/**
* Window responsible for displaying the experiment stimuli
*
* @author Alain Pitiot
* @version 2020.2
* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020 Open Science Tools Ltd. (https://opensciencetools.org)
* @license Distributed under the terms of the MIT License
*/
import {Color} from '../util';
import {PsychObject} from '../util';
import {MonotonicClock} from '../util';
import {Logger} from "./Logger";
/**
* <p>Window displays the various stimuli of the experiment.</p>
* <p>It sets up a [PIXI]{@link http://www.pixijs.com/} renderer, which we use to render the experiment stimuli.</p>
*
* @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 1.0 / this.getActualFrameRate();
}
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._addAttribute('fullscr', fullscr);
this._addAttribute('color', color);
this._addAttribute('units', units);
this._addAttribute('waitBlanking', waitBlanking);
this._addAttribute('autoLog', autoLog);
this._addAttribute('size', []);
// setup PIXI:
this._setupPixi();
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.
*
* <p> Note: this actually only removes the canvas used to render the experiment stimuli.</p>
*
* @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');
extension.loseContext();
}
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} rAF based delta time based approximation, 60.0 by default
*/
getActualFrameRate()
{
// gets updated frame by frame
const lastDelta = this.psychoJS.scheduler._lastDelta;
const fps = lastDelta === 0 ? 60.0 : 1000 / lastDelta;
return fps;
}
/**
* 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.
*
* <p> Note: the message will be time-stamped at the next call to requestAnimationFrame.</p>
*
* @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.
*
* <p>This is typically used to reset a timer or clock.</p>
*
* @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.
*
* <p>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}.</p>
*
* @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({
width: this._size[0],
height: 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 = [];
}
}