Beispiel #1
0
class FirstTry(visual):
    def setup(self):
        self.tex1 = MovieTexture('videos/saturn5_apollo_launch.mp4')
        assert self.tex1.read('videos/saturn5_apollo_launch.mp4')
        self.tex2 = MovieTexture('videos/boards_eye_view.mp4')
        assert self.tex2.read('videos/boards_eye_view.mp4')

        self.cm1 = CardMaker('saturn')
        self.cm1.setFrameFullscreenQuad()
        self.cm1.setUvRange(self.tex1)
        self.card1 = NodePath(self.cm1.generate())
        self.card1.reparentTo(self.path)
        self.card1.setPos(0,0,10)
        self.card1.setP(50)

        self.cm2 = CardMaker('board')
        self.cm2.setFrameFullscreenQuad()
        self.cm2.setUvRange(self.tex2)
        self.card2 = NodePath(self.cm2.generate())
        self.card2.reparentTo(self.path)
        self.card2.setPos(0,0,-10)
        self.card2.setP(-50)

        self.card1.setTexture(self.tex1)
        self.card1.setTexScale(TextureStage.getDefault(), self.tex1.getTexScale())
        self.card2.setTexture(self.tex2)
        self.card2.setTexScale(TextureStage.getDefault(), self.tex2.getTexScale())

        self.card1.setScale(10)
        self.card2.setScale(10)

    def getBeat(self):
        pass
Beispiel #2
0
def loadVideo(videoFileName, loop=False):
    videoPathStr = 'Video/{}'
    videoPathStr = videoPathStr.format(videoFileName)

    try:
        tex = MovieTexture(videoFileName)
        success = tex.read(videoPathStr)
        assert success, "Failed to load video!"

        # Set up a fullscreen card to set the video texture on.
        cm = CardMaker("My Fullscreen Card")
        cm.setFrameFullscreenQuad()
        # Tell the CardMaker to create texture coordinates that take into
        # account the padding region of the texture.
        cm.setUvRange(tex)
        # Now place the card in the scene graph and apply the texture to it.
        card = render2d.attachNewNode(cm.generate())
        card.setTexture(tex)
        card.hide()
        sound = loader.loadMusic(videoPathStr)
        # set loop false
        sound.setLoop(loop)
        # Synchronize the video to the sound.
        tex.synchronizeTo(sound)

        return sound, card
    except Exception as e:
        #logging.debug("loadvideo: {}".format(traceback.format_exc()))
        pass
    return sound, card
Beispiel #3
0
class MouseTunnel(ShowBase):
    def __init__(self):
        # Initialize the ShowBase class from which we inherit, which will
        # create a window and set up everything we need for rendering into it.
        ShowBase.__init__(self)
        self.stimtype = 'image_sequence'

        #session_start
        self.session_start_time = datetime.datetime.now()

        # self.accept("escape", sys.exit, [0])#don't let the user do this, because then the data isn't saved.
        self.accept('q', self.close)
        self.accept('Q', self.close)

        self.AUTO_REWARD = AUTO_REWARD
        # disable mouse control so that we can place the camera
        base.disableMouse()
        camera.setPosHpr(0, 0, 10, 0, -90, 0)
        mat = Mat4(camera.getMat())
        mat.invertInPlace()
        base.mouseInterfaceNode.setMat(mat)
        # base.enableMouse()

        props = WindowProperties()
        # props.setFullscreen(True)
        props.setOrigin(-924, 70)
        # props.setSize(1880,1040)
        props.setCursorHidden(True)
        props.setMouseMode(WindowProperties.M_relative)
        base.win.requestProperties(props)
        base.setBackgroundColor(0, 0, 0)  # set the background color to black

        #set up the textures
        # we now get buffer thats going to hold the texture of our new scene
        altBuffer = self.win.makeTextureBuffer("hello", 1524, 1024)
        # altBuffer.getDisplayRegion(0).setDimensions(0.5,0.9,0.5,0.8)
        # altBuffer = base.win.makeDisplayRegion()
        # altBuffer.makeDisplayRegion(0,1,0,1)

        # now we have to setup a new scene graph to make this scene
        self.dr2 = base.win.makeDisplayRegion(0, 0.1, 0, 0.1)

        altRender = NodePath("new render")
        # this takes care of setting up ther camera properly
        self.altCam = self.makeCamera(altBuffer)
        self.dr2.setCamera(self.altCam)
        self.altCam.reparentTo(altRender)
        self.altCam.setPos(0, -10, 0)

        self.bufferViewer.setPosition("llcorner")
        # self.bufferViewer.position = (.1,.4,.1,.4)
        self.bufferViewer.setCardSize(1.0, 0.0)
        print(self.bufferViewer.position)

        self.imagesTexture = MovieTexture("image_sequence")
        # success = self.imagesTexture.read("models/natural_images.avi")
        success = self.imagesTexture.read("models/movie_5hz.mpg")
        self.imagesTexture.setPlayRate(1.0)
        self.imagesTexture.setLoopCount(10)
        # self.imageTexture =loader.loadTexture("models/NaturalImages/BSDs_8143.tiff")
        # self.imagesTexture.reparentTo(altRender)

        cm = CardMaker("stimwindow")
        cm.setFrame(-4, 4, -3, 3)
        # cm.setUvRange(self.imagesTexture)
        self.card = NodePath(cm.generate())
        self.card.reparentTo(altRender)
        if self.stimtype == 'image_sequence':
            self.card.setTexture(self.imagesTexture, 1)

        # self.imagesTexture.play()

        # self.bufferViewer.setPosition("lrcorner")
        # self.bufferViewer.setCardSize(1.0, 0.0)
        self.accept("v", self.bufferViewer.toggleEnable)
        self.accept("V", self.bufferViewer.toggleEnable)

        # Load the tunnel
        self.initTunnel()

        #initialize some things
        # for the tunnel construction:
        self.boundary_to_add_next_segment = -1 * TUNNEL_SEGMENT_LENGTH
        self.current_number_of_segments = 8
        #task flow booleans
        self.in_waiting_period = False
        self.stim_started = False
        self.looking_for_a_cue_zone = True
        self.in_reward_window = False
        self.show_stimulus = False
        #for task control
        self.interval = 0
        self.time_waiting_in_cue_zone = 0
        self.wait_time = 1.83
        self.stim_duration = 4.0  # in seconds
        self.max_stim_duration = 6.0  # in seconds
        self.stim_elapsed = 0.0  # in seconds
        self.last_position = base.camera.getZ()
        self.position_on_track = base.camera.getZ()
        #for reward control
        self.reward_window = REWARD_WINDOW  # in seconds
        self.reward_elapsed = 0.0
        # self.reward_volume = 0.008 # in mL. this is for the hardcoded 0.1 seconds of reward time
        self.reward_volume = int(REWARD_VOLUME)  # in uL, for the stepper motor
        self.reward_time = 0.1  # in sec, based on volume. hard coded right now but should be modified by the (1) calibration and (2) optionally by the main loop for dynamic reward scheduling
        # self.lick_buffer = []

        #INITIALIZE NIDAQ
        self.nidevice = 'Dev2'
        self.encodervinchannel = 1
        self.encodervsigchannel = 0
        self.invertdo = False
        self.diport = 1
        self.lickline = 0
        self.doport = 0
        self.rewardline = 0
        self.rewardlines = [0]
        self._setupDAQ()
        self.do.WriteBit(1, 1)
        self.do.WriteBit(
            3, 1
        )  #set reward high, because the logic is flipped somehow. possibly by haphazard wiring of the circuit (12/24/2018 djd)
        self.previous_encoder_position = self.ai.data[0][
            self.encodervsigchannel]
        self.encoder_gain = 30

        #INITIALIZE LICK SENSOR
        self._lickSensorSetup()

        #INITIALIZE  output data
        self.lickData = []
        self.x = []
        self.t = []
        self.trialData = []
        self.rewardData = []

        #INITIALIZE KEY SENSOR, for backup inputs and other user controls
        self.keys = key.KeyStateHandler()
        self.accept('r', self._give_reward, [self.reward_volume])
        self.accept('l', self._toggle_reward)

        img_list = glob.glob('models/NaturalImages/*.tiff')[:10]
        print(img_list)
        self.imageTextures = [loader.loadTexture(img) for img in img_list]

        self._setupEyetracking()
        self._startEyetracking()

        if AUTO_MODE:
            self.gameTask = taskMgr.add(self.autoLoop2, "autoLoop2")
            self.rewardTask = taskMgr.add(self.rewardControl, "reward")
            self.cue_zone = concatenate((self.cue_zone,arange(\
                self.current_number_of_segments*-TUNNEL_SEGMENT_LENGTH,\
                self.current_number_of_segments*-TUNNEL_SEGMENT_LENGTH-TUNNEL_SEGMENT_LENGTH-80,\
                -1)))
            self.auto_position_on_track = 0
            self.auto_restart = False
            self.auto_running = True
            self.contTunnel()
        else:
            # Now we create the task. taskMgr is the task manager that actually
            # calls the function each frame. The add method creates a new task.
            # The first argument is the function to be called, and the second
            # argument is the name for the task.  It returns a task object which
            # is passed to the function each frame.
            self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
            # self.stimulusTask = taskMgr.add(self.stimulusControl, "stimulus")
            self.lickTask = taskMgr.add(self.lickControl, "lick")
            self.rewardTask = taskMgr.add(self.rewardControl, "reward")

    # Code to initialize the tunnel
    def initTunnel(self):
        self.tunnel = [None] * 8

        for x in range(8):
            # Load a copy of the tunnel
            self.tunnel[x] = loader.loadModel('models/tunnel')
            # The front segment needs to be attached to render
            if x == 0:
                self.tunnel[x].reparentTo(render)
            # The rest of the segments parent to the previous one, so that by moving
            # the front segement, the entire tunnel is moved
            else:
                self.tunnel[x].reparentTo(self.tunnel[x - 1])
            # We have to offset each segment by its length so that they stack onto
            # each other. Otherwise, they would all occupy the same space.
            self.tunnel[x].setPos(0, 0, -TUNNEL_SEGMENT_LENGTH)
            # Now we have a tunnel consisting of 4 repeating segments with a
            # hierarchy like this:
            # render<-tunnel[0]<-tunnel[1]<-tunnel[2]<-tunnel[3]

        self.tunnel[0] = loader.loadModel('models/grating')
        self.tunnel[0].reparentTo(render)
        self.cue_zone = arange(0, TUNNEL_SEGMENT_LENGTH, -1)

    # This function is called to snap the front of the tunnel to the back
    # to simulate traveling through it
    def contTunnel(self):
        self.auto_position_on_track -= 50
        position_on_track = self.auto_position_on_track
        print(str(int(position_on_track)) + '   ' + str(self.cue_zone))
        if int(position_on_track) in np.array(
                self.cue_zone):  #check for cue zone
            if not self.auto_restart:
                print('STOP!')
                self.tunnelMove.pause()
                self.auto_presentation = True
                # self.current_number_of_segments +=1
            else:
                self.auto_restart = True
                self.tunnelMove.resume()

        else:
            self.in_waiting_period = False
            self.auto_presentation = False

            # base.setBackgroundColor([1,0 , 0])
            if self.looking_for_a_cue_zone == False:
                self.looking_for_a_cue_zone = True
            if self.stim_started == True:
                self.stop_a_presentation()

            # This line uses slices to take the front of the list and put it on the
            # back. For more information on slices check the Python manual
            self.tunnel = self.tunnel[1:] + self.tunnel[0:1]

            # Set the front segment (which was at TUNNEL_SEGMENT_LENGTH) to 0, which
            # is where the previous segment started
            self.tunnel[0].setZ(0)
            # Reparent the front to render to preserve the hierarchy outlined above
            self.tunnel[0].reparentTo(render)
            # Set the scale to be apropriate (since attributes like scale are
            # inherited, the rest of the segments have a scale of 1)
            self.tunnel[0].setScale(.155, .155, .305)
            # Set the new back to the values that the rest of the segments have
            self.tunnel[3].reparentTo(self.tunnel[2])
            self.tunnel[3].setZ(-TUNNEL_SEGMENT_LENGTH)
            self.tunnel[3].setScale(1)

            # Set up the tunnel to move one segment and then call contTunnel again
            # to make the tunnel move infinitely
            self.tunnelMove = Sequence(
                LerpFunc(self.tunnel[0].setZ,
                         duration=TUNNEL_TIME,
                         fromData=0,
                         toData=TUNNEL_SEGMENT_LENGTH * .305),
                Func(self.contTunnel))
            self.tunnelMove.start()

    def start_a_presentation(self):

        print("start")
        self.do.WriteBit(2, 1)
        # self.bufferViewer.toggleEnable()

        self.lick_buffer = []

        if self.stimtype == 'random image':
            for i in range(randint(len(self.imageTextures))):
                self.card.setTexture(self.imageTextures[i], 1)
        if self.stimtype == 'image_sequence':
            self.imagesTexture.setTime(0.)
            self.dr2.setDimensions(0.4, 0.8, 0.4,
                                   0.70)  #floats (left, right, bottom, top)
            self.imagesTexture.play()

    def stop_a_presentation(self):
        if self.stim_started == True:
            self.dr2.setDimensions(0, 0.1, 0, 0.1)
            # self.bufferViewer.toggleEnable()
            self.stim_started = False
            self.stim_elapsed = 0.
            self.stim_duration = 0.
            while self.stim_duration < 1. or self.stim_duration > self.max_stim_duration * 2.:  # set some limits on the random duration so is not too short or too long
                self.stim_duration = exponential(self.max_stim_duration)
            self.stim_off_time = globalClock.getFrameTime()

            self.do.WriteBit(2, 0)

    def _lickSensorSetup(self):
        """ Attempts to set up lick sensor NI task. """
        ##TODO: Make lick sensor object if necessary. Let user select port and line.
        if self.di:
            self.lickSensor = self.di  # just use DI for now
            licktest = []
            for i in range(30):
                licktest.append(self.di.Read()[self.lickline])
                time.sleep(0.01)
            licktest = np.array(licktest, dtype=np.uint8)
            if len(licktest[np.where(licktest > 0)]) > 25:
                self.lickSensor = None
                self.lickData = [np.zeros(len(self.rewardlines))]
                print("Lick sensor failed startup test.")
            else:
                print('lick sensor setup succeeded.')
            self.keycontrol = True
        else:
            print(
                "Could not initialize lick sensor.  Ensure that NIDAQ is connected properly."
            )
            self.keycontrol = True
            self.lickSensor = None
            self.lickData = [np.zeros(len(self.rewardlines))]
            self.keys = key.KeyStateHandler()
            # self.window.winHandle.push_handlers(self.keys)

    # def _read_licks(self): # not yet implemented; should be replaces with check to beam break
    def _give_reward(self, volume):
        print("reward!")
        self.rewardData.extend([globalClock.getFrameTime()])
        self.do.WriteBit(3, 0)
        time.sleep(self.reward_time)
        self.do.WriteBit(
            3, 1)  # put a TTL on a line to indicate that a reward was given
        s.dispense(volume)  #pass # not yet implemented

    def _toggle_reward(self):
        if self.AUTO_REWARD:
            self.AUTO_REWARD = False
            print('switched to lick sensing for reward.')
        else:
            self.AUTO_REWARD = True
            print('switched to automatic rewards after stimuli.')

    def autoLoop2(self, task):
        dt = globalClock.getDt()
        current_time = globalClock.getFrameTime()

        self.x.extend([self.auto_position_on_track])
        self.t.extend([globalClock.getFrameTime()])

        if self.auto_presentation:
            self.auto_running = False
            if self.in_waiting_period:
                self.time_waited += dt
            else:
                self.time_waited = 0
                self.in_waiting_period = True
            if self.time_waited > self.wait_time:  #if in cue zone,see if we have been ther for long enough
                #start a trial
                self.start_position = self.auto_position_on_track
                self.start_time = current_time
                if not self.stim_started:
                    self.start_a_presentation()
                    # print(self.stim_duration)
                    self.stim_started = True
                    self.show_stimulus = True
                else:
                    self.stim_elapsed += dt
                    if self.stim_elapsed > self.stim_duration:
                        self.show_stimulus = False
                        self.in_reward_window = True
                        self.stop_a_presentation()
                        self.auto_restart = False
                        # print(self.current_number_of_segments)
                        self.current_number_of_segments += 9
                        #redefine the cue zone as the next one
                        self.cue_zone = arange(
                            self.current_number_of_segments *
                            -TUNNEL_SEGMENT_LENGTH,
                            self.current_number_of_segments *
                            -TUNNEL_SEGMENT_LENGTH - TUNNEL_SEGMENT_LENGTH -
                            80, -1)
                        #extend cue zone, keeping old ones
                        # self.cue_zone = concatenate((self.cue_zone,arange(self.current_number_of_segments*-TUNNEL_SEGMENT_LENGTH-40,
                        #                             self.current_number_of_segments*-TUNNEL_SEGMENT_LENGTH-TUNNEL_SEGMENT_LENGTH-40,
                        #                             -1)))
                        self.contTunnel()
                        self.time_waited = 0
                        self.looking_for_a_cue_zone = False
                # base.setBackgroundColor([0, 0, 1])
            else:
                pass  # base.setBackgroundColor([0, 1, 0])
        else:
            self.auto_running = True
        return Task.cont  # Since every return is Task.cont, the task will

    def gameLoop(self, task):
        # get the time elapsed since the next frame.
        dt = globalClock.getDt()
        current_time = globalClock.getFrameTime()

        # get the camera position.
        position_on_track = base.camera.getZ()

        #get the encoder position from NIDAQ Analog Inputs channel 2
        encoder_position = self.ai.data[0][
            self.
            encodervsigchannel]  #zeroth sample in buffer [0], from ai2 [2]
        #convert to track coordinates
        encoder_position_diff = (encoder_position -
                                 self.previous_encoder_position)
        if abs(
                encoder_position_diff
        ) > 0.025:  #manually set threshold to remove encoder noise jittering the positionq
            if encoder_position_diff > 4.5: encoder_position_diff -= 5.
            if encoder_position_diff < -4.5: encoder_position_diff += 5.
            encoder_position_diff *= self.encoder_gain
            self.previous_encoder_position = encoder_position
            position_on_track = base.camera.getZ() + encoder_position_diff
            #reset the camera position
            self.camera.setPos(base.camera.getX(), base.camera.getY(),
                               position_on_track)

            self.x.extend([position_on_track])
            self.t.extend([globalClock.getFrameTime()])

        #first check if the mouse moved on the last frame.
        if abs(
                self.last_position - position_on_track
        ) < 1.5:  #the mouse didn't move more than 0.5 units on the track
            self.moved = False
            if int(position_on_track) in self.cue_zone:  #check for cue zone
                if self.looking_for_a_cue_zone:  #make sure we transitioning from the tunnel to a cue zone
                    #increment how long we've been waiting in the cue zone.
                    if self.in_waiting_period:
                        self.time_waited += dt
                    else:
                        self.time_waited = 0
                        self.in_waiting_period = True
                    if self.time_waited > self.wait_time:  #if in cue zone,see if we have been ther for long enough
                        #start a trial
                        self.start_position = position_on_track
                        self.start_time = current_time
                        if not self.stim_started:
                            self.start_a_presentation()
                            print(self.stim_duration)
                            self.stim_started = True
                            self.show_stimulus = True
                        else:
                            self.stim_elapsed += dt
                            if self.stim_elapsed > self.stim_duration:
                                self.show_stimulus = False
                                self.in_reward_window = True
                                self.stop_a_presentation()
                                self.time_waited = 0
                                self.looking_for_a_cue_zone = False
                        # base.setBackgroundColor([0, 0, 1])
                    else:
                        pass  # base.setBackgroundColor([0, 1, 0])
            else:
                self.in_waiting_period = False
                # base.setBackgroundColor([1,0 , 0])
                if self.looking_for_a_cue_zone == False:
                    self.looking_for_a_cue_zone = True
                if self.stim_started == True:
                    self.stop_a_presentation()
        else:  #the mouse did move
            self.moved = True
            if self.stim_started == True:  #check if it moved during a presenation
                self.stop_a_presentation()
                self.time_waited = 0
                self.looking_for_a_cue_zone = False
                self.show_stimulus = False

        #if we need to add another segment, do so
        if position_on_track < self.boundary_to_add_next_segment:
            self.tunnel.extend([None])
            x = self.current_number_of_segments
            if x % 8 == 0:
                self.tunnel[x] = loader.loadModel('models/grating')
                self.cue_zone = concatenate((self.cue_zone,arange(\
                    self.current_number_of_segments*-TUNNEL_SEGMENT_LENGTH,\
                    self.current_number_of_segments*-TUNNEL_SEGMENT_LENGTH-TUNNEL_SEGMENT_LENGTH-80,\
                    -1)))
            else:
                self.tunnel[x] = loader.loadModel('models/tunnel')
            self.tunnel[x].setPos(0, 0, -TUNNEL_SEGMENT_LENGTH)
            self.tunnel[x].reparentTo(self.tunnel[x - 1])
            #increment
            self.boundary_to_add_next_segment -= TUNNEL_SEGMENT_LENGTH
            self.current_number_of_segments += 1
        else:
            pass  #print('current:'+str(position_on_track) +'      next boundary:' + str(self.boundary_to_add_next_segment))

        self.last_position = position_on_track

        # lick_times = self.
        # self._read_licks()
        return Task.cont  # Since every return is Task.cont, the task will
        # continue indefinitely, under control of the mouse (animal)

    def stimulusControl(self, task):
        if self.show_stimulus and not self.bufferViewer.isEnabled():
            # self.bufferViewer.toggleEnable()
            self.dr2.setDimensions(0.5, 0.9, 0.5, 0.8)
        if not self.show_stimulus and self.bufferViewer.isEnabled():
            # self.bufferViewer.toggleEnable()
            self.dr2.setDimensions(0, 0.1, 0, 0.1)
        return Task.cont

    def lickControl(self, task):
        """ Checks to see if a lick is occurring. """
        ##TODO: Let user select line for lick sensing.
        if self.lickSensor:
            if self.lickSensor.Read()[self.lickline]:
                self.lickData.extend([globalClock.getFrameTime()])
                print('lick happened at: ' + str(self.lickData[-1]))
        elif self.keycontrol == True:  #NO NI BOARD.  KEY INPUT?
            if self.keys[key.SPACE]:
                data = [globalClock.getFrameTime()]
            elif self.keys[key.NUM_1]:
                # print(self.lickData)
                # elif self.keys[key.NUM_3]:
                #     data = [0,1]
                # else:
                #     data = [0,0]
                self.lickData.extend(data)
        return Task.cont

    def rewardControl(self, task):
        if self.in_reward_window:
            self.reward_elapsed += globalClock.getDt()
            if not self.AUTO_REWARD:
                if self.reward_elapsed < self.reward_window:
                    if len(
                            np.where(
                                np.array(self.lickData) > self.stim_off_time)
                        [0]
                    ) > 1:  # this checks if there has been more than zero licks since the stimulus turned off
                        self._give_reward(self.reward_volume)
                        self.in_reward_window = False
                        self.reward_elapsed = 0.  #reset
                else:
                    self.in_reward_window = False
                    self.reward_elapsed = 0.  #reset
            else:
                self._give_reward(self.reward_volume)
                self.in_reward_window = False
                self.reward_elapsed = 0.  #reset
                # self.reward_elapsed=0.
                # base.setBackgroundColor([1, 1, 0])

        # if self.keys[key.NUM_1]:
        #     print('reward!')

        if self.reward_elapsed > self.reward_window:
            self.in_reward_window = False
            self.reward_elapsed = 0.
        return Task.cont

    def _setupEyetracking(self):
        """ sets up eye tracking"""
        try:
            eyetrackerip = "DESKTOP-EE5KKDO"
            eyetrackerport = 10000
            trackeyepos = False
            from aibs.Eyetracking.EyetrackerClient import Client
            self.eyetracker = Client(
                outgoing_ip=eyetrackerip,
                outgoing_port=eyetrackerport,
                output_filename=str(datetime.datetime.now()).replace(
                    ':', '').replace('.', '').replace(' ', '-'))
            self.eyetracker.setup()
            # eyedatalog = []
            # if trackeyepos:
            #     eyeinitpos = None
        except:
            print("Could not initialize eyetracker:")
            self.eyetracker = None

    def _startEyetracking(self):
        if self.eyetracker:
            self.eyetracker.recordStart()

    def _setupDAQ(self):
        """ Sets up some digital IO for sync and tiggering. """
        print('SETTING UP DAQ')
        try:
            if self.invertdo:
                istate = 'low'
            else:
                istate = 'high'
            self.do = DigitalOutput(self.nidevice,
                                    self.doport,
                                    initial_state='low')
            self.do.StartTask()
        except:  # Exception, e:
            print("Error starting DigitalOutput task:")
            self.do = None
        try:
            self.di = DigitalInput(self.nidevice, self.diport)
            self.di.StartTask()
        except:  # Exception, e:
            print("Error starting DigitalInput task:")
            self.di = None
        # try:
        #set up 8 channels, only use 2 though for now
        self.ai = AnalogInput(self.nidevice,
                              range(8),
                              buffer_size=25,
                              terminal_config='RSE',
                              clock_speed=6000.0,
                              voltage_range=[-5.0, 5.0])
        self.ai.StartTask()
        print(type(self.ai))
        # except:# Exception, e:
        # print("Error starting AnalogInput task:")
        # self.ai = None

        # try:
        #     self.ao = AnalogOutput(self.nidevice, channels=[0, 1],terminal_config = 'RSE',
        #                            voltage_range=[0.0, 5.0])
        #     self.ao.StartTask()
        # except:# Exception, e:
        #     print("Error starting AnalogOutput task:")
        #     self.ao = None

    def close(self):
        if self.eyetracker:
            self.eyetracker.recordStop()
            print('stop eyetracking')

        save_path = os.path.join(os.getcwd(),'data',str(MOUSE_ID)+'_'+\
                                                    str(self.session_start_time.year)+'_'+\
                                                    str(self.session_start_time.month)+'_'+\
                                                    str(self.session_start_time.day)+'-'+\
                                                    str(self.session_start_time.hour)+'_'+\
                                                    str(self.session_start_time.minute)+'_'+\
                                                    str(self.session_start_time.second))
        if ~os.path.isdir(save_path):
            os.mkdir(save_path)

        print("saving data to " + save_path)
        np.save(os.path.join(save_path, 'licks.npy'), self.lickData)
        np.save(os.path.join(save_path, 'x.npy'), self.x)
        np.save(os.path.join(save_path, 't.npy'), self.t)
        np.save(os.path.join(save_path, 'trialData.npy'), self.trialData)
        np.save(os.path.join(save_path, 'rewardData.npy'), self.rewardData)

        print('rewardData:')
        print(np.shape(self.rewardData))
        sys.exit(0)
class DistributedCinemaInterior(DistributedToonInterior.DistributedToonInterior
                                ):
    notify = directNotify.newCategory("DistributedCinemaInterior")

    def __init__(self, cr):
        DistributedToonInterior.DistributedToonInterior.__init__(self, cr)
        self.fsm = ClassicFSM.ClassicFSM('DCinemaInterior', [
            State.State('off', self.enterOff, self.exitOff),
            State.State('show', self.enterShow, self.exitShow),
            State.State('intermission', self.enterIntermission,
                        self.exitIntermission)
        ], 'off', 'off')
        self.fsm.enterInitialState()
        self.state = None
        self.cinemaIndex = None
        self.movieTex = None
        self.movieCard = None
        self.movieSound = None
        self.movieTrack = None
        self.intermissionText = None

    def makeInterior(self):
        # Always use the same room for cinemas.
        DistributedToonInterior.DistributedToonInterior.makeInterior(
            self, roomIndex=0)

    def announceGenerate(self):
        DistributedToonInterior.DistributedToonInterior.announceGenerate(self)
        self.sendUpdate('requestStateAndTimestamp')

    def disable(self):
        self.fsm.requestFinalState()
        self.fsm = None
        self.state = None
        self.cinemaIndex = None
        self.movieTex = None
        self.movieCard = None
        self.movieSound = None
        self.movieTrack = None
        self.intermissionText = None
        self.cr.playGame.hood.loader.interiorMusic.stop()
        DistributedToonInterior.DistributedToonInterior.disable(self)

    def darkenInterior(self):
        darkenIval = self.interior.colorScaleInterval(
            3.0,
            colorScale=(0.3, 0.3, 0.3, 1.0),
            startColorScale=(1.0, 1.0, 1.0, 1.0),
            blendType='easeInOut')
        darkenIval.start()

    def lightenInterior(self):
        lightenIval = self.interior.colorScaleInterval(
            3.0,
            colorScale=(1, 1, 1, 1.0),
            startColorScale=(0.3, 0.3, 0.3, 1.0),
            blendType='easeInOut')
        lightenIval.start()

    def enterShow(self, ts=0):
        self.darkenInterior()
        self.cr.playGame.hood.loader.interiorMusic.stop()

        videoFile = CinemaGlobals.Cinemas[self.cinemaIndex][0]
        audioFile = CinemaGlobals.Cinemas[self.cinemaIndex][1]

        self.movieTex = MovieTexture(self.uniqueName("movieTex"))
        self.movieTex.read(videoFile)
        card = CardMaker(self.uniqueName('movieCard'))
        card.setFrame(-1.5, 1.5, -1, 1)
        self.movieCard = NodePath(card.generate())
        self.movieCard.reparentTo(render)
        self.movieCard.setPos(
            self.interior.find('**/sign_origin;+s').getPos(render))
        #self.movieCard.setX(self.movieCard, -0.05)
        self.movieCard.setHpr(
            self.interior.find('**/sign_origin;+s').getHpr(render))
        self.movieCard.setDepthWrite(1, 1)
        self.movieCard.setTwoSided(True)
        self.movieCard.setTexture(self.movieTex)
        self.movieCard.setTexScale(TextureStage.getDefault(),
                                   self.movieTex.getTexScale())
        self.movieCard.setScale(2.5)
        self.movieSound = base.loadSfx(audioFile)
        self.movieTex.synchronizeTo(self.movieSound)
        self.movieTrack = SoundInterval(self.movieSound,
                                        name=self.uniqueName('movieTrack'))
        self.movieTrack.setDoneEvent(self.movieTrack.getName())
        self.acceptOnce(self.movieTrack.getDoneEvent(), self.fsm.request,
                        ['off'])
        self.movieTrack.start(ts)

    def exitShow(self):
        self.ignore(self.movieTrack.getDoneEvent())
        self.movieTrack.finish()
        self.movieTrack = None
        self.movieSound = None
        self.movieCard.removeNode()
        self.movieCard = None
        self.movieTex = None

        self.lightenInterior()
        self.cr.playGame.hood.loader.interiorMusic.play()

    def enterIntermission(self, ts=0):
        self.intermissionText = DirectLabel(
            relief=None,
            text_decal=True,
            text="",
            scale=0.7,
            parent=self.interior.find('**/sign_origin;+s'),
            text_font=CIGlobals.getMickeyFont(),
            text_fg=(1, 0.9, 0, 1))
        self.movieTrack = Sequence(name=self.uniqueName('intermissionTrack'))
        for second in range(CinemaGlobals.IntermissionLength + 1):
            timeRemaining = CinemaGlobals.IntermissionLength - second
            self.movieTrack.append(
                Func(self.setIntermissionText,
                     "Next show in:\n%d" % timeRemaining))
            self.movieTrack.append(Wait(1.0))
        self.movieTrack.setDoneEvent(self.movieTrack.getName())
        self.acceptOnce(self.movieTrack.getDoneEvent(), self.fsm.request,
                        ['off'])
        self.movieTrack.start(ts)

    def setIntermissionText(self, text):
        self.intermissionText['text'] = text

    def exitIntermission(self):
        self.ignore(self.movieTrack.getDoneEvent())
        self.movieTrack.finish()
        self.movieTrack = None
        self.intermissionText.destroy()
        self.intermissionText = None

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def setCinemaIndex(self, index):
        self.cinemaIndex = index

    def getCinemaIndex(self):
        return self.cinemaIndex

    def setState(self, state, timestamp):
        ts = globalClockDelta.localElapsedTime(timestamp)
        self.state = state
        self.fsm.request(state, [ts])

    def getState(self):
        return self.state
class Tutorial:
    def __init__(self, pat):
        self.t = Transitions(loader)
        self.pickAToon = pat

    def askTutorial(self):
        self.firstTimeMsg = YesNoDialog(text=CIGlobals.FirstTimeMsg,
                                        text_scale=0.07,
                                        text_wordwrap=18,
                                        buttonGeomList=[
                                            CIGlobals.getOkayBtnGeom(),
                                            CIGlobals.getCancelBtnGeom()
                                        ],
                                        button_relief=None,
                                        button_text_pos=(0, -0.1),
                                        command=self.handleTutorialDecision,
                                        image_color=CIGlobals.DialogColor,
                                        fadeScreen=1)

    def handleTutorialDecision(self, value):
        if value:
            self.firstTimeMsg.destroy()
            self.startTutorial()
            base.hoodBGM.stop()
        else:
            self.firstTimeMsg.destroy()
            self.enablePatButtons()

    def enablePatButtons(self):
        for btn in self.pickAToon.btnList:
            btn['state'] = DGG.NORMAL
        self.pickAToon.quit_btn['state'] = DGG.NORMAL

    def startTutorial(self):
        self.t.fadeOut(1)
        Sequence(Wait(1.2), Func(self.playVideo)).start()

    def playVideo(self):
        self.t.fadeIn(0)
        self.pickAToon.removeGui()
        self.movieTex = MovieTexture("tutorial")
        assert self.movieTex.read(
            "tutorial.avi"), "Failed to load tutorial video"

        cm = CardMaker("tutorialCard")
        cm.setFrameFullscreenQuad()
        self.card = NodePath(cm.generate())
        self.card.reparentTo(render2d)
        self.card.setTexture(self.movieTex)
        self.card.setTexScale(TextureStage.getDefault(),
                              self.movieTex.getTexScale())
        self.movieSound = loader.loadSfx("tutorial.avi")
        self.movieTex.synchronizeTo(self.movieSound)

        self.movieSound.play()
        taskMgr.add(self.checkMovieStatus, "checkMovieStatus")

    def checkMovieStatus(self, task):
        if self.movieSound.status() == AudioSound.READY:
            self.stopVideo()
            return task.done
        return task.cont

    def stopVideo(self):
        self.movieSound.stop()
        self.card.removeNode()
        self.t.fadeOut(0)
        self.pickAToon.createGui(1)
        Sequence(Wait(0.2), Func(self.t.fadeIn, 1)).start()
class DistributedCinemaInterior(DistributedToonInterior.DistributedToonInterior):
    notify = directNotify.newCategory('DistributedCinemaInterior')

    def __init__(self, cr):
        DistributedToonInterior.DistributedToonInterior.__init__(self, cr)
        self.fsm = ClassicFSM.ClassicFSM('DCinemaInterior', [State.State('off', self.enterOff, self.exitOff), State.State('show', self.enterShow, self.exitShow), State.State('intermission', self.enterIntermission, self.exitIntermission)], 'off', 'off')
        self.fsm.enterInitialState()
        self.state = None
        self.cinemaIndex = None
        self.movieTex = None
        self.movieCard = None
        self.movieSound = None
        self.movieTrack = None
        self.intermissionText = None
        return

    def makeInterior(self):
        DistributedToonInterior.DistributedToonInterior.makeInterior(self, roomIndex=0)

    def announceGenerate(self):
        DistributedToonInterior.DistributedToonInterior.announceGenerate(self)
        self.sendUpdate('requestStateAndTimestamp')

    def disable(self):
        self.fsm.requestFinalState()
        self.fsm = None
        self.state = None
        self.cinemaIndex = None
        self.movieTex = None
        self.movieCard = None
        self.movieSound = None
        self.movieTrack = None
        self.intermissionText = None
        self.cr.playGame.hood.loader.interiorMusic.stop()
        DistributedToonInterior.DistributedToonInterior.disable(self)
        return

    def darkenInterior(self):
        darkenIval = self.interior.colorScaleInterval(3.0, colorScale=(0.3, 0.3, 0.3, 1.0), startColorScale=(1.0, 1.0, 1.0, 1.0), blendType='easeInOut')
        darkenIval.start()

    def lightenInterior(self):
        lightenIval = self.interior.colorScaleInterval(3.0, colorScale=(1, 1, 1, 1.0), startColorScale=(0.3, 0.3, 0.3, 1.0), blendType='easeInOut')
        lightenIval.start()

    def enterShow(self, ts = 0):
        self.darkenInterior()
        self.cr.playGame.hood.loader.interiorMusic.stop()
        videoFile = CinemaGlobals.Cinemas[self.cinemaIndex][0]
        audioFile = CinemaGlobals.Cinemas[self.cinemaIndex][1]
        self.movieTex = MovieTexture(self.uniqueName('movieTex'))
        self.movieTex.read(videoFile)
        card = CardMaker(self.uniqueName('movieCard'))
        card.setFrame(-1.5, 1.5, -1, 1)
        self.movieCard = NodePath(card.generate())
        self.movieCard.reparentTo(render)
        self.movieCard.setPos(self.interior.find('**/sign_origin;+s').getPos(render))
        self.movieCard.setHpr(self.interior.find('**/sign_origin;+s').getHpr(render))
        self.movieCard.setDepthWrite(1, 1)
        self.movieCard.setTwoSided(True)
        self.movieCard.setTexture(self.movieTex)
        self.movieCard.setTexScale(TextureStage.getDefault(), self.movieTex.getTexScale())
        self.movieCard.setScale(2.5)
        self.movieSound = base.loadSfx(audioFile)
        self.movieTex.synchronizeTo(self.movieSound)
        self.movieTrack = SoundInterval(self.movieSound, name=self.uniqueName('movieTrack'))
        self.movieTrack.setDoneEvent(self.movieTrack.getName())
        self.acceptOnce(self.movieTrack.getDoneEvent(), self.fsm.request, ['off'])
        self.movieTrack.start(ts)

    def exitShow(self):
        self.ignore(self.movieTrack.getDoneEvent())
        self.movieTrack.finish()
        self.movieTrack = None
        self.movieSound = None
        self.movieCard.removeNode()
        self.movieCard = None
        self.movieTex = None
        self.lightenInterior()
        self.cr.playGame.hood.loader.interiorMusic.play()
        return

    def enterIntermission(self, ts = 0):
        self.intermissionText = DirectLabel(relief=None, text_decal=True, text='', scale=0.7, parent=self.interior.find('**/sign_origin;+s'), text_font=CIGlobals.getMickeyFont(), text_fg=(1, 0.9, 0, 1))
        self.movieTrack = Sequence(name=self.uniqueName('intermissionTrack'))
        for second in range(CinemaGlobals.IntermissionLength + 1):
            timeRemaining = CinemaGlobals.IntermissionLength - second
            self.movieTrack.append(Func(self.setIntermissionText, 'Next show in:\n%d' % timeRemaining))
            self.movieTrack.append(Wait(1.0))

        self.movieTrack.setDoneEvent(self.movieTrack.getName())
        self.acceptOnce(self.movieTrack.getDoneEvent(), self.fsm.request, ['off'])
        self.movieTrack.start(ts)
        return

    def setIntermissionText(self, text):
        self.intermissionText['text'] = text

    def exitIntermission(self):
        self.ignore(self.movieTrack.getDoneEvent())
        self.movieTrack.finish()
        self.movieTrack = None
        self.intermissionText.destroy()
        self.intermissionText = None
        return

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def setCinemaIndex(self, index):
        self.cinemaIndex = index

    def getCinemaIndex(self):
        return self.cinemaIndex

    def setState(self, state, timestamp):
        ts = globalClockDelta.localElapsedTime(timestamp)
        self.state = state
        self.fsm.request(state, [ts])

    def getState(self):
        return self.state