/** * Window responsible for displaying the experiment stimuli * * @author Alain Pitiot * @version 2020.5 * @copyright (c) 2020 Ilixa Ltd. ({@link http://ilixa.com}) * @license Distributed under the terms of the MIT License */ import {Color} from '../util/Color'; import {PsychObject} from '../util/PsychObject'; import {MonotonicClock} from '../util/Clock'; import {Logger} from "./Logger"; /** *

Window displays the various stimuli of the experiment.

*

It sets up a [PIXI]{@link http://www.pixijs.com/} renderer, which we use to render the experiment stimuli.

* * @name module:core.Window * @class * @extends PsychObject * @param {Object} options * @param {module:core.PsychoJS} options.psychoJS - the PsychoJS instance * @param {string} [options.name] the name of the window * @param {boolean} [options.fullscr= false] whether or not to go fullscreen * @param {Color} [options.color= Color('black')] the background color of the window * @param {string} [options.units= 'pix'] the units of the window * @param {boolean} [options.waitBlanking= false] whether or not to wait for all rendering operations to be done * before flipping * @param {boolean} [options.autoLog= true] whether or not to log */ export class Window extends PsychObject { /** * Getter for monitorFramePeriod. * * @name module:core.Window#monitorFramePeriod * @function * @public */ get monitorFramePeriod() { return this._monitorFramePeriod; } constructor({ psychoJS, name, fullscr = false, color = new Color('black'), units = 'pix', waitBlanking = false, autoLog = true } = {}) { super(psychoJS, name); // messages to be logged at the next "flip": this._msgToBeLogged = []; // list of all elements, in the order they are currently drawn: this._drawList = []; this._addAttributes(Window, fullscr, color, units, waitBlanking, autoLog); this._addAttribute('size', []); // setup PIXI: this._setupPixi(); // monitor frame period: this._monitorFramePeriod = 1.0 / this.getActualFrameRate(); this._frameCount = 0; this._flipCallbacks = []; // fullscreen listener: this._windowAlreadyInFullScreen = false; const self = this; document.addEventListener('fullscreenchange', (event) => { self._windowAlreadyInFullScreen = !!document.fullscreenElement; console.log('windowAlreadyInFullScreen:', self._windowAlreadyInFullScreen); // the Window and all of the stimuli need to be updated: self._needUpdate = true; for (const stimulus of self._drawList) { stimulus._needUpdate = true; } }); if (this._autoLog) { this._psychoJS.experimentLogger.exp(`Created ${this.name} = ${this.toString()}`); } } /** * Close the window. * *

Note: this actually only removes the canvas used to render the experiment stimuli.

* * @name module:core.Window#close * @function * @public */ close() { if (!this._renderer) { return; } if (document.body.contains(this._renderer.view)) { document.body.removeChild(this._renderer.view); } // destroy the renderer and the WebGL context: if (typeof this._renderer.gl !== 'undefined') { const extension = this._renderer.gl.getExtension('WEBGL_lose_context'); this._renderer.destroy(); extension.loseContext(); } else { this._renderer.destroy(); } window.removeEventListener('resize', this._resizeCallback); window.removeEventListener('orientationchange', this._resizeCallback); this._renderer = null; } /** * Estimate the frame rate. * * @name module:core.Window#getActualFrameRate * @function * @public * @return {number} always returns 60.0 at the moment * * @todo estimate the actual frame rate. */ getActualFrameRate() { // TODO return 60.0; } /** * Take the browser full screen if possible. * * @name module:core.Window#adjustScreenSize * @function * @public */ adjustScreenSize() { // (!window.screenTop && !window.screenY) does not work in all browsers on all operating systems (e.g. Chrome on // Windows). As far as I can ascertain, as of 2019.08.01 there still does not seem to be a reliable way to // test whether the window is already fullscreen. // this._windowAlreadyInFullScreen = (!window.screenTop && !window.screenY); if (this.fullscr/* && !this._windowAlreadyInFullScreen*/) { this._psychoJS.logger.debug('Resizing Window: ', this._name, 'to full screen.'); if (typeof document.documentElement.requestFullscreen === 'function') { document.documentElement.requestFullscreen() .catch(() => { this.psychoJS.logger.warn('Unable to go fullscreen.'); }); } else if (typeof document.documentElement.mozRequestFullScreen === 'function') { document.documentElement.mozRequestFullScreen(); } else if (typeof document.documentElement.webkitRequestFullscreen === 'function') { document.documentElement.webkitRequestFullscreen(); } else if (typeof document.documentElement.msRequestFullscreen === 'function') { document.documentElement.msRequestFullscreen(); } else { this.psychoJS.logger.warn('Unable to go fullscreen.'); } } } /** * Take the browser back from full screen if needed. * * @name module:core.Window#closeFullScreen * @function * @public */ closeFullScreen() { if (this.fullscr) { this._psychoJS.logger.debug('Resizing Window: ', this._name, 'back from full screen.'); if (typeof document.exitFullscreen === 'function') { document.exitFullscreen() .catch(() => { this.psychoJS.logger.warn('Unable to close fullscreen.'); }); } else if (typeof document.mozCancelFullScreen === 'function') { document.mozCancelFullScreen(); } else if (typeof document.webkitExitFullscreen === 'function') { document.webkitExitFullscreen(); } else if (typeof document.msExitFullscreen === 'function') { document.msExitFullscreen(); } else { this.psychoJS.logger.warn('Unable to close fullscreen.'); } } } /** * Log a message. * *

Note: the message will be time-stamped at the next call to requestAnimationFrame.

* * @name module:core.Window#logOnFlip * @function * @public * @param {Object} options * @param {String} options.msg the message to be logged * @param {module:util.Logger.ServerLevel} [level = module:util.Logger.ServerLevel.EXP] the log level * @param {Object} [obj] the object associated with the message */ logOnFlip({ msg, level = Logger.ServerLevel.EXP, obj } = {}) { this._msgToBeLogged.push({msg, level, obj}); } /** * Callback function for callOnFlip. * * @callback module:core.Window~OnFlipCallback * @param {*} [args] optional arguments */ /** * Add a callback function that will run after the next screen flip, i.e. immediately after the next rendering of the * Window. * *

This is typically used to reset a timer or clock.

* * @name module:core.Window#callOnFlip * @function * @public * @param {module:core.Window~OnFlipCallback} flipCallback - callback function. * @param {...*} flipCallbackArgs - arguments for the callback function. */ callOnFlip(flipCallback, ...flipCallbackArgs) { this._flipCallbacks.push({function: flipCallback, arguments: flipCallbackArgs}); } /** * Render the stimuli onto the canvas. * * @name module:core.Window#render * @function * @public */ render() { if (!this._renderer) { return; } this._frameCount++; // render the PIXI container: this._renderer.render(this._rootContainer); if (typeof this._renderer.gl !== 'undefined') { // this is to make sure that the GPU is done rendering, it may not be necessary // [http://www.html5gamedevs.com/topic/27849-detect-when-view-has-been-rendered/] this._renderer.gl.readPixels(0, 0, 1, 1, this._renderer.gl.RGBA, this._renderer.gl.UNSIGNED_BYTE, new Uint8Array(4)); // blocks execution until the rendering is fully done: if (this._waitBlanking) { this._renderer.gl.finish(); } } // call the callOnFlip functions and remove them: for (let callback of this._flipCallbacks) { callback['function'](...callback['arguments']); } this._flipCallbacks = []; // log: this._writeLogOnFlip(); // prepare the scene for the next animation frame: this._refresh(); } /** * Update this window, if need be. * * @name module:core.Window#_updateIfNeeded * @function * @private */ _updateIfNeeded() { if (this._needUpdate) { if (this._renderer) { this._renderer.backgroundColor = this._color.int; } // we also change the background color of the body since the dialog popup may be longer than the window's height: document.body.style.backgroundColor = this._color.hex; this._needUpdate = false; } } /** * Recompute this window's draw list and _container children for the next animation frame. * * @name module:core.Window#_refresh * @function * @private */ _refresh() { this._updateIfNeeded(); // if a stimuli needs to be updated, we remove it from the window container, update it, then put it back for (const stimulus of this._drawList) { if (stimulus._needUpdate && typeof stimulus._pixi !== 'undefined') { this._rootContainer.removeChild(stimulus._pixi); stimulus._updateIfNeeded(); this._rootContainer.addChild(stimulus._pixi); } } } /** * Force an update of all stimuli in this window's drawlist. * * @name module:core.Window#_fullRefresh * @function * @private */ _fullRefresh() { this._needUpdate = true; for (const stimulus of this._drawList) { stimulus.refresh(); } this._refresh(); } /** * Setup PIXI. * *

A new renderer is created and a container is added to it. The renderer's touch and mouse events * are handled by the {@link EventManager}.

* * @name module:core.Window#_setupPixi * @function * @private */ _setupPixi() { // the size of the PsychoJS Window is always that of the browser this._size[0] = window.innerWidth; this._size[1] = window.innerHeight; // create a PIXI renderer and add it to the document: this._renderer = PIXI.autoDetectRenderer(this._size[0], this._size[1], { backgroundColor: this.color.int, resolution: window.devicePixelRatio }); this._renderer.view.style.transform = 'translatez(0)'; this._renderer.view.style.position = 'absolute'; document.body.appendChild(this._renderer.view); // we also change the background color of the body since the dialog popup may be longer than the window's height: document.body.style.backgroundColor = this._color.hex; // create a top-level PIXI container: this._rootContainer = new PIXI.Container(); this._rootContainer.interactive = true; // set the initial size of the PIXI renderer and the position of the root container: Window._resizePixiRenderer(this); // touch/mouse events are treated by PsychoJS' event manager: this.psychoJS.eventManager.addMouseListeners(this._renderer); // update the renderer size and the Window's stimuli whenever the browser's size or orientation change: this._resizeCallback = (e) => { Window._resizePixiRenderer(this, e); this._fullRefresh(); }; window.addEventListener('resize', this._resizeCallback); window.addEventListener('orientationchange', this._resizeCallback); } /** * Adjust the size of the renderer and the position of the root container * in response to a change in the browser's size. * * @name module:core.Window#_resizePixiRenderer * @function * @private * @param {module:core.Window} pjsWindow - the PsychoJS Window * @param event */ static _resizePixiRenderer(pjsWindow, event) { pjsWindow._psychoJS.logger.debug('resizing Window: ', pjsWindow._name, 'event:', JSON.stringify(event)); // update the size of the PsychoJS Window: pjsWindow._size[0] = window.innerWidth; pjsWindow._size[1] = window.innerHeight; // update the PIXI renderer: pjsWindow._renderer.view.style.width = pjsWindow._size[0] + 'px'; pjsWindow._renderer.view.style.height = pjsWindow._size[1] + 'px'; pjsWindow._renderer.view.style.left = '0px'; pjsWindow._renderer.view.style.top = '0px'; pjsWindow._renderer.resize(pjsWindow._size[0], pjsWindow._size[1]); // setup the container such that (0,0) is at the centre of the window // with positive coordinates to the right and top: pjsWindow._rootContainer.position.x = pjsWindow._size[0] / 2.0; pjsWindow._rootContainer.position.y = pjsWindow._size[1] / 2.0; pjsWindow._rootContainer.scale.y = -1; } /** * Send all logged messages to the {@link Logger}. * * @name module:core.Window#_writeLogOnFlip * @function * @private */ _writeLogOnFlip() { const logTime = MonotonicClock.getReferenceTime(); for (const entry of this._msgToBeLogged) { this._psychoJS.experimentLogger.log(entry.msg, entry.level, logTime, entry.obj); } this._msgToBeLogged = []; } }