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551 lines
16 KiB
JavaScript
551 lines
16 KiB
JavaScript
/**
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* Window responsible for displaying the experiment stimuli
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*
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* @author Alain Pitiot & Nikita Agafonov
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* @version 2022.2.3
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* @copyright (c) 2017-2020 Ilixa Ltd. (http://ilixa.com) (c) 2020-2022 Open Science Tools Ltd. (https://opensciencetools.org)
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* @license Distributed under the terms of the MIT License
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*/
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import * as PIXI from "pixi.js-legacy";
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import {AdjustmentFilter} from "@pixi/filter-adjustment";
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import { MonotonicClock } from "../util/Clock.js";
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import { Color } from "../util/Color.js";
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import { PsychObject } from "../util/PsychObject.js";
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import { Logger } from "./Logger.js";
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/**
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* <p>Window displays the various stimuli of the experiment.</p>
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* <p>It sets up a [PIXI]{@link http://www.pixijs.com/} renderer, which we use to render the experiment stimuli.</p>
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*
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* @extends PsychObject
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*/
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export class Window extends PsychObject
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{
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/**
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* Check whether PsychoJS/Pixi.js is actually using WebGL in the participant's browser, i.e.
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* hardware acceleration, rather than software emulation or Pixi.js' canvas fallback.
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*
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* @return true if WebGL is supported and false if it is not or if it is supported
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* only through software emulation
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*/
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static checkWebGLSupport()
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{
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// Note: in order to detect whether the participant's browser has hardware acceleration turned off
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// we set FAIL_IF_MAJOR_PERFORMANCE_CAVEAT to true. This ensures that the WebGL context creation that
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// takes place in PIXI.utils.isWebGLSupported fails if the performance is low, which is typically the case
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// with software emulation.
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// See details here: https://registry.khronos.org/webgl/specs/latest/1.0/#5.2
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PIXI.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;
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return PIXI.utils.isWebGLSupported();
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}
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/**
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* Getter for monitorFramePeriod.
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*
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* @name module:core.Window#monitorFramePeriod
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* @return the estimated monitor frame period
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*/
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get monitorFramePeriod()
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{
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return 1.0 / this.getActualFrameRate();
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}
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/**
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* @memberof module:core
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* @param {Object} options
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* @param {module:core.PsychoJS} options.psychoJS - the PsychoJS instance
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* @param {string} [options.name] the name of the window
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* @param {boolean} [options.fullscr= false] whether or not to go fullscreen
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* @param {Color} [options.color= Color('black')] the background color of the window
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* @param {number} [options.gamma= 1] sets the divisor for gamma correction. In other words gamma correction is calculated as pow(rgb, 1/gamma)
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* @param {number} [options.contrast= 1] sets the contrast value
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* @param {string} [options.units= 'pix'] the units of the window
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* @param {boolean} [options.waitBlanking= false] whether or not to wait for all rendering operations to be done
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* before flipping
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* @param {boolean} [options.autoLog= true] whether or not to log
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*/
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constructor({
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psychoJS,
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name,
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fullscr = false,
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color = new Color("black"),
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gamma = 1,
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contrast = 1,
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units = "pix",
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waitBlanking = false,
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autoLog = true,
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} = {})
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{
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super(psychoJS, name);
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// messages to be logged at the next "flip":
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this._msgToBeLogged = [];
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// storing AdjustmentFilter instance to access later;
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this._adjustmentFilter = new AdjustmentFilter({
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gamma,
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contrast
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});
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// list of all elements, in the order they are currently drawn:
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this._drawList = [];
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this._addAttribute("fullscr", fullscr);
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this._addAttribute("color", color, new Color("black"), () => {
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if (this._backgroundSprite) {
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this._backgroundSprite.tint = this._color.int;
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}
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});
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this._addAttribute("gamma", gamma, 1, () => {
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this._adjustmentFilter.gamma = this._gamma;
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});
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this._addAttribute("contrast", contrast, 1, () => {
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this._adjustmentFilter.contrast = this._contrast;
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});
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this._addAttribute("units", units);
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this._addAttribute("waitBlanking", waitBlanking);
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this._addAttribute("autoLog", autoLog);
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this._addAttribute("size", []);
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if (this._psychoJS._checkWebGLSupport)
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{
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// see checkWebGLSupport() method for details.
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PIXI.settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = true;
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}
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// setup PIXI:
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this._setupPixi();
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this._frameCount = 0;
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this._flipCallbacks = [];
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// fullscreen listener:
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this._windowAlreadyInFullScreen = false;
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const self = this;
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document.addEventListener("fullscreenchange", (event) =>
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{
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self._windowAlreadyInFullScreen = !!document.fullscreenElement;
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console.log("windowAlreadyInFullScreen:", self._windowAlreadyInFullScreen);
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// the Window and all of the stimuli need to be updated:
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self._needUpdate = true;
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for (const stimulus of self._drawList)
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{
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stimulus._needUpdate = true;
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}
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});
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if (this._autoLog)
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{
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this._psychoJS.experimentLogger.exp(`Created ${this.name} = ${this.toString()}`);
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}
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}
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/**
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* Close the window.
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*
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* <p> Note: this actually only removes the canvas used to render the experiment stimuli.</p>
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*/
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close()
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{
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if (!this._renderer)
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{
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return;
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}
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this._rootContainer.destroy();
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if (document.body.contains(this._renderer.view))
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{
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document.body.removeChild(this._renderer.view);
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}
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// destroy the renderer and the WebGL context:
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if (typeof this._renderer.gl !== "undefined")
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{
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const extension = this._renderer.gl.getExtension("WEBGL_lose_context");
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extension.loseContext();
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}
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this._renderer.destroy();
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window.removeEventListener("resize", this._resizeCallback);
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window.removeEventListener("orientationchange", this._resizeCallback);
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this._renderer = null;
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}
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/**
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* Estimate the frame rate.
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*
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* @return {number} rAF based delta time based approximation, 60.0 by default
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*/
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getActualFrameRate()
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{
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// gets updated frame by frame
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const lastDelta = this.psychoJS.scheduler._lastDelta;
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const fps = lastDelta === 0 ? 60.0 : 1000 / lastDelta;
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return fps;
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}
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/**
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* Take the browser full screen if possible.
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*/
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adjustScreenSize()
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{
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// (!window.screenTop && !window.screenY) does not work in all browsers on all operating systems (e.g. Chrome on
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// Windows). As far as I can ascertain, as of 2019.08.01 there still does not seem to be a reliable way to
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// test whether the window is already fullscreen.
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// this._windowAlreadyInFullScreen = (!window.screenTop && !window.screenY);
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if (this.fullscr /* && !this._windowAlreadyInFullScreen*/)
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{
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this._psychoJS.logger.debug("Resizing Window: ", this._name, "to full screen.");
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if (typeof document.documentElement.requestFullscreen === "function")
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{
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document.documentElement.requestFullscreen()
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.catch(() =>
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{
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this.psychoJS.logger.warn("Unable to go fullscreen.");
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});
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}
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else if (typeof document.documentElement.mozRequestFullScreen === "function")
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{
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document.documentElement.mozRequestFullScreen();
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}
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else if (typeof document.documentElement.webkitRequestFullscreen === "function")
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{
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document.documentElement.webkitRequestFullscreen();
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}
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else if (typeof document.documentElement.msRequestFullscreen === "function")
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{
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document.documentElement.msRequestFullscreen();
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}
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else
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{
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this.psychoJS.logger.warn("Unable to go fullscreen.");
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}
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}
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}
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/**
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* Take the browser back from full screen if needed.
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*/
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closeFullScreen()
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{
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if (this.fullscr)
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{
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this._psychoJS.logger.debug("Resizing Window: ", this._name, "back from full screen.");
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if (typeof document.exitFullscreen === "function")
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{
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document.exitFullscreen()
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.catch(() =>
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{
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this.psychoJS.logger.warn("Unable to close fullscreen.");
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});
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}
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else if (typeof document.mozCancelFullScreen === "function")
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{
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document.mozCancelFullScreen();
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}
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else if (typeof document.webkitExitFullscreen === "function")
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{
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document.webkitExitFullscreen();
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}
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else if (typeof document.msExitFullscreen === "function")
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{
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document.msExitFullscreen();
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}
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else
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{
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this.psychoJS.logger.warn("Unable to close fullscreen.");
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}
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}
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}
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/**
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* Log a message.
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*
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* <p> Note: the message will be time-stamped at the next call to requestAnimationFrame.</p>
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*
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* @param {Object} options
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* @param {String} options.msg the message to be logged
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* @param {module:util.Logger.ServerLevel} [level = module:util.Logger.ServerLevel.EXP] the log level
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* @param {Object} [obj] the object associated with the message
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*/
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logOnFlip({
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msg,
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level = Logger.ServerLevel.EXP,
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obj,
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} = {})
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{
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this._msgToBeLogged.push({ msg, level, obj });
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}
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/**
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* Callback function for callOnFlip.
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*
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* @callback module:core.Window~OnFlipCallback
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* @param {*} [args] optional arguments
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*/
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/**
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* Add a callback function that will run after the next screen flip, i.e. immediately after the next rendering of the
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* Window.
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*
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* <p>This is typically used to reset a timer or clock.</p>
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*
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* @param {module:core.Window~OnFlipCallback} flipCallback - callback function.
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* @param {...*} flipCallbackArgs - arguments for the callback function.
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*/
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callOnFlip(flipCallback, ...flipCallbackArgs)
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{
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this._flipCallbacks.push({ function: flipCallback, arguments: flipCallbackArgs });
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}
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/**
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* Add PIXI.DisplayObject to the container displayed on the scene (window)
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*/
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addPixiObject(pixiObject)
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{
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this._stimsContainer.addChild(pixiObject);
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}
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/**
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* Remove PIXI.DisplayObject from the container displayed on the scene (window)
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*/
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removePixiObject(pixiObject)
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{
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this._stimsContainer.removeChild(pixiObject);
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}
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/**
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* Render the stimuli onto the canvas.
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*/
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render()
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{
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if (!this._renderer)
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{
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return;
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}
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this._frameCount++;
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// render the PIXI container:
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this._renderer.render(this._rootContainer);
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if (typeof this._renderer.gl !== "undefined")
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{
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// this is to make sure that the GPU is done rendering, it may not be necessary
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// [http://www.html5gamedevs.com/topic/27849-detect-when-view-has-been-rendered/]
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this._renderer.gl.readPixels(0, 0, 1, 1, this._renderer.gl.RGBA, this._renderer.gl.UNSIGNED_BYTE, new Uint8Array(4));
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// blocks execution until the rendering is fully done:
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if (this._waitBlanking)
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{
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this._renderer.gl.finish();
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}
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}
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// call the callOnFlip functions and remove them:
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for (let callback of this._flipCallbacks)
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{
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callback["function"](...callback["arguments"]);
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}
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this._flipCallbacks = [];
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// log:
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this._writeLogOnFlip();
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// prepare the scene for the next animation frame:
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this._refresh();
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}
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/**
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* Update this window, if need be.
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*
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* @protected
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*/
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_updateIfNeeded()
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{
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if (this._needUpdate)
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{
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if (this._renderer)
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{
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this._renderer.backgroundColor = this._color.int;
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this._backgroundSprite.tint = this._color.int;
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}
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// we also change the background color of the body since
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// the dialog popup may be longer than the window's height:
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document.body.style.backgroundColor = this._color.hex;
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this._needUpdate = false;
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}
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}
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/**
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* Recompute this window's draw list and _container children for the next animation frame.
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*
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* @protected
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*/
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_refresh()
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{
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this._updateIfNeeded();
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// if a stimuli needs to be updated, we remove it from the window container,
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// update it, then put it back
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for (const stimulus of this._drawList)
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{
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if (stimulus._needUpdate && typeof stimulus._pixi !== "undefined")
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{
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this._stimsContainer.removeChild(stimulus._pixi);
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stimulus._updateIfNeeded();
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this._stimsContainer.addChild(stimulus._pixi);
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}
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}
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}
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/**
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* Force an update of all stimuli in this window's drawlist.
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*
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* @protected
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*/
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_fullRefresh()
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{
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this._needUpdate = true;
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for (const stimulus of this._drawList)
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{
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stimulus.refresh();
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}
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this._refresh();
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}
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/**
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* Setup PIXI.
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*
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* <p>A new renderer is created and a container is added to it. The renderer's touch and mouse events
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* are handled by the {@link EventManager}.</p>
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*
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* @protected
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*/
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_setupPixi()
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{
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// the size of the PsychoJS Window is always that of the browser
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this._size[0] = window.innerWidth;
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this._size[1] = window.innerHeight;
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// create a PIXI renderer and add it to the document:
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this._renderer = PIXI.autoDetectRenderer({
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width: this._size[0],
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height: this._size[1],
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backgroundColor: this.color.int,
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powerPreference: "high-performance",
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resolution: window.devicePixelRatio,
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});
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this._renderer.view.style.transform = "translatez(0)";
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this._renderer.view.style.position = "absolute";
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document.body.appendChild(this._renderer.view);
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// we also change the background color of the body since the dialog popup may be longer than the window's height:
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document.body.style.backgroundColor = this._color.hex;
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// filters in PIXI work in a slightly unexpected fashion:
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// when setting this._rootContainer.filters, filtering itself
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// ignores backgroundColor of this._renderer and in addition to that
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// all child elements of this._rootContainer ignore backgroundColor when blending.
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// To circumvent that creating a separate PIXI.Sprite that serves as background color.
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// Then placing all Stims to a separate this._stimsContainer which hovers on top of
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// background sprite so that if we need to move all stims at once, the background sprite
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// won't get affected.
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this._backgroundSprite = new PIXI.Sprite(PIXI.Texture.WHITE);
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this._backgroundSprite.tint = this.color.int;
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this._backgroundSprite.width = this._size[0];
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this._backgroundSprite.height = this._size[1];
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this._backgroundSprite.anchor.set(.5);
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this._stimsContainer = new PIXI.Container();
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this._stimsContainer.sortableChildren = true;
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// create a top-level PIXI container:
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this._rootContainer = new PIXI.Container();
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this._rootContainer.addChild(this._backgroundSprite, this._stimsContainer);
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// sorts children according to their zIndex value. Higher zIndex means it will be moved towards the end of the array,
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// and thus rendered on top of previous one.
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this._rootContainer.sortableChildren = true;
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this._rootContainer.interactive = true;
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this._rootContainer.filters = [this._adjustmentFilter];
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// set the initial size of the PIXI renderer and the position of the root container:
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Window._resizePixiRenderer(this);
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// touch/mouse events are treated by PsychoJS' event manager:
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this.psychoJS.eventManager.addMouseListeners(this._renderer);
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// update the renderer size and the Window's stimuli whenever the browser's size or orientation change:
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this._resizeCallback = (e) =>
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{
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Window._resizePixiRenderer(this, e);
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this._backgroundSprite.width = this._size[0];
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this._backgroundSprite.height = this._size[1];
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this._fullRefresh();
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};
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window.addEventListener("resize", this._resizeCallback);
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window.addEventListener("orientationchange", this._resizeCallback);
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}
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/**
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* Adjust the size of the renderer and the position of the root container
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* in response to a change in the browser's size.
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*
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* @protected
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* @param {module:core.Window} pjsWindow - the PsychoJS Window
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* @param event
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*/
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static _resizePixiRenderer(pjsWindow, event)
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{
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pjsWindow._psychoJS.logger.debug("resizing Window: ", pjsWindow._name, "event:", JSON.stringify(event));
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// update the size of the PsychoJS Window:
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pjsWindow._size[0] = window.innerWidth;
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pjsWindow._size[1] = window.innerHeight;
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// update the PIXI renderer:
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pjsWindow._renderer.view.style.width = pjsWindow._size[0] + "px";
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pjsWindow._renderer.view.style.height = pjsWindow._size[1] + "px";
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pjsWindow._renderer.view.style.left = "0px";
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pjsWindow._renderer.view.style.top = "0px";
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pjsWindow._renderer.resize(pjsWindow._size[0], pjsWindow._size[1]);
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// setup the container such that (0,0) is at the centre of the window
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// with positive coordinates to the right and top:
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pjsWindow._rootContainer.position.x = pjsWindow._size[0] / 2.0;
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pjsWindow._rootContainer.position.y = pjsWindow._size[1] / 2.0;
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|
pjsWindow._rootContainer.scale.y = -1;
|
|
}
|
|
|
|
/**
|
|
* Send all logged messages to the {@link Logger}.
|
|
*
|
|
* @protected
|
|
*/
|
|
_writeLogOnFlip()
|
|
{
|
|
const logTime = MonotonicClock.getReferenceTime();
|
|
for (const entry of this._msgToBeLogged)
|
|
{
|
|
this._psychoJS.experimentLogger.log(entry.msg, entry.level, logTime, entry.obj);
|
|
}
|
|
|
|
this._msgToBeLogged = [];
|
|
}
|
|
}
|