Beispiel #1
0
def present_trial(imagepath):
	"""
	The sprite in this trial will move around the screen based on eye gaze.

	"""
	## This is a TobiiSprite which has activated its Followable state (is_following = True)
	img = TobiiSprite( screen, spot.center, imagepath, tobii_controller, scale=IMAGE_SCALE)
	img.enable_follow();
		
	# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
	# Set up the updates, etc. 
	
	# A queue of animation operations
	Q = DisplayQueue()
	
	# Draw a single animation in if you want!		
	# Q.append(obj=img, action='darken', amount=0.5, duration=4.0)
	
	# What order do we draw sprites and things in?
	dos = OrderedUpdates(img) # Draw and update in this order
	
	#start tracking
	tobii_controller.start_tracking()
	
	start_time = time()
	
	## The standard event loop in kelpy -- this loops infinitely to process interactions
	## and throws events depending on what the user does
	for event in kelpy_standard_event_loop(screen, Q, dos, throw_null_events=True):
		
		#if (img.is_looked_at()):
		#		play_sound(sound_yup_path, wait=True, volume=7.0)
		#		break
		
		if( time() - start_time > MAX_DISPLAY_TIME): 
			break
		
		# If the event is a click:
		if is_click(event):
			break

		if event.type == QUIT:
			tobii_controller.close_data_file()
			tobii_controller.destroy()

		img.process_follow(event)
			
	tobii_controller.stop_tracking()	

	print img.get_look_time()
	duration = time() - start_time 
	print looking_proportions(dos, duration)
Beispiel #2
0
def present_trial(imagepath):
	"""
	This is the main function used to run this demo. It is fed an imagepath and uses this to create a CommandableImageSprite offscreen. This Sprite is later moved onto the screen, where it hangs out until it is clicked.

	"""

	#create a tobii simulator
	tobii_sim = TobiiSimController(screen)

	#create a tobii sprite
	img = TobiiSprite( screen, spot.center, imagepath, tobii_sim, scale=IMAGE_SCALE)
	
	# this sets this sprite to follow eye gaze once it's first looked at
	img.enable_follow();
	
	# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
	# Set up the updates, etc. 
	
	# A queue of animation operations
	Q = DisplayQueue()
		
	# Draw a single animation in if you want!
	
	
	# What order do we draw sprites and things in?
	dos = OrderedUpdates(img) # Draw and update in this order
	
	## Note the start time...
	start_time = time()

	# start recording the "eye gaze" data
	tobii_sim.start_tracking()
	
	## The standard event loop in kelpy -- this loops infinitely to process interactions
	## and throws events depending on what the user does
	trial_time = 5.0
	for event in kelpy_standard_event_loop(screen, Q, dos, throw_null_events=True):
	
		#stay in the event loop until the trial time has passed
		if (time() - start_time > trial_time): 
			print "trial end"
			break

		#can check if the image is being looked at
		#img.is_following = img.is_looked_at()

		#have the sprite follow the "eye gaze"
		img.process_follow(event)
				
	#stop collecting "eye gaze" data
	tobii_sim.stop_tracking()
Beispiel #3
0
def present_trial(imagepath):
	"""
	This is the main function used to run this demo. It is fed an imagepath and uses this to create a CommandableImageSprite offscreen. This Sprite is later moved onto the screen, where it hangs out until it is clicked.

	"""
	## Images here are commandable sprites, so we can tell them what to do using Q below
	img = TobiiSprite( screen, spot.center, imagepath, tobii_controller, scale=IMAGE_SCALE)
	img.enable_follow()

	drum = DropSprite(screen, (609,407), kstimulus("common_objects/drum.png"), scale=IMAGE_SCALE)

	img.register_drag_zone(drum)

	images = [drum, img]

	# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
	# Set up the updates, etc. 
	
	# A queue of animation operations
	Q = DisplayQueue()
	
	# What order do we draw sprites and things in?
	dos = OrderedUpdates(images) # Draw and update in this order
	
	start_time = time()

	#start tracking
	tobii_controller.start_tracking()	
	
	## The standard event loop in kelpy -- this loops infinitely to process interactions
	## and throws events depending on what the user does
	for event in kelpy_standard_event_loop(screen, Q, dos, throw_null_events=True):

	# This also turns it off when the sprite it not looked at any longer.
		img.process_follow(event)   ## simple, right?

		if was_dragged_into_zone(event):  ## This is a function located in the EventHandler that watches for drag zone events.
			print "Nice Drumming!"
			play_sound(kstimulus("sounds/Button-Reverb.wav"))

		if event.type == QUIT:
			tobii_controller.close_data_file()
			tobii_controller.destroy()
				
		
	tobii_controller.stop_tracking()