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476 lines
13 KiB
JavaScript
476 lines
13 KiB
JavaScript
/**
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* Window responsible for displaying the experiment stimuli
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*
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* @author Alain Pitiot
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* @version 2020.1
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* @copyright (c) 2020 Ilixa Ltd. ({@link http://ilixa.com})
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* @license Distributed under the terms of the MIT License
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*/
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import { Color } from '../util/Color';
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import { PsychObject } from '../util/PsychObject';
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import { MonotonicClock } from '../util/Clock';
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import { Logger } from "./Logger";
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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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* @name module:core.Window
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* @class
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* @extends PsychObject
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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 {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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export class Window extends PsychObject {
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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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* @function
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* @public
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*/
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get monitorFramePeriod() { return this._monitorFramePeriod; }
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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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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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// list of all elements, in the order they are currently drawn:
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this._drawList = [];
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this._addAttributes(Window, fullscr, color, units, waitBlanking, autoLog);
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this._addAttribute('size', []);
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// setup PIXI:
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this._setupPixi();
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// monitor frame period:
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this._monitorFramePeriod = 1.0 / this.getActualFrameRate();
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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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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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stimulus._needUpdate = true;
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});
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if (this._autoLog)
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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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* 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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* @name module:core.Window#close
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* @function
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* @public
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*/
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close()
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{
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if (!this._renderer)
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return;
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if (document.body.contains(this._renderer.view))
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document.body.removeChild(this._renderer.view);
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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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this._renderer.destroy();
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extension.loseContext();
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}
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else
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{
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this._renderer.destroy();
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}
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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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* @name module:core.Window#getActualFrameRate
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* @function
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* @public
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* @return {number} always returns 60.0 at the moment
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*
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* @todo estimate the actual frame rate.
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*/
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getActualFrameRate()
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{
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// TODO
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return 60.0;
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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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* @name module:core.Window#adjustScreenSize
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* @function
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* @public
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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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document.documentElement.mozRequestFullScreen();
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else if (typeof document.documentElement.webkitRequestFullscreen === 'function')
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document.documentElement.webkitRequestFullscreen();
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else if (typeof document.documentElement.msRequestFullscreen === 'function')
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document.documentElement.msRequestFullscreen();
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else
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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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* Take the browser back from full screen if needed.
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*
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* @name module:core.Window#closeFullScreen
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* @function
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* @public
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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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document.mozCancelFullScreen();
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else if (typeof document.webkitExitFullscreen === 'function')
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document.webkitExitFullscreen();
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else if (typeof document.msExitFullscreen === 'function')
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document.msExitFullscreen();
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else
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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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* 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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* @name module:core.Window#logOnFlip
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* @function
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* @public
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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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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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* @name module:core.Window#callOnFlip
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* @function
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* @public
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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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* Render the stimuli onto the canvas.
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*
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* @name module:core.Window#render
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* @function
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* @public
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*/
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render()
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{
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if (!this._renderer)
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return;
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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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this._renderer.gl.finish();
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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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callback['function'](...callback['arguments']);
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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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* @name module:core.Window#_updateIfNeeded
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* @function
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* @private
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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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this._renderer.backgroundColor = this._color.int;
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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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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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* @name module:core.Window#_refresh
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* @function
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* @private
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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, update it, then put it back
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for (const stimulus of this._drawList)
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if (stimulus._needUpdate && typeof stimulus._pixi !== 'undefined') {
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this._rootContainer.removeChild(stimulus._pixi);
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stimulus._updateIfNeeded();
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this._rootContainer.addChild(stimulus._pixi);
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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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* @name module:core.Window#_fullRefresh
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* @function
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* @private
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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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stimulus.refresh();
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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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* @name module:core.Window#_setupPixi
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* @function
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* @private
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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(this._size[0], this._size[1], {
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backgroundColor: this.color.int
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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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// create a top-level PIXI container:
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this._rootContainer = new PIXI.Container();
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this._rootContainer.interactive = true;
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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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Window._resizePixiRenderer(this, e);
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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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* @name module:core.Window#_resizePixiRenderer
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* @function
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* @private
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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;
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}
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/**
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* Send all logged messages to the {@link Logger}.
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*
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* @name module:core.Window#_writeLogOnFlip
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* @function
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* @private
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*/
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_writeLogOnFlip()
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{
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const logTime = MonotonicClock.getReferenceTime();
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for (const entry of this._msgToBeLogged)
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{
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this._psychoJS.experimentLogger.log(entry.msg, entry.level, logTime, entry.obj);
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}
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this._msgToBeLogged = [];
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}
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}
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