRenderDrawColor(renderer, 30, 30, 30, 255); for (int i = 0; i < n; i++) { node_t *neighbor = graph->adj_lists[i]; while (neighbor) { int j = neighbor->id; if (i < j) { SDL_RenderDrawLine(renderer, (int)layout[i].x, (int)layout[i].y, (int)layout[j].x, (int)layout[j].y); } neighbor = neighbor->next; } } // Draw nodes for (int i = 0; i < n; i++) { int x = (int)layout[i].x; int y = (int)layout[i].y; // Node fill SDL_SetRenderDrawColor(renderer, 100, 149, 237, 255); draw_circle(renderer, x, y, NODE_RADIUS); // Node border SDL_SetRenderDrawColor(renderer, 200, 220, 255, 255); for (int deg = 0; deg < 360; deg++) { double a = deg * M_PI / 180.0; SDL_RenderDrawPoint(renderer, x + (int)(NODE_RADIUS * cos(a)), y + (int)(NODE_RADIUS * sin(a))); } } free(layout); SDL_RenderPresent(renderer); }