Source code for psychopy.visual.text

#!/usr/bin/env python
# -*- coding: utf-8 -*-

'''Class of text stimuli to be displayed in a :class:`~psychopy.visual.Window`
'''

# Part of the PsychoPy library
# Copyright (C) 2002-2018 Jonathan Peirce (C) 2019-2021 Open Science Tools Ltd.
# Distributed under the terms of the GNU General Public License (GPL).

from __future__ import absolute_import, division, print_function

from builtins import str
import os
import glob
import warnings

# Ensure setting pyglet.options['debug_gl'] to False is done prior to any
# other calls to pyglet or pyglet submodules, otherwise it may not get picked
# up by the pyglet GL engine and have no effect.
# Shaders will work but require OpenGL2.0 drivers AND PyOpenGL3.0+
import pyglet
pyglet.options['debug_gl'] = False
import ctypes
GL = pyglet.gl

import psychopy  # so we can get the __path__
from psychopy import logging

# tools must only be imported *after* event or MovieStim breaks on win32
# (JWP has no idea why!)
from psychopy.tools.monitorunittools import cm2pix, deg2pix, convertToPix
from psychopy.tools.attributetools import attributeSetter, setAttribute
from psychopy.visual.basevisual import (BaseVisualStim, ColorMixin,
    ContainerMixin)
from psychopy.colors import Color

# for displaying right-to-left (possibly bidirectional) text correctly:
from bidi import algorithm as bidi_algorithm # sufficient for Hebrew
# extra step needed to reshape Arabic/Farsi characters depending on
# their neighbours:
try:
    import arabic_reshaper
    haveArabic = True
except ImportError:
    haveArabic = False

import numpy

try:
    import pygame
    havePygame = True
except Exception:
    havePygame = False

defaultLetterHeight = {'cm': 1.0,
                       'deg': 1.0,
                       'degs': 1.0,
                       'degFlatPos': 1.0,
                       'degFlat': 1.0,
                       'norm': 0.1,
                       'height': 0.2,
                       'pix': 20,
                       'pixels': 20}
defaultWrapWidth = {'cm': 15.0,
                    'deg': 15.0,
                    'degs': 15.0,
                    'degFlatPos': 15.0,
                    'degFlat': 15.0,
                    'norm': 1,
                    'height': 1,
                    'pix': 500,
                    'pixels': 500}


[docs]class TextStim(BaseVisualStim, ColorMixin, ContainerMixin): """Class of text stimuli to be displayed in a :class:`~psychopy.visual.Window` """ def __init__(self, win, text="Hello World", font="", pos=(0.0, 0.0), depth=0, rgb=None, color=(1.0, 1.0, 1.0), colorSpace='rgb', opacity=1.0, contrast=1.0, units="", ori=0.0, height=None, antialias=True, bold=False, italic=False, alignHoriz=None, alignVert=None, alignText='center', anchorHoriz='center', anchorVert='center', fontFiles=(), wrapWidth=None, flipHoriz=False, flipVert=False, languageStyle='LTR', name=None, autoLog=None): """ **Performance OBS:** in general, TextStim is slower than many other visual stimuli, i.e. it takes longer to change some attributes. In general, it's the attributes that affect the shapes of the letters: ``text``, ``height``, ``font``, ``bold`` etc. These make the next .draw() slower because that sets the text again. You can make the draw() quick by calling re-setting the text (``myTextStim.text = myTextStim.text``) when you've changed the parameters. In general, other attributes which merely affect the presentation of unchanged shapes are as fast as usual. This includes ``pos``, ``opacity`` etc. The following attribute can only be set at initialization (see further down for a list of attributes which can be changed after initialization): **languageStyle** Apply settings to correctly display content from some languages that are written right-to-left. Currently there are three (case- insensitive) values for this parameter: - ``'LTR'`` is the default, for typical left-to-right, Latin-style languages. - ``'RTL'`` will correctly display text in right-to-left languages such as Hebrew. By applying the bidirectional algorithm, it allows mixing portions of left-to-right content (such as numbers or Latin script) within the string. - ``'Arabic'`` applies the bidirectional algorithm but additionally will _reshape_ Arabic characters so they appear in the cursive, linked form that depends on neighbouring characters, rather than in their isolated form. May also be applied in other scripts, such as Farsi or Urdu, that use Arabic-style alphabets. :Parameters: """ # what local vars are defined (these are the init params) for use by # __repr__ self._initParams = dir() self._initParams.remove('self') """ October 2018: In place to remove the deprecation warning for pyglet.font.Text. Temporary fix until pyglet.text.Label use is identical to pyglet.font.Text. """ warnings.filterwarnings(message='.*text.Label*', action='ignore') super(TextStim, self).__init__( win, units=units, name=name, autoLog=False) if win.blendMode=='add': logging.warning("Pyglet text does not honor the Window setting " "`blendMode='add'` so 'avg' will be used for the " "text (but objects drawn after can be added)") self._needUpdate = True self._needVertexUpdate = True # use shaders if available by default, this is a good thing self.__dict__['useShaders'] = win._haveShaders self.__dict__['antialias'] = antialias self.__dict__['font'] = font self.__dict__['bold'] = bold self.__dict__['italic'] = italic # NB just a placeholder - real value set below self.__dict__['text'] = '' self.__dict__['depth'] = depth self.__dict__['ori'] = ori self.__dict__['flipHoriz'] = flipHoriz self.__dict__['flipVert'] = flipVert self.__dict__['languageStyle'] = languageStyle self._pygletTextObj = None self.__dict__['pos'] = numpy.array(pos, float) # deprecated attributes if alignVert: self.__dict__['alignVert'] = alignVert logging.warning("TextStim.alignVert is deprecated. Use the " "anchorVert attribute instead") # for compatibility, alignText was historically 'left' anchorVert = alignHoriz if alignHoriz: self.__dict__['alignHoriz'] = alignHoriz logging.warning("TextStim.alignHoriz is deprecated. Use alignText " "and anchorHoriz attributes instead") # for compatibility, alignText was historically 'left' alignText, anchorHoriz = alignHoriz, alignHoriz # alignment and anchors self.alignText = alignText self.anchorHoriz = anchorHoriz self.anchorVert = anchorVert # generate the texture and list holders self._listID = GL.glGenLists(1) # pygame text needs a surface to render to: if not self.win.winType in ["pyglet", "glfw"]: self._texID = GL.GLuint() GL.glGenTextures(1, ctypes.byref(self._texID)) # Color stuff self.colorSpace = colorSpace self.color = color if rgb != None: logging.warning("Use of rgb arguments to stimuli are deprecated. Please " "use color and colorSpace args instead") self.color = Color(rgb, 'rgb') self.__dict__['fontFiles'] = [] self.fontFiles = list(fontFiles) # calls attributeSetter self.setHeight(height, log=False) # calls setFont() at some point # calls attributeSetter without log setAttribute(self, 'wrapWidth', wrapWidth, log=False) self.opacity = opacity self.contrast = contrast # self.width and self._fontHeightPix get set with text and # calcSizeRendered is called self.setText(text, log=False) self._needUpdate = True # set autoLog now that params have been initialised wantLog = autoLog is None and self.win.autoLog self.__dict__['autoLog'] = autoLog or wantLog if self.autoLog: logging.exp("Created %s = %s" % (self.name, str(self))) def __del__(self): if GL: # because of pytest fail otherwise try: GL.glDeleteLists(self._listID, 1) except (ImportError, ModuleNotFoundError, TypeError): pass # if pyglet no longer exists @attributeSetter def height(self, height): """The height of the letters (Float/int or None = set default). Height includes the entire box that surrounds the letters in the font. The width of the letters is then defined by the font. :ref:`Operations <attrib-operations>` supported.""" # height in pix (needs to be done after units which is done during # _Base.__init__) if height is None: if self.units in defaultLetterHeight: height = defaultLetterHeight[self.units] else: msg = ("TextStim does now know a default letter height " "for units %s") raise AttributeError(msg % repr(self.units)) self.__dict__['height'] = height self._heightPix = convertToPix(pos=numpy.array([0, 0]), vertices=numpy.array([0, self.height]), units=self.units, win=self.win)[1] # need to update the font to reflect the change self.setFont(self.font, log=False)
[docs] def setHeight(self, height, log=None): """Usually you can use 'stim.attribute = value' syntax instead, but use this method if you need to suppress the log message. """ setAttribute(self, 'height', height, log)
@attributeSetter def font(self, font): """String. Set the font to be used for text rendering. font should be a string specifying the name of the font (in system resources). """ self.__dict__['font'] = None # until we find one if self.win.winType in ["pyglet", "glfw"]: self._font = pyglet.font.load(font, int(self._heightPix), dpi=72, italic=self.italic, bold=self.bold) self.__dict__['font'] = font else: if font is None or len(font) == 0: self.__dict__['font'] = pygame.font.get_default_font() elif font in pygame.font.get_fonts(): self.__dict__['font'] = font elif type(font) == str: # try to find a xxx.ttf file for it # check for possible matching filenames fontFilenames = glob.glob(font + '*') if len(fontFilenames) > 0: for thisFont in fontFilenames: if thisFont[-4:] in ['.TTF', '.ttf']: # take the first match self.__dict__['font'] = thisFont break # stop at the first one we find # trhen check if we were successful if self.font is None and font != "": # we didn't find a ttf filename msg = ("Found %s but it doesn't end .ttf. " "Using default font.") logging.warning(msg % fontFilenames[0]) self.__dict__['font'] = pygame.font.get_default_font() if self.font is not None and os.path.isfile(self.font): self._font = pygame.font.Font(self.font, int( self._heightPix), italic=self.italic, bold=self.bold) else: try: self._font = pygame.font.SysFont( self.font, int(self._heightPix), italic=self.italic, bold=self.bold) self.__dict__['font'] = font logging.info('using sysFont ' + str(font)) except Exception: self.__dict__['font'] = pygame.font.get_default_font() msg = ("Couldn't find font %s on the system. Using %s " "instead! Font names should be written as " "concatenated names all in lower case.\ne.g. " "'arial', 'monotypecorsiva', 'rockwellextra', ...") logging.error(msg % (font, self.font)) self._font = pygame.font.SysFont( self.font, int(self._heightPix), italic=self.italic, bold=self.bold) # re-render text after a font change self._needSetText = True
[docs] def setFont(self, font, log=None): """Usually you can use 'stim.attribute = value' syntax instead, but use this method if you need to suppress the log message. """ setAttribute(self, 'font', font, log)
@attributeSetter def text(self, text): """The text to be rendered. Use \\\\n to make new lines. Issues: May be slow, and pyglet has a memory leak when setting text. For these reasons, this function checks so that it only updates the text if it has changed. So scripts can safely set the text on every frame, with no need to check if it has actually altered. """ if text == self.text: # only update for a change return if text is not None: text = str(text) # make sure we have unicode object to render # deal with some international text issues. Only relevant for Python: # online experiments use web technologies and handle this seamlessly. style = self.languageStyle.lower() # be flexible with case if style == 'arabic' and haveArabic: # reshape Arabic characters from their isolated form so that # they flow and join correctly to their neighbours: text = arabic_reshaper.reshape(text) if style == 'rtl' or style == 'arabic' and haveArabic: # deal with right-to-left text presentation by applying the # bidirectional algorithm: text = bidi_algorithm.get_display(text) # no action needed for default 'ltr' (left-to-right) option self.__dict__['text'] = text if self.useShaders: self._setTextShaders(text) else: self._setTextNoShaders(text) self._needSetText = False
[docs] def setText(self, text=None, log=None): """Usually you can use 'stim.attribute = value' syntax instead, but use this method if you need to suppress the log message. """ setAttribute(self, 'text', text, log)
[docs] def _setTextShaders(self, value=None): """Set the text to be rendered using the current font """ if self.win.winType in ["pyglet", "glfw"]: rgba255 = self._foreColor.rgba255 rgba255[3] = rgba255[3]*255 rgba255 = [int(c) for c in rgba255] self._pygletTextObj = pyglet.text.Label( self.text, self.font, int(self._heightPix*0.75), anchor_x=self.anchorHoriz, anchor_y=self.anchorVert, # the point we rotate around align=self.alignText, color=rgba255, multiline=True, width=self._wrapWidthPix) # width of the frame self.width = self._pygletTextObj.width self._fontHeightPix = self._pygletTextObj.height else: self._surf = self._font.render(value, self.antialias, [255, 255, 255]) self.width, self._fontHeightPix = self._surf.get_size() if self.antialias: smoothing = GL.GL_LINEAR else: smoothing = GL.GL_NEAREST # generate the textures from pygame surface GL.glEnable(GL.GL_TEXTURE_2D) # bind that name to the target GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) GL.gluBuild2DMipmaps(GL.GL_TEXTURE_2D, 4, self.width, self._fontHeightPix, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pygame.image.tostring(self._surf, "RGBA", 1)) # linear smoothing if texture is stretched? GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, smoothing) # but nearest pixel value if it's compressed? GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, smoothing) self._needSetText = False self._needUpdate = True
[docs] def _updateListShaders(self): """Only used with pygame text - pyglet handles all from the draw() """ if self._needSetText: self.setText(log=False) GL.glNewList(self._listID, GL.GL_COMPILE) # GL.glPushMatrix() # setup the shaderprogram # no need to do texture maths so no need for programs? # If we're using pyglet then this list won't be called, and for pygame # shaders aren't enabled GL.glUseProgram(0) # self.win._progSignedTex) # GL.glUniform1i(GL.glGetUniformLocation(self.win._progSignedTex, # "texture"), 0) # set the texture to be texture unit 0 # coords: if self.alignHoriz in ['center', 'centre']: left = -self.width/2.0 right = self.width/2.0 elif self.alignHoriz == 'right': left = -self.width right = 0.0 else: left = 0.0 right = self.width # how much to move bottom if self.alignVert in ['center', 'centre']: bottom = -self._fontHeightPix/2.0 top = self._fontHeightPix/2.0 elif self.alignVert == 'top': bottom = -self._fontHeightPix top = 0 else: bottom = 0.0 top = self._fontHeightPix # there seems to be a rounding err in pygame font textures Btex, Ttex, Ltex, Rtex = -0.01, 0.98, 0, 1.0 # unbind the mask texture regardless GL.glActiveTexture(GL.GL_TEXTURE1) GL.glEnable(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) if self.win.winType in ["pyglet", "glfw"]: # unbind the main texture GL.glActiveTexture(GL.GL_TEXTURE0) # GL.glActiveTextureARB(GL.GL_TEXTURE0_ARB) # the texture is specified by pyglet.font.GlyphString.draw() GL.glBindTexture(GL.GL_TEXTURE_2D, 0) GL.glEnable(GL.GL_TEXTURE_2D) else: # bind the appropriate main texture GL.glActiveTexture(GL.GL_TEXTURE0) GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) GL.glEnable(GL.GL_TEXTURE_2D) if self.win.winType in ["pyglet", "glfw"]: GL.glActiveTexture(GL.GL_TEXTURE0) GL.glEnable(GL.GL_TEXTURE_2D) self._pygletTextObj.draw() else: # draw a 4 sided polygon GL.glBegin(GL.GL_QUADS) # right bottom GL.glMultiTexCoord2f(GL.GL_TEXTURE0, Rtex, Btex) GL.glVertex3f(right, bottom, 0) # left bottom GL.glMultiTexCoord2f(GL.GL_TEXTURE0, Ltex, Btex) GL.glVertex3f(left, bottom, 0) # left top GL.glMultiTexCoord2f(GL.GL_TEXTURE0, Ltex, Ttex) GL.glVertex3f(left, top, 0) # right top GL.glMultiTexCoord2f(GL.GL_TEXTURE0, Rtex, Ttex) GL.glVertex3f(right, top, 0) GL.glEnd() GL.glDisable(GL.GL_TEXTURE_2D) GL.glUseProgram(0) # GL.glPopMatrix() GL.glEndList() self._needUpdate = False
[docs] def _setTextNoShaders(self, value=None): """Set the text to be rendered using the current font """ if self.win.winType in ["pyglet", "glfw"]: rgba255 = self._foreColor.rgba255 rgba255[3] = rgba255[3]*255 rgba255 = [int(c) for c in rgba255] self._pygletTextObj = pyglet.text.Label( self.text, self.font, int(self._heightPix*0.75), anchor_x=self.anchorHoriz, anchor_y=self.anchorVert, # the point we rotate around align=self.alignText, color = rgba255, multiline=True, width=self._wrapWidthPix) # width of the frame self.width = self._pygletTextObj.width else: self._surf = self._font.render(value, self.antialias, self._foreColor.render('rgba255')) self.width, self._fontHeightPix = self._surf.get_size() if self.antialias: smoothing = GL.GL_LINEAR else: smoothing = GL.GL_NEAREST # generate the textures from pygame surface GL.glEnable(GL.GL_TEXTURE_2D) # bind that name to the target GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, self.width, self._fontHeightPix, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pygame.image.tostring(self._surf, "RGBA", 1)) # linear smoothing if texture is stretched? GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, smoothing) # but nearest pixel value if it's compressed? GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, smoothing) self._needUpdate = True
[docs] def _updateListNoShaders(self): """ The user shouldn't need this method since it gets called after every call to .set() Basically it updates the OpenGL representation of your stimulus if some parameter of the stimulus changes. Call it if you change a property manually rather than using the .set() command """ if self._needSetText: self.setText(log=False) GL.glNewList(self._listID, GL.GL_COMPILE) # coords: if self.alignHoriz in ('center', 'centre'): left = -self.width / 2.0 right = self.width / 2.0 elif self.alignHoriz == 'right': left = -self.width right = 0.0 else: left = 0.0 right = self.width # how much to move bottom if self.alignVert in ('center', 'centre'): bottom = -self._fontHeightPix / 2.0 top = self._fontHeightPix / 2.0 elif self.alignVert == 'top': bottom = -self._fontHeightPix top = 0 else: bottom = 0.0 top = self._fontHeightPix # there seems to be a rounding err in pygame font textures Btex, Ttex, Ltex, Rtex = -0.01, 0.98, 0, 1.0 if self.win.winType in ["pyglet", "glfw"]: # unbind the mask texture GL.glActiveTexture(GL.GL_TEXTURE1) GL.glEnable(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) # unbind the main texture GL.glActiveTexture(GL.GL_TEXTURE0) GL.glEnable(GL.GL_TEXTURE_2D) else: # bind the appropriate main texture GL.glActiveTexture(GL.GL_TEXTURE0) GL.glEnable(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, self._texID) # unbind the mask texture regardless GL.glActiveTexture(GL.GL_TEXTURE1) GL.glEnable(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) if self.win.winType in ["pyglet", "glfw"]: self._pygletTextObj.draw() else: # draw a 4 sided polygon GL.glBegin(GL.GL_QUADS) # right bottom GL.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, Rtex, Btex) GL.glVertex2f(right, bottom) # left bottom GL.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, Ltex, Btex) GL.glVertex2f(left, bottom) # left top GL.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, Ltex, Ttex) GL.glVertex2f(left, top) # right top GL.glMultiTexCoord2fARB(GL.GL_TEXTURE0_ARB, Rtex, Ttex) GL.glVertex2f(right, top) GL.glEnd() GL.glDisable(GL.GL_TEXTURE_2D) GL.glEndList() self._needUpdate = False
@attributeSetter def flipHoriz(self, value): """If set to True then the text will be flipped left-to-right. The flip is relative to the original, not relative to the current state. """ self.__dict__['flipHoriz'] = value
[docs] def setFlipHoriz(self, newVal=True, log=None): """Usually you can use 'stim.attribute = value' syntax instead, but use this method if you need to suppress the log message. """ setAttribute(self, 'flipHoriz', newVal, log)
@attributeSetter def flipVert(self, value): """If set to True then the text will be flipped top-to-bottom. The flip is relative to the original, not relative to the current state. """ self.__dict__['flipVert'] = value
[docs] def setFlipVert(self, newVal=True, log=None): """Usually you can use 'stim.attribute = value' syntax instead, but use this method if you need to suppress the log message """ setAttribute(self, 'flipVert', newVal, log)
[docs] def setFlip(self, direction, log=None): """(used by Builder to simplify the dialog) """ if direction == 'vert': self.setFlipVert(True, log=log) elif direction == 'horiz': self.setFlipHoriz(True, log=log)
@attributeSetter def antialias(self, value): """Allow antialiasing the text (True or False). Sets text, slow. """ self.__dict__['antialias'] = value self._needSetText = True @attributeSetter def bold(self, value): """Make the text bold (True, False) (better to use a bold font name). """ self.__dict__['bold'] = value self.font = self.font # call attributeSetter @attributeSetter def italic(self, value): """True/False. Make the text italic (better to use a italic font name). """ self.__dict__['italic'] = value self.font = self.font # call attributeSetter @attributeSetter def alignHoriz(self, value): """Deprecated in PsychoPy 3.3. Use `alignText` and `anchorHoriz` instead """ self.__dict__['alignHoriz'] = value self._needSetText = True @attributeSetter def alignVert(self, value): """Deprecated in PsychoPy 3.3. Use `anchorVert` """ self.__dict__['alignVert'] = value self._needSetText = True @attributeSetter def alignText(self, value): """Aligns the text content within the bounding box ('left', 'right' or 'center') See also `anchorX` to set alignment of the box itself relative to pos """ self.__dict__['alignText'] = value self._needSetText = True @attributeSetter def anchorHoriz(self, value): """The horizontal alignment ('left', 'right' or 'center') """ self.__dict__['anchorHoriz'] = value self._needSetText = True @attributeSetter def anchorVert(self, value): """The vertical alignment ('top', 'bottom' or 'center') of the box relative to the text `pos`. """ self.__dict__['anchorVert'] = value self._needSetText = True @attributeSetter def fontFiles(self, fontFiles): """A list of additional files if the font is not in the standard system location (include the full path). OBS: fonts are added every time this value is set. Previous are not deleted. E.g.:: stim.fontFiles = ['SpringRage.ttf'] # load file(s) stim.font = 'SpringRage' # set to font """ self.__dict__['fontFiles'] += fontFiles for thisFont in fontFiles: pyglet.font.add_file(thisFont) @attributeSetter def wrapWidth(self, wrapWidth): """Int/float or None (set default). The width the text should run before wrapping. :ref:`Operations <attrib-operations>` supported. """ if wrapWidth is None: if self.units in defaultWrapWidth: wrapWidth = defaultWrapWidth[self.units] else: msg = "TextStim does now know a default wrap width for units %s" raise AttributeError(msg % repr(self.units)) self.__dict__['wrapWidth'] = wrapWidth verts = numpy.array([self.wrapWidth, 0]) self._wrapWidthPix = convertToPix(pos=numpy.array([0, 0]), vertices=verts, units=self.units, win=self.win)[0] self._needSetText = True @property def boundingBox(self): """(read only) attribute representing the bounding box of the text (w,h). This differs from `width` in that the width represents the width of the margins, which might differ from the width of the text within them. NOTE: currently always returns the size in pixels (this will change to return in stimulus units) """ if hasattr(self._pygletTextObj, 'content_width'): w, h = (self._pygletTextObj.content_width, self._pygletTextObj.content_height) else: w, h = (self._pygletTextObj._layout.content_width, self._pygletTextObj._layout.content_height) return w, h @property def posPix(self): """This determines the coordinates in pixels of the position for the current stimulus, accounting for pos and units. This property should automatically update if `pos` is changed""" # because this is a property getter we can check /on-access/ if it # needs updating :-) if self._needVertexUpdate: self.__dict__['posPix'] = convertToPix(vertices=[0, 0], pos=self.pos, units=self.units, win=self.win) self._needVertexUpdate = False return self.__dict__['posPix']
[docs] def updateOpacity(self): self._setTextShaders(value=self.text)
[docs] def draw(self, win=None): """ Draw the stimulus in its relevant window. You must call this method after every MyWin.flip() if you want the stimulus to appear on that frame and then update the screen again. If win is specified then override the normal window of this stimulus. """ if win is None: win = self.win self._selectWindow(win) blendMode = win.blendMode # keep track for reset later GL.glPushMatrix() # for PyOpenGL this is necessary despite pop/PushMatrix, (not for # pyglet) GL.glLoadIdentity() #scale and rotate prevScale = win.setScale('pix') # to units for translations # NB depth is set already GL.glTranslatef(self.posPix[0], self.posPix[1], 0) GL.glRotatef(-self.ori, 0.0, 0.0, 1.0) # back to pixels for drawing surface win.setScale('pix', None, prevScale) GL.glScalef((1, -1)[self.flipHoriz], (1, -1) [self.flipVert], 1) # x,y,z; -1=flipped if self.useShaders: # then rgb needs to be set as glColor # setup color GL.glColor4f(*self._foreColor.render('rgba1')) GL.glUseProgram(self.win._progSignedTexFont) # GL.glUniform3iv(GL.glGetUniformLocation( # self.win._progSignedTexFont, "rgb"), 1, # desiredRGB.ctypes.data_as(ctypes.POINTER(ctypes.c_float))) # # set the texture to be texture unit 0 GL.glUniform3f( GL.glGetUniformLocation(self.win._progSignedTexFont, b"rgb"), *self._foreColor.render('rgb1')) else: # color is set in texture, so set glColor to white GL.glColor4f(1, 1, 1, 1) # should text have a depth or just on top? GL.glDisable(GL.GL_DEPTH_TEST) # update list if necss and then call it if win.winType in ["pyglet", "glfw"]: if self._needSetText: self.setText() # unbind the mask texture regardless GL.glActiveTexture(GL.GL_TEXTURE1) GL.glEnable(GL.GL_TEXTURE_2D) GL.glBindTexture(GL.GL_TEXTURE_2D, 0) # unbind the main texture GL.glActiveTexture(GL.GL_TEXTURE0) GL.glEnable(GL.GL_TEXTURE_2D) # then allow pyglet to bind and use texture during drawing self._pygletTextObj.draw() GL.glDisable(GL.GL_TEXTURE_2D) else: # for pygame we should (and can) use a drawing list if self._needUpdate: self._updateList() GL.glCallList(self._listID) # pyglets text.draw() method alters the blend func so reassert ours win.setBlendMode(blendMode, log=False) if self.useShaders: # disable shader (but command isn't available pre-OpenGL2.0) GL.glUseProgram(0) # GL.glEnable(GL.GL_DEPTH_TEST) # Enables Depth Testing GL.glPopMatrix()

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