Esempio n. 1
0
        private void initializeView()
        {
            // create scene thread
            view = new LocalizerView(windowRedrawFreqMax, windowLeft, windowTop, windowWidth, windowHeight, false);
            view.setBackgroundColor(windowBackgroundColor.getRed(), windowBackgroundColor.getGreen(), windowBackgroundColor.getBlue());

            // start the scene thread
            view.start();
        }
Esempio n. 2
0
        public iParam clone()
        {
            ParamColor clone = new ParamColor(name, group, parentSet, desc, stdValue, options);

            clone.stdValue = stdValue;

            clone.minValue = minValue;
            clone.maxValue = maxValue;

            clone.value = new RGBColorFloat(value.getRed(), value.getGreen(), value.getBlue());

            return(clone);
        }
Esempio n. 3
0
        protected override void render()
        {
            // load textures (if needed; done here because it should be from this thread/context)
            if (doLoadTextures > 0)
            {
                loadTextures();
            }

            // check if fixation should be shown
            if (showFixation)
            {
                // set the fixation to white
                glColor3(1f, 1f, 1f);

                // set the text count
                int fixationTextWidth = fixationFont.getTextWidth("+");
                fixationFont.printLine((int)((getContentWidth() - fixationTextWidth) / 2), (int)((getContentHeight() - fixationFont.height) / 2), "+");
            }

            if (showCountDown >= 0)
            {
                // set the countdown to white
                glColor3(1f, 1f, 1f);

                // set the text count
                int countTextWidth = countdownFont.getTextWidth(showCountDown.ToString());
                countdownFont.printLine((int)((getContentWidth() - countTextWidth) / 2), (int)((getContentHeight() - countdownFont.height) / 2), showCountDown.ToString());
            }

            // draw the blocks
            if (showBlocks)
            {
                // set the blockcolor to white
                glColor3(1f, 1f, 1f);

                // loop through the blocks
                for (int i = 0; i < blocks.Count; ++i)
                {
                    // skip block which are out of display
                    if (blocks[i].x + blocks[i].width < 0)
                    {
                        continue;
                    }
                    if (blocks[i].x > getContentWidth())
                    {
                        continue;
                    }

                    // bind the texture, also if it is 0
                    // (could use glEnable(GL_TEXTURE_2D) and glDisable(GL_TEXTURE_2D), but binding to zero for untextured block can be used as well)
                    glBindTexture2D(blocks[i].texture);

                    // draw the block
                    glBeginTriangles();

                    // vertex 0
                    glTexCoord2(1.0f, 1.0f);
                    glVertex3(blocks[i].x + blocks[i].width, blocks[i].y + blocks[i].height, 0.0f);

                    glTexCoord2(1.0f, 0.0f);
                    glVertex3(blocks[i].x + blocks[i].width, blocks[i].y, 0.0f);

                    glTexCoord2(0.0f, 0.0f);
                    glVertex3(blocks[i].x, blocks[i].y, 0.0f);

                    //vertex 1
                    glTexCoord2(0.0f, 1.0f);
                    glVertex3(blocks[i].x, blocks[i].y + blocks[i].height, 0.0f);

                    glTexCoord2(1.0f, 1.0f);
                    glVertex3(blocks[i].x + blocks[i].width, blocks[i].y + blocks[i].height, 0.0f);

                    glTexCoord2(0.0f, 0.0f);
                    glVertex3(blocks[i].x, blocks[i].y, 0.0f);

                    glEnd();
                }
            }

            // draw the cursor
            if (showCursor)
            {
                // set the cursor color, no texture
                if (cursorColorSetting == 2)                                                                                                                                            // manual escape
                {
                    glColor3(cursorEscapeColor.getRed(), cursorEscapeColor.getGreen(), cursorEscapeColor.getBlue());
                }
                else if ((cursorColorSetting == 1) || (cursorColorSetting == 3 && cursorInCurrentBlock))                        // manual hit or automatic
                {
                    glColor3(cursorHitColor.getRed(), cursorHitColor.getGreen(), cursorHitColor.getBlue());
                }
                else                                                                                                                                                                                            // other (manual miss)
                {
                    glColor3(cursorMissColor.getRed(), cursorMissColor.getGreen(), cursorMissColor.getBlue());
                }
                glBindTexture2D(0);

                // cursor polygon
                glBeginPolygon();
                for (double i = 0; i < 2 * Math.PI; i += Math.PI / 24)
                {
                    glVertex3(Math.Cos(i) * cursorRadius + cursorX, Math.Sin(i) * cursorRadius + cursorY, 0.0);
                }
                glEnd();
            }

            // write the score text
            if (score > -1)
            {
                glColor3(1f, 1f, 1f);
                scoreFont.printLine(getContentWidth() - scoreFont.height * 9, 5, ("Score: " + score));
            }

            // check if text should be shown
            if (showText.Length != 0)
            {
                // set the text to white
                glColor3(1f, 1f, 1f);

                // print the text
                textFont.printLine((getContentWidth() - showTextWidth) / 2, getContentHeight() / 2, showText);
            }

            // check if there is no signal
            if (showConnectionLost)
            {
                // set white color for drawing
                glColor3(1f, 1f, 1f);

                // print text
                int textWidth = textFont.getTextWidth("Lost connection with device");
                textFont.printLine((int)((getContentWidth() - textWidth) / 2), (int)((getContentHeight()) / 4), "Lost connection with device");

                // set texture
                glBindTexture2D(connectionLostTexture);

                // draw texture
                glBeginTriangles();

                // vertex 0
                glTexCoord2(0.0f, 0.0f);
                glVertex3((getContentWidth() - 200) / 2, (getContentHeight() - 200) / 2, 0.0f);

                glTexCoord2(1.0f, 0.0f);
                glVertex3((getContentWidth() - 200) / 2 + 200, (getContentHeight() - 200) / 2, 0.0f);

                glTexCoord2(1.0f, 1.0f);
                glVertex3((getContentWidth() - 200) / 2 + 200, (getContentHeight() - 200) / 2 + 200, 0.0f);

                //vertex 1
                glTexCoord2(0.0f, 0.0f);
                glVertex3((getContentWidth() - 200) / 2, (getContentHeight() - 200) / 2, 0.0f);

                glTexCoord2(1.0f, 1.0f);
                glVertex3((getContentWidth() - 200) / 2 + 200, (getContentHeight() - 200) / 2 + 200, 0.0f);

                glTexCoord2(0.0f, 1.0f);
                glVertex3((getContentWidth() - 200) / 2, (getContentHeight() - 200) / 2 + 200, 0.0f);

                glEnd();
            }
        }
Esempio n. 4
0
 public void setTargetMissColor(RGBColorFloat color)
 {
     targetMissColorR = color.getRed();
     targetMissColorG = color.getGreen();
     targetMissColorB = color.getBlue();
 }
Esempio n. 5
0
 public void setCursorMissColor(RGBColorFloat color)
 {
     cursorMissColorR = color.getRed();
     cursorMissColorG = color.getGreen();
     cursorMissColorB = color.getBlue();
 }
Esempio n. 6
0
        public void initBlockSequence(List <int> inTargetSequence, List <List <float> > inTargets)
        {
            // wait until the textures are loaded before continuing
            while (doLoadTextures > 0)
            {
                Thread.Sleep(50);
            }

            // lock for textures events (thread safety)
            lock (textureLock) {
                //
                int i = 0;

                // clear all block sequence information
                for (i = 0; i < blocks.Count; ++i)
                {
                    blocks[i].texture = 0;
                }
                blocks.Clear();

                // set the block variables nothing
                currentBlock         = noBlock;
                cursorInCurrentBlock = false;

                // loop through the targets in the sequence
                float startX = 0;
                for (i = 0; i < inTargetSequence.Count; ++i)
                {
                    // calculate the block height and y position (based on percentages)
                    float height = getContentHeight() * (inTargets[1][inTargetSequence[i]] / 100.0f);
                    float y      = getContentHeight() * (inTargets[0][inTargetSequence[i]] / 100.0f) - height / 2.0f;

                    // calculate the block width (based on sec)
                    float widthSec    = inTargets[2][inTargetSequence[i]];
                    float widthPixels = (float)getContentWidth() / ((float)getContentWidth() / blockSpeed) * widthSec;

                    // set the start position
                    startX -= widthPixels;

                    // create the color (decomposes the 24-bit integer into seperate RGB components
                    RGBColorFloat color = new RGBColorFloat((int)inTargets[3][inTargetSequence[i]]);

                    // create a block object
                    MultiClicksBlock block = new MultiClicksBlock(startX, y, widthPixels, height, color.getRed(), color.getGreen(), color.getBlue());

                    // set the block texture (initialized to 0 = no texture)
                    if (inTargetSequence[i] < (int)blockTextures.Count)
                    {
                        block.texture = blockTextures[inTargetSequence[i]];
                    }

                    // add block for display
                    blocks.Add(block);
                }
            }
        }