/** * Window responsible for displaying the experiment stimuli * * @author Alain Pitiot * @version 3.0.0b13 * @copyright (c) 2018 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'; /** *

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 {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.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', 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, autoLog); this._addAttribute('size', []); // setup PIXI: this._setupPixi(); // monitor frame period: this._monitorFramePeriod = 1.0 / this.getActualFrameRate(); this._frameCount = 0; this._flipCallbacks = []; /*if (autoLog) logging.exp("Created %s = %s" % (self.name, str(self)));*/ } /** * 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 (document.body.contains(this._renderer.view)) document.body.removeChild(this._renderer.view); window.removeEventListener('resize', this._resizeCallback); window.removeEventListener('orientationchange', this._resizeCallback); } /** * 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() { if (this.fullscr) { if (typeof document.documentElement.requestFullscreen === 'function') document.documentElement.requestFullscreen(); 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.'); // the Window and all of the stimuli need updating: this._needUpdate = true; for (const stim of this._drawList) stim._needUpdate = true; } } /** * 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 {integer} level the log level * @param {Object} [obj] the object associated with the message */ logOnFlip({ msg, level, obj = undefined } = {}) { 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() { this._frameCount++; // render the PIXI container: this._renderer.render(this._rootContainer); // 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)); // log: this._writeLogOnFlip(); // call the callOnFlip functions and remove them: for (let callback of this._flipCallbacks) callback['function'](...callback['arguments']); this._flipCallbacks = []; // 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) { this._renderer.backgroundColor = this._color.int; this._needUpdate = false; } } /** * Recompute the window's _drawList 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 stim of this._drawList) if (stim._needUpdate) { this._rootContainer.removeChild(stim._pixi); stim._updateIfNeeded(); this._rootContainer.addChild(stim._pixi); } } /** * 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 }); this._renderer.view.style["transform"] = "translatez(0)"; this._renderer.view.style.position = "absolute"; document.body.appendChild(this._renderer.view); // top-level container: this._rootContainer = new PIXI.Container(); this._rootContainer.interactive = true; // set size of renderer and position of root container: this._onResize(this); // touch/mouse events should be treated by PsychoJS' event manager: this.psychoJS.eventManager.addMouseListeners(this._renderer); // update the renderer size when the browser's size or orientation changes: this._resizeCallback = e => this._onResize(this); window.addEventListener('resize', this._resizeCallback); window.addEventListener('orientationchange', this._resizeCallback); } /** * Treat a window resize event. * *

We adjust the size of the renderer and the position of the root container.

*

Note: since this method will be called by the DOM window (i.e. 'this' is * the DOM window), we need to pass it a {@link Window}.

* * @name module:core.Window#_onResize * @function * @private * @param {Window} win - The PsychoJS window */ _onResize(win) { // update the size of the PsychoJS Window: win._size[0] = window.innerWidth; win._size[1] = window.innerHeight; win._renderer.view.style.width = win._size[0] + 'px'; win._renderer.view.style.height = win._size[1] + 'px'; win._renderer.view.style.left = '0px'; win._renderer.view.style.top = '0px'; win._renderer.resize(win._size[0], win._size[1]); // setup the container such that (0,0) is at the centre of the window // with positive coordinates to the right and top: win._rootContainer.position.x = win._size[0] / 2.0; win._rootContainer.position.y = win._size[1] / 2.0; win._rootContainer.scale.y = -1; } /** * Send all logged messages to the {@link Logger}. * * @name module:core.Window#_writeLogOnFlip * @function * @private */ _writeLogOnFlip() { var logTime = MonotonicClock.getReferenceTime(); for (var i = 0; i < this._msgToBeLogged.length; ++i) { var entry = this._msgToBeLogged[i]; this._psychoJS.logger.log(entry.msg, entry.level, logTime, entry.obj); } this._msgToBeLogged = []; } }