示例#1
0
/*
	Accept a pointer to a Psychtoolbox rect specifier and fill it with the rect
	information supplied at the specified argument position in module call.
	
	The behavior depends on the value of required:
	
	1. Required = TRUE
		A. If argument is not present exit with an error PsychError_invalidColorArg.
		B. If argument is present and valid then load it into *rect and return true.
	2. Required = FALSE 
		A. If argument is not present then don't touch *color and return false.
		B. If argument is present and valid then load it into *rect and return true.

*/
psych_bool PsychCopyInRectArg(int position, psych_bool required, PsychRectType rect)
{
	int m,n,p,argSize;
	psych_bool isArg;
	double *rectArgMat=NULL;
	
	if(position == kPsychUseDefaultArgPosition)
		position = kPsychDefaultRectArgPosition;
	isArg = PsychIsArgPresent(PsychArgIn, position);
	if(!isArg){
		if(required)
			PsychErrorExitMsg(PsychError_user, "Required rect argument missing."); //1A
		else
			return(FALSE);	//2A
	}
	PsychAllocInDoubleMatArg(position, TRUE, &m, &n, &p, &rectArgMat);
	if(p!=1)
		PsychErrorExitMsg(PsychError_invalidRectArg, ">2 D array passed as rect");
	argSize = m*n;
	if(argSize!=4)
		PsychErrorExitMsg(PsychError_invalidRectArg, "rect argument not 4 elements in size");
	memcpy(rect,rectArgMat,sizeof(PsychRectType));
	if(!ValidatePsychRect(rect)){
		PsychErrorExitMsg(PsychError_invalidRectArg, "impossible rect values given");
		return(FALSE);
	}		
	return(TRUE); //1B, 2B
}
示例#2
0
/*
	Accept a pointer to a Psychtoolbox color specifier and fill it with the 
	color information supplied at the specified argument position in module call .
	
	The behavior depends on the value of required:
	
	1. Required = TRUE
		A. If argument is not present exit with an error PsychError_invalidColorArg.
		B. If argument is present and valid then load it into *color and return true.
	2. Required = FALSE 
		A. If argument is not present then don't touch *color and return false.
		B. If argument is present and valid then load it into *color and return true.
*/
psych_bool PsychCopyInColorArg(int position, psych_bool required, PsychColorType *color)
{
	int i,m,n,p,argSize;
	psych_bool isArg;
	double dummyColor[4];
	double *colorArgMat=NULL;
	unsigned char *colorArgMatBytes=NULL;
	
	if(position == kPsychUseDefaultArgPosition)
		position = kPsychDefaultColorArgPosition;
	isArg = PsychIsArgPresent(PsychArgIn, position);
	if(!isArg){
		if(required)
			PsychErrorExitMsg(PsychError_user, "No color argument supplied"); //1A
		else
			return(FALSE);	//2A
	}

	// Try to retrieve double-matrix:
	if (!PsychAllocInDoubleMatArg(position, kPsychArgAnything, &m, &n, &p, &colorArgMat)) {
	  // No double matrix: Try to retrieve uint8 matrix:
	  if (!PsychAllocInUnsignedByteMatArg(position, TRUE, &m, &n, &p, &colorArgMatBytes)) {
	    PsychErrorExitMsg(PsychError_user, "No color argument or invalid color argument supplied");
	  }

	  // Color as uint8 received: Convert to double.
	  if(p!=1) PsychErrorExit(PsychError_invalidColorArg);
	  argSize = m*n;
	  for(i=0; i<argSize; i++) dummyColor[i] = (double) colorArgMatBytes[i];
	  colorArgMat = (double*) (&dummyColor[0]);
	}

	if(p!=1) PsychErrorExit(PsychError_invalidColorArg);
	argSize = m*n;

	if(argSize==4){
		color->mode = kPsychRGBAColor;
		color->value.rgba.r = colorArgMat[0];
		color->value.rgba.g = colorArgMat[1];
		color->value.rgba.b = colorArgMat[2];
		color->value.rgba.a = colorArgMat[3];
                return(TRUE);	//1B, 2B	
	}if(argSize==3){
		color->mode = kPsychRGBColor;
		color->value.rgb.r = colorArgMat[0];
		color->value.rgb.g = colorArgMat[1];
		color->value.rgb.b = colorArgMat[2];
		return(TRUE);	//1B, 2B	
	}else if(argSize==1){
		color->mode = kPsychIndexColor;
		color->value.index.i = colorArgMat[0];
		return(TRUE); //1B, 2B	
	}else{ 
		PsychErrorExit(PsychError_invalidColorArg);
		return(FALSE);
	}
}
PsychError SCREENPreloadTextures(void)  
{	
	PsychWindowRecordType                   *windowRecord, *texwin;
	psych_bool                                 isArgThere;
        int                                     *texhandles;
        PsychWindowRecordType                   **windowRecordArray;        
        int                                     i, n, numWindows, myhandle; 
        double                                  *success;
        psych_bool*                                residency;
        GLuint*                                 texids;
        GLboolean*                              texresident;
        psych_bool                                 failed = false;
        GLclampf                                maxprio = 1.0f;
        GLenum                                  target;

	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(2));        //The maximum number of inputs
	PsychErrorExit(PsychRequireNumInputArgs(1));    //The minimum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(2));       //The maximum number of outputs
	
	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);
		
	// Get optional texids vector:
	isArgThere = PsychIsArgPresent(PsychArgIn, 2);
        PsychAllocInIntegerListArg(2, FALSE, &n, &texhandles);
        if (n < 1) isArgThere=FALSE;
        
        // Enable this windowRecords framebuffer as current drawingtarget:
        PsychSetDrawingTarget(windowRecord);

		// Disable shader:
		PsychSetShader(windowRecord, 0);
	

        glDisable(GL_TEXTURE_2D);

	// Fetch global texturing mode:
	target=PsychGetTextureTarget(windowRecord);

        glEnable(target);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glColor4f(0, 0, 0, 0);
	// Setup identity modelview matrix:
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();

        PsychCreateVolatileWindowRecordPointerList(&numWindows, &windowRecordArray);            

        // Process vector of all texids for all requested textures:
        if (!isArgThere) {
            // No handles provided: In this case, we preload all textures:
            n=0;
            for(i=0; i<numWindows; i++) {                
                if (windowRecordArray[i]->windowType==kPsychTexture) {
                    n++;
                    // Prioritize this texture:
                    glPrioritizeTextures(1, (GLuint*) &(windowRecordArray[i]->textureNumber), &maxprio);
                    // Bind this texture:
                    glBindTexture(target, windowRecordArray[i]->textureNumber);
                    // Render a single textured point, thereby enforcing a texture upload:
                    glBegin(GL_QUADS);
                    glTexCoord2f(0,0); glVertex2i(10,10);
                    glTexCoord2f(0,1); glVertex2i(10,11);
                    glTexCoord2f(1,1); glVertex2i(11,11);
                    glTexCoord2f(1,0); glVertex2i(11,10);                    
                    glEnd();
                }
            }
            
            texids = (GLuint*) PsychMallocTemp(sizeof(GLuint) * n);
            texresident = (GLboolean*) PsychMallocTemp(sizeof(GLboolean) * n);

            n=0;
            for(i=0; i<numWindows; i++) {                
                if (windowRecordArray[i]->windowType==kPsychTexture) {
                    texids[n] = (GLuint) windowRecordArray[i]->textureNumber;
                    n++;
                }
            }
        }
        else {
            // Vector with texture handles provided: Just preload them.
            texids = (GLuint*) PsychMallocTemp(sizeof(GLuint) * n);
            texresident = (GLboolean*) PsychMallocTemp(sizeof(GLboolean) * n);
            myhandle=0;
            for (i=0; i<n; i++) {
                myhandle = texhandles[i];
                texwin = NULL;
                if (IsWindowIndex(myhandle)) FindWindowRecord(myhandle, &texwin);
                if (texwin && texwin->windowType==kPsychTexture) {
                    // Prioritize this texture:
                    glPrioritizeTextures(1, (GLuint*) &(texwin->textureNumber), &maxprio);
                    // Bind this texture:
                    glBindTexture(target, texwin->textureNumber);
                    // Render a single textured point, thereby enforcing a texture upload:
                    glBegin(GL_QUADS);
                    glTexCoord2f(0,0); glVertex2i(10,10);
                    glTexCoord2f(0,1); glVertex2i(10,11);
                    glTexCoord2f(1,1); glVertex2i(11,11);
                    glTexCoord2f(1,0); glVertex2i(11,10);                    
                    glEnd();
                    texids[i] = (GLuint) texwin->textureNumber;
                }
                else {
                    // This handle is invalid or at least no texture handle:
                    printf("PTB-ERROR! Screen('PreloadTextures'): Entry %i of texture handle vector (handle %i) is not a texture handle!\n",
                           i, myhandle);
                    failed = true;
                }
            }
        }
        
        // Restore old matrix from backup copy, undoing the global translation:
        glPopMatrix();
        // Disable texture engine:
        glDisable(GL_TEXTURE_2D);
        glDisable(target);

        // Wait for prefetch completion:
        glFinish();
        
        // We don't need these anymore:
        PsychDestroyVolatileWindowRecordPointerList(windowRecordArray);
        
        if (failed) {
            PsychErrorExitMsg(PsychError_user, "At least one texture handle in texids-vector was invalid! Aborted.");
        }
        
        // Query residency state of all preloaded textures:
        success = NULL;
        PsychAllocOutDoubleArg(1, FALSE, &success);
        *success = (double) glAreTexturesResident(n, texids, texresident);
        
        // Sync pipe again, just to be safe...
        glFinish();
        
        // Count them and copy them into output vector:
        PsychAllocOutBooleanMatArg(2, FALSE, n, 1, 1, &residency);
        
        for (i=0; i<n; i++) {
            residency[i] = (psych_bool) ((*success) ? TRUE : texresident[i]);
        }
        
        PsychTestForGLErrors();
        
 	// Done. Our PsychMallocTemp'ed arrays will be auto-released...
	return(PsychError_none);
}
PsychError SCREENGetMouseHelper(void) 
{

    const char *valuatorInfo[]={"label", "min", "max", "resolution", "mode", "sourceID"};
    int numValuatorStructFieldNames = 6;
    int numIValuators = 0;
    PsychGenericScriptType *valuatorStruct = NULL;

#if PSYCH_SYSTEM == PSYCH_OSX
	Point		mouseXY;
	UInt32		buttonState;
	double		*buttonArray;
	int		numButtons, i;
	psych_bool	doButtonArray;
	PsychWindowRecordType *windowRecord;
	
	//all subfunctions should have these two lines.  
	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//cap the numbers of inputs and outputs
	PsychErrorExit(PsychCapNumInputArgs(3));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(6));  //The maximum number of outputs
	
	//Buttons.  
	// The only way I know to detect the  number number of mouse buttons is directly via HID.  The device reports
	//that information but OS X seems to ignore it above the level of the HID driver, that is, no OS X API above the HID driver
	//exposes it.  So GetMouse.m function calls PsychHID detect the number of buttons and then passes that value to GetMouseHelper 
	//which returns that number of button values in a vector.      
	PsychCopyInIntegerArg(1, kPsychArgRequired, &numButtons);
	if(numButtons > 32)
		PsychErrorExitMsg(PsychErorr_argumentValueOutOfRange, "numButtons must not exceed 32");

	// Special codes -10 to -15? --> Console keyboard queries:
	if(numButtons <= -10 && numButtons >= -15) {
		ConsoleInputHelper((int) numButtons);
		return(PsychError_none);
	}

	if(numButtons < 1) 
		PsychErrorExitMsg(PsychErorr_argumentValueOutOfRange, "numButtons must exceed 1");

	doButtonArray=PsychAllocOutDoubleMatArg(3, kPsychArgOptional, (int)1, (int)numButtons, (int)1, &buttonArray);
	if(doButtonArray){
		buttonState=GetCurrentButtonState();
		for(i=0;i<numButtons;i++)
			buttonArray[i]=(double)(buttonState & (1<<i));
	}
			
	// Get cursor position:
#ifndef __LP64__
    // 32-Bit Carbon version:
	GetGlobalMouse(&mouseXY);
	PsychCopyOutDoubleArg(1, kPsychArgOptional, (double)mouseXY.h);
	PsychCopyOutDoubleArg(2, kPsychArgOptional, (double)mouseXY.v);
#else
    // 64-Bit HIToolbox version (OSX 10.5 and later):
    HIPoint outPoint;
    HIGetMousePosition(kHICoordSpaceScreenPixel, NULL, &outPoint);
	PsychCopyOutDoubleArg(1, kPsychArgOptional, (double) outPoint.x);
	PsychCopyOutDoubleArg(2, kPsychArgOptional, (double) outPoint.y);
#endif
	// Return optional keyboard input focus status:
	if (numButtons > 0) {
		// Window provided?
        // We only have the function GetUserFocusWindow on 32-Bit Carbon.
        // We have a drop-in replacement in OSX/PsychCocoaGlue.c for 64-Bit Cocoa.
		if (PsychIsWindowIndexArg(2)) {
			// Yes: Check if it has focus.
			PsychAllocInWindowRecordArg(2, TRUE, &windowRecord);
			if (!PsychIsOnscreenWindow(windowRecord)) {
				PsychErrorExitMsg(PsychError_user, "Provided window handle isn't an onscreen window, as required.");
			}

			PsychCopyOutDoubleArg(4, kPsychArgOptional, (double) (GetUserFocusWindow() == windowRecord->targetSpecific.windowHandle) ? 1 : 0);
		} else
        {
			// No. Just always return "has focus":
			PsychCopyOutDoubleArg(4, kPsychArgOptional, (double) 1);
		}
	}

	// Return optional valuator values: Unimplemented on OS/X. Just return an empty matrix.
	// The buttonArray is just a dummy assignment without any meaning.
	PsychCopyOutDoubleMatArg(5, kPsychArgOptional, (int) 1, (int) 0, (int) 1, buttonArray);
	PsychCopyOutDoubleMatArg(6, kPsychArgOptional, (int) 1, (int) 0, (int) 1, buttonArray);
#endif

#if PSYCH_SYSTEM == PSYCH_WINDOWS
	static unsigned char disabledKeys[256];
	static unsigned char firsttime = 1;
	int keysdown, i, priorityLevel;
	unsigned char keyState[256];
	double* buttonArray;
	double numButtons, timestamp;
	PsychNativeBooleanType* buttonStates;
	POINT		point;
	HANDLE	   currentProcess;
	DWORD   oldPriority = NORMAL_PRIORITY_CLASS;
    const  DWORD   realtime_class = REALTIME_PRIORITY_CLASS;
	PsychWindowRecordType *windowRecord;

	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};

	// Retrieve optional number of mouse buttons:
	numButtons = 0;
	PsychCopyInDoubleArg(1, FALSE, &numButtons);

	// Are we operating in 'GetMouseHelper' mode? numButtons>=0 indicates this.
	if (numButtons>=0) {
		// GetMouse-Mode: Return mouse button states and mouse cursor position:

		PsychAllocOutDoubleMatArg(3, kPsychArgOptional, (int)1, (int)3, (int)1, &buttonArray);
		// Query and return mouse button state:
		PsychGetMouseButtonState(buttonArray);
		// Query and return cursor position in global coordinates:
		GetCursorPos(&point);
		PsychCopyOutDoubleArg(1, kPsychArgOptional, (double) point.x);
		PsychCopyOutDoubleArg(2, kPsychArgOptional, (double) point.y);
		
		// Window provided?
		if (PsychIsWindowIndexArg(2)) {
			// Yes: Check if it has focus.
			PsychAllocInWindowRecordArg(2, TRUE, &windowRecord);
			if (!PsychIsOnscreenWindow(windowRecord)) {
				PsychErrorExitMsg(PsychError_user, "Provided window handle isn't an onscreen window, as required.");
			}

			PsychCopyOutDoubleArg(4, kPsychArgOptional, (double) (GetForegroundWindow() == windowRecord->targetSpecific.windowHandle) ? 1 : 0);
		} else {
			// No. Just always return "has focus":
			PsychCopyOutDoubleArg(4, kPsychArgOptional, (double) 1);
		}		

		// Return optional valuator values: Unimplemented on Windows. Just return an empty matrix.
		// The &timestamp is just a dummy assignment without any meaning.
		PsychCopyOutDoubleMatArg(5, kPsychArgOptional, (int) 1, (int) 0, (int) 1, &timestamp);
		PsychCopyOutDoubleMatArg(6, kPsychArgOptional, (int) 1, (int) 0, (int) 1, buttonArray);
	}
	else {
	  // 'KeyboardHelper' mode: We implement either KbCheck() or KbWait() via X11.
	  // This is a hack to provide keyboard queries until a PsychHID() implementation
	  // for Microsoft Windows is available...

		// Special codes -10 to -15? --> Console keyboard queries:
		if(numButtons <= -10 && numButtons >= -15) {
			ConsoleInputHelper((int) numButtons);
			return(PsychError_none);
		}
		
	  if (firsttime) {
			// First time init:
			firsttime = 0;
			memset(keyState, 0, sizeof(keyState));
			memset(disabledKeys, 0, sizeof(disabledKeys));
			// These keycodes are always disabled: 0, 255:
			disabledKeys[0]=1;
			disabledKeys[255]=1;
			// Mouse buttone (left, right, middle) are also disabled by default:
			disabledKeys[1]=1;
			disabledKeys[2]=1;
			disabledKeys[4]=1;
	  }

	  if (numButtons==-1 || numButtons==-2) {
	    // KbCheck()/KbWait() mode
	    do {
	      // Reset overall key state to "none pressed":
	      keysdown=0;

	      // Request current time of query:
	      PsychGetAdjustedPrecisionTimerSeconds(&timestamp);

			// Query state of all keys:
			for(i=1;i<255;i++){
				keyState[i] = (GetAsyncKeyState(i) & -32768) ? 1 : 0;
			}

	      // Disable all keys that are registered in disabledKeys. Check if
			// any non-disabled key is down.
	      for (i=0; i<256; i++) {
				if (disabledKeys[i]>0) keyState[i] = 0;
				keysdown+=(unsigned int) keyState[i];
	      }

	      // We repeat until any key pressed if in KbWait() mode, otherwise we
	      // exit the loop after first iteration in KbCheck mode.
	      if ((numButtons==-1) || ((numButtons==-2) && (keysdown>0))) break;

	      // Sleep for a millisecond before next KbWait loop iteration:
	      PsychWaitIntervalSeconds(0.001);

	    } while(1);

	    if (numButtons==-2) {
	      // KbWait mode: Copy out time value.
	      PsychCopyOutDoubleArg(1, kPsychArgOptional, timestamp);
	    }
	    else {
	      // KbCheck mode:
	      
	      // Copy out overall keystate:
	      PsychCopyOutDoubleArg(1, kPsychArgOptional, (keysdown>0) ? 1 : 0);

	      // Copy out timestamp:
	      PsychCopyOutDoubleArg(2, kPsychArgOptional, timestamp);	      

	      // Copy out keyboard state:
	      PsychAllocOutBooleanMatArg(3, kPsychArgOptional, 1, 256, 1, &buttonStates);

	      // Build 256 elements return vector:
	      for(i=0; i<255; i++) {
		  		buttonStates[i] = (PsychNativeBooleanType)((keyState[i+1]) ? 1 : 0);
	      }
			// Special case: Null out last element:
			buttonStates[255] = (PsychNativeBooleanType) 0;
	    }
	  }
	  
	  if (numButtons==-3) {
		// Priority() - helper mode: The 2nd argument is the priority level:

		// Determine our processID:
		currentProcess = GetCurrentProcess();
    
		// Get current scheduling policy:
		oldPriority = GetPriorityClass(currentProcess);
		
		// Map to PTB's scheme:
		switch(oldPriority) {
			case NORMAL_PRIORITY_CLASS:
				priorityLevel = 0;
			break;

			case HIGH_PRIORITY_CLASS:
				priorityLevel = 1;
			break;

			case REALTIME_PRIORITY_CLASS:
				priorityLevel = 2;
			break;

			default:
				priorityLevel = 0;
		}
        
		// Copy it out as optional return argument:
		PsychCopyOutDoubleArg(1, kPsychArgOptional, (double) priorityLevel);
		
		// Query if a new level should be set:
		priorityLevel = -1;
		PsychCopyInIntegerArg(2, kPsychArgOptional, &priorityLevel);

		// Priority level provided?
		if (priorityLevel > -1) {
			// Map to new scheduling class:
			if (priorityLevel > 2) PsychErrorExitMsg(PsychErorr_argumentValueOutOfRange, "Invalid Priority level: Requested Priority() level must not exceed 2.");

			switch(priorityLevel) {
				case 0: // Standard scheduling:
					SetPriorityClass(currentProcess, NORMAL_PRIORITY_CLASS);

					// Disable any MMCSS scheduling for us:
					PsychSetThreadPriority((psych_thread*) 0x1, 0, 0);
				break;
				
				case 1: // High priority scheduling:
					SetPriorityClass(currentProcess, HIGH_PRIORITY_CLASS);

					// Additionally try to schedule us MMCSS: This will lift us roughly into the
					// same scheduling range as REALTIME_PRIORITY_CLASS, even if we are non-admin users
					// on Vista and Windows-7 and later, however with a scheduler safety net applied.
					PsychSetThreadPriority((psych_thread*) 0x1, 10, 0);
				break;
				
				case 2: // Realtime scheduling:
					// This can fail if Matlab is not running under a user account with proper permissions:
					if ((0 == SetPriorityClass(currentProcess, REALTIME_PRIORITY_CLASS)) || (REALTIME_PRIORITY_CLASS != GetPriorityClass(currentProcess))) {
						// Failed to get RT-Scheduling. Let's try at least high priority scheduling:
						SetPriorityClass(currentProcess, HIGH_PRIORITY_CLASS);
						
						// Additionally try to schedule us MMCSS: This will lift us roughly into the
						// same scheduling range as REALTIME_PRIORITY_CLASS, even if we are non-admin users
						// on Vista and Windows-7 and later, however with a scheduler safety net applied.
						PsychSetThreadPriority((psych_thread*) 0x1, 10, 0);
					}
				break;
			}
		}
		// End of Priority() helper for Win32.
	  }
	}
#endif
	
#if PSYCH_SYSTEM == PSYCH_LINUX
	double myvaluators[100];
	int    numvaluators;
	unsigned char keys_return[32];
	char* keystring;
	PsychGenericScriptType *kbNames;
	CGDirectDisplayID dpy;
	Window rootwin, childwin, mywin;
	int i, j, mx, my, dx, dy;
	double mxd, myd, dxd, dyd;
	unsigned int mask_return;
	double timestamp;
	int numButtons;
	double* buttonArray;
	PsychNativeBooleanType* buttonStates;
	int keysdown;
	XEvent event_return;
	XKeyPressedEvent keypressevent;
	int screenNumber;
	int priorityLevel;
	struct sched_param schedulingparam;
	PsychWindowRecordType *windowRecord;
	int mouseIndex;
	XIButtonState buttons_return;
	XIModifierState modifiers_return;
	XIGroupState group_return;

	PsychPushHelp(useString, synopsisString, seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};

	PsychCopyInIntegerArg(1, kPsychArgRequired, &numButtons);

	// Retrieve optional screenNumber argument:
	if (numButtons!=-5) {
		screenNumber = 0;
		if (PsychIsScreenNumberArg(2)) {
			PsychCopyInScreenNumberArg(2, FALSE, &screenNumber);
		}

		// Map screenNumber to X11 display handle and screenid:
		PsychGetCGDisplayIDFromScreenNumber(&dpy, screenNumber);

		if (PsychIsWindowIndexArg(2)) {
			PsychAllocInWindowRecordArg(2, TRUE, &windowRecord);
			if (!PsychIsOnscreenWindow(windowRecord)) {
				PsychErrorExitMsg(PsychError_user, "Provided window handle isn't an onscreen window, as required.");
			}

			screenNumber = windowRecord->screenNumber;
			mywin = windowRecord->targetSpecific.xwindowHandle;

			// Map screenNumber to X11 display handle and screenid:
			PsychGetCGDisplayIDFromScreenNumber(&dpy, screenNumber);

		} else {
			mywin = RootWindow(dpy, PsychGetXScreenIdForScreen(screenNumber));
		}
	}

	// Default to "old school" mouse query - System default mouse via X core protocol:
	mouseIndex = -1;
	PsychCopyInIntegerArg(3, FALSE, &mouseIndex);

	// Are we operating in 'GetMouseHelper' mode? numButtons>=0 indicates this.
	if (numButtons>=0) {
	  // Mouse pointer query mode:
	  numvaluators = 0;

	  if (mouseIndex >= 0) {
		// XInput-2 query for handling of multiple mouse pointers:

		// Query input device list for screen:
		int nDevices;
		XIDeviceInfo* indevs = PsychGetInputDevicesForScreen(screenNumber, &nDevices);

		// Sanity check:
		if (NULL == indevs) PsychErrorExitMsg(PsychError_user, "Sorry, your system does not support individual mouse pointer queries.");
		if (mouseIndex >= nDevices) PsychErrorExitMsg(PsychError_user, "Invalid 'mouseIndex' provided. No such device.");
		if ((indevs[mouseIndex].use != XIMasterPointer) && (indevs[mouseIndex].use != XISlavePointer) && (indevs[mouseIndex].use != XIFloatingSlave)) {
			PsychErrorExitMsg(PsychError_user, "Invalid 'mouseIndex' provided. Not a pointer device.");
		}

		// We requery the device info struct to retrieve updated live device state:
		// Crucial for slave pointers to get any state at all, but also needed on
		// master pointers to get the state of additional valuators, e.g., pen pressure,
		// touch area, tilt etc. for digitizer tablets, touch pads etc. For master pointers,
		// the primary 2 axis for 2D (x,y) position and the button/modifier state will be
		// queried via a dedicated XIQueryPointer() call, so that info gets overriden.
		indevs = XIQueryDevice(dpy, indevs[mouseIndex].deviceid, &numButtons);
		modifiers_return.effective = 0;

		// Query real number of mouse buttons and the raw button and axis state
		// stored inside the device itself. This is done mostly because slave pointer
		// devices don't support XIQueryPointer() so we get their relevant info from the
		// XIDeviceInfo struct itself:
		numButtons = 0;
		numvaluators = 0;
		memset(myvaluators, 0, sizeof(myvaluators));

		if (PsychIsArgPresent(PsychArgOut, 6)) {
			// Usercode wants valuator info structs:
			for (i = 0; i < indevs->num_classes; i++) if (indevs->classes[i]->type == XIValuatorClass) numIValuators++;
			PsychAllocOutStructArray(6, TRUE, numIValuators, numValuatorStructFieldNames, valuatorInfo, &valuatorStruct);
		}

		for (i = 0; i < indevs->num_classes; i++) {
			// printf("Class %i: Type %i\n", i, (int) indevs->classes[i]->type);
			if (indevs->classes[i]->type == XIButtonClass) {
				// Number of buttons: For all pointers.
				numButtons = ((XIButtonClassInfo*) indevs->classes[i])->num_buttons;

				// Button state for slave pointers. Will get overriden for master pointers:
				buttons_return.mask = ((XIButtonClassInfo*) indevs->classes[i])->state.mask;
				buttons_return.mask_len = ((XIButtonClassInfo*) indevs->classes[i])->state.mask_len;
			}

			// Axis state for slave pointers. First two axis (x,y) will get overriden for master pointers:
			if (indevs->classes[i]->type == XIValuatorClass) {
				XIValuatorClassInfo* axis = (XIValuatorClassInfo*) indevs->classes[i];
				if (axis->number == 0) mxd = axis->value;  // x-Axis.
				if (axis->number == 1) myd = axis->value;  // y-Axis.

				// Additional axis, e.g., digitizer tablet, touchpads etc.:
				if (axis->number >= 0 && axis->number < 100) {
					myvaluators[axis->number] = axis->value;
					numvaluators = (numvaluators >= axis->number + 1) ? numvaluators : axis->number + 1;
				}

				// Assign valuator info struct, if requested:
				if (valuatorStruct) {
					if (axis->label != None) {
						char* atomlabel =  XGetAtomName(dpy, axis->label);
						PsychSetStructArrayStringElement("label", axis->number, atomlabel, valuatorStruct);
						XFree(atomlabel);
					} else {
						PsychSetStructArrayStringElement("label", axis->number, "None", valuatorStruct);
					}

					PsychSetStructArrayDoubleElement("min", axis->number, (double) axis->min, valuatorStruct);
					PsychSetStructArrayDoubleElement("max", axis->number, (double) axis->max, valuatorStruct);
					PsychSetStructArrayDoubleElement("resolution", axis->number, (double) axis->resolution, valuatorStruct);
					PsychSetStructArrayDoubleElement("mode", axis->number, (double) axis->mode, valuatorStruct);
					PsychSetStructArrayDoubleElement("sourceID", axis->number, (double) axis->sourceid, valuatorStruct);
				}
				// printf("AXIS %i, LABEL = %s, MIN = %f, MAX = %f, VAL = %f\n", axis->number, (char*) "NONE", (float) axis->min, (float) axis->max, (float) axis->value);
			}
		}

		// Add 32 buttons for modifier key state vector:
		numButtons += 32;

		// A real master pointer: Use official query for mouse devices.
		if (indevs->use == XIMasterPointer) {
			// Query pointer location and state:
			XIQueryPointer(dpy, indevs->deviceid, RootWindow(dpy, PsychGetXScreenIdForScreen(screenNumber)), &rootwin, &childwin, &mxd, &myd, &dxd, &dyd,
				       &buttons_return, &modifiers_return, &group_return);
		}

		// Copy out mouse x and y position:
		PsychCopyOutDoubleArg(1, kPsychArgOptional, mxd);
		PsychCopyOutDoubleArg(2, kPsychArgOptional, myd);

		// Copy out mouse button state:
		PsychAllocOutDoubleMatArg(3, kPsychArgOptional, (int)1, (int) numButtons, (int)1, &buttonArray);
		memset(buttonArray, 0, sizeof(double) * numButtons);

		if (numButtons > 0) {
			// Mouse buttons:
			const int buttonOffset = 1; // Buttons start at bit 1, not 0 for some strange reason? At least so on Ubuntu 10.10 and 11.10 with 2 mice and 1 joystick?
			for (i = buttonOffset; (i < numButtons - 32) && ((i / 8 ) < buttons_return.mask_len); i++) {
				buttonArray[i - buttonOffset] = (double) ((buttons_return.mask[i / 8] & (1 << (i % 8))) ? 1 : 0);
			}

			// Free mask if retrieved via XIQueryPointer():
			if (indevs->use == XIMasterPointer) free(buttons_return.mask);

			// Append modifier key state from associated master keyboard. Last 32 entries:
			for (i = 0; i < 32; i++) {
				buttonArray[numButtons - 32 + i] = (double) ((modifiers_return.effective & (1 << i)) ? 1 : 0);
			}
		}

		// Release live state info structure:
		XIFreeDeviceInfo(indevs);
	  }
	  else {
		// Old school core protocol query of virtual core pointer:
		XQueryPointer(dpy, RootWindow(dpy, PsychGetXScreenIdForScreen(screenNumber)), &rootwin, &childwin, &mx, &my, &dx, &dy, &mask_return);
	  
		// Copy out mouse x and y position:
		PsychCopyOutDoubleArg(1, kPsychArgOptional, (double) mx);
		PsychCopyOutDoubleArg(2, kPsychArgOptional, (double) my);
	  
		// Copy out mouse button state:
		PsychAllocOutDoubleMatArg(3, kPsychArgOptional, (int)1, (int)numButtons, (int)1, &buttonArray);

		// Bits 8, 9 and 10 of mask_return seem to correspond to mouse buttons
		// 1, 2 and 3 of a mouse for some weird reason. Bits 0-7 describe keyboard modifier keys
		// like Alt, Ctrl, Shift, ScrollLock, NumLock, CapsLock...
		// We remap here, so the first three returned entries correspond to the mouse buttons and
		// the rest is attached behind, if requested...
	  
		// Mouse buttons: Left, Middle, Right == 0, 1, 2, aka 1,2,3 in Matlab space...
		for (i=0; i<numButtons && i<3; i++) {
			buttonArray[i] = (mask_return & (1<<(i+8))) ? 1 : 0; 
		}
		// Modifier keys 0 to 7 appended:
		for (i=3; i<numButtons && i<3+8; i++) {
			buttonArray[i] = (mask_return & (1<<(i-3))) ? 1 : 0; 
		}
		// Everything else appended:
		for (i=11; i<numButtons; i++) {
			buttonArray[i] = (mask_return & (1<<i)) ? 1 : 0; 
		}
	  }

	  // Return optional 4th argument: Focus state. Returns 1 if our window has
	  // keyboard input focus, zero otherwise:
	  XGetInputFocus(dpy, &rootwin, &i);
	  PsychCopyOutDoubleArg(4, kPsychArgOptional, (double) (rootwin == mywin) ? 1 : 0);

	  // Return optional valuator values:
	  PsychCopyOutDoubleMatArg(5, kPsychArgOptional, (int) 1, (int) numvaluators, (int) 1, &myvaluators[0]);
	}
	else {
	  // 'KeyboardHelper' mode: We implement either KbCheck() or KbWait() via X11.
	  // This is a hack to provide keyboard queries until a PsychHID() implementation
	  // for Linux is available...

		// Special codes -10 to -15? --> Console keyboard queries:
		if(numButtons <= -10 && numButtons >= -15) {
			ConsoleInputHelper((int) numButtons);
			return(PsychError_none);
		}
		
	  if (numButtons==-1 || numButtons==-2) {
	    // KbCheck()/KbWait() mode:

	    // Switch X-Server into synchronous mode: We need this to get
	    // a higher timing precision.
	    XSynchronize(dpy, TRUE);

	    do {
	      // Reset overall key state to "none pressed":
	      keysdown=0;

	      // Request current keyboard state from X-Server:
	      XQueryKeymap(dpy, keys_return);

	      // Request current time of query:
	      PsychGetAdjustedPrecisionTimerSeconds(&timestamp);

	      // Any key down?
	      for (i=0; i<32; i++) keysdown+=(unsigned int) keys_return[i];
	      
	      // We repeat until any key pressed if in KbWait() mode, otherwise we
	      // exit the loop after first iteration in KbCheck mode.
	      if ((numButtons==-1) || ((numButtons==-2) && (keysdown>0))) break;

	      // Sleep for a few milliseconds before next KbWait loop iteration:
	      PsychWaitIntervalSeconds(0.01);
	    } while(1);

	    if (numButtons==-2) {
	      // Copy out time:
	      PsychCopyOutDoubleArg(1, kPsychArgOptional, timestamp);
	    }
	    else {
	      // KbCheck mode:
	      
	      // Copy out overall keystate:
	      PsychCopyOutDoubleArg(1, kPsychArgOptional, (keysdown>0) ? 1 : 0);
	      // copy out timestamp:
	      PsychCopyOutDoubleArg(2, kPsychArgOptional, timestamp);	      
	      // Copy keyboard state:
	      PsychAllocOutBooleanMatArg(3, kPsychArgOptional, 1, 256, 1, &buttonStates);

	      // Map 32 times 8 bitvector to 256 element return vector:
	      for(i=0; i<32; i++) {
				for(j=0; j<8; j++) {
		  			buttonStates[i*8 + j] = (PsychNativeBooleanType)(keys_return[i] & (1<<j)) ? 1 : 0;
				}
	      }
	    }
	  }
	  else if (numButtons == -3) {
	    // numButtons == -3 --> KbName mapping mode:
	    // Return the full keyboard keycode to ASCII character code mapping table...
	    PsychAllocOutCellVector(1, kPsychArgOptional, 256, &kbNames);

	    for(i=0; i<256; i++) {
	      // Map keyboard scan code to KeySym:
	      keystring = XKeysymToString(XKeycodeToKeysym(dpy, i, 0));
	      if (keystring) {
		// Character found: Return its ASCII name string:
		PsychSetCellVectorStringElement(i, keystring, kbNames);
	      }
	      else {
		// No character for this keycode:
		PsychSetCellVectorStringElement(i, "", kbNames);
	      }
	    }
	  }
	  else if (numButtons == -4) {
	    // GetChar() emulation.

/* 	    do { */
/* 	      // Fetch next keypress event from queue, block if none is available... */
/* 	      keystring = NULL; */
/* 	      XNextEvent(dpy, &event_return); */
/* 	      // Check for valid keypress event and extract character: */
/* 	      if (event_return.type == KeyPress) { */
/* 		keypressevent = (XKeyPressedEvent) event_return; */
/* 		keystring = NULL; */
/* 		keystring = XKeysymToString(XKeycodeToKeysym(dpy, keypressevent.keycode, 0)); */
/* 	      } */
/* 	      // Repeat until a valid char is returned. */
/* 	    } while (keystring == NULL); */

/* 	    // Copy out character: */
/* 	    PsychCopyOutCharArg(1, kPsychArgOptional, (char) keystring); */
/* 	    // Copy out time: */
/* 	    PsychCopyOutDoubleArg(2, kPsychArgOptional, (double) keypressevent.time); */
	  }
	  else if (numButtons==-5) {
		// Priority() - helper mode: The 2nd argument is the priority level:

		// Query scheduling policy and priority:
		pthread_getschedparam(pthread_self(), &priorityLevel, &schedulingparam);

		// If scheduling mode is a realtime mode (RoundRobin realtime RR, or FIFO realtime),
		// then assign RT priority level (range 1-99) as current priorityLevel, otherwise
		// assign non realtime priority level zero:
		priorityLevel = (priorityLevel == SCHED_RR || priorityLevel == SCHED_FIFO) ? schedulingparam.sched_priority : 0;
        
		// Copy it out as optional return argument:
		PsychCopyOutDoubleArg(1, kPsychArgOptional, (double) priorityLevel);
		
		// Query if a new level should be set:
		priorityLevel = -1;
		PsychCopyInIntegerArg(2, kPsychArgOptional, &priorityLevel);

		errno=0;
		// Priority level provided?
		if (priorityLevel > -1) {
			// Map to new scheduling class:
			if (priorityLevel > 99 || priorityLevel < 0) PsychErrorExitMsg(PsychErorr_argumentValueOutOfRange, "Invalid Priority level: Requested Priority() level must be between zero and 99!");

			if (priorityLevel > 0) {
				// Realtime FIFO scheduling and all pages of Matlab/Octave locked into memory:
				schedulingparam.sched_priority = priorityLevel;
				priorityLevel = pthread_setschedparam(pthread_self(), SCHED_FIFO, &schedulingparam);
				if (priorityLevel == -1) {
					// Failed!
					if(!PsychPrefStateGet_SuppressAllWarnings()) {
	    					printf("PTB-ERROR: Failed to enable realtime-scheduling with Priority(%i) [%s]!\n", schedulingparam.sched_priority, strerror(errno));
						if (errno==EPERM) {
							printf("PTB-ERROR: You need to run Matlab/Octave with root-privileges, or run the script PsychLinuxConfiguration once for this to work.\n");
						}
					}
					errno=0;
				}
				else {
					// RT-Scheduling active. Lock all current and future memory:
					priorityLevel = mlockall(MCL_CURRENT | MCL_FUTURE);
					if (priorityLevel!=0) {
						// Failed! Report problem as warning, but don't worry further. 
	    					if(!PsychPrefStateGet_SuppressAllWarnings()) printf("PTB-WARNING: Failed to enable system memory locking with Priority(%i) [%s]!\n", schedulingparam.sched_priority, strerror(errno));
						// Undo any possibly partial mlocks....
						munlockall();
						errno=0;
					}
				}
			}
			else {
				// Standard scheduling and no memory locking:
				schedulingparam.sched_priority = 0;
				priorityLevel = pthread_setschedparam(pthread_self(), SCHED_OTHER, &schedulingparam);
				if (priorityLevel == -1) {
					// Failed!
					if(!PsychPrefStateGet_SuppressAllWarnings()) {
	    					printf("PTB-ERROR: Failed to disable realtime-scheduling with Priority(%i) [%s]!\n", schedulingparam.sched_priority, strerror(errno));
						if (errno==EPERM) {
							printf("PTB-ERROR: You need to run Matlab/Octave with root-privileges, or run the script PsychLinuxConfiguration once for this to work.\n");
						}
					}
					errno=0;
				}

				munlockall();
				errno=0;
			}
			// End of setup of new Priority...
		}
		// End of Priority() helper for Linux.
	  }
	}	// End of special functions handling for Linux...
#endif
	return(PsychError_none);	
}
PsychError SCREENDrawLines(void)  
{
	PsychWindowRecordType		*windowRecord;
	int							m,n,p, smooth;
	int							nrsize, nrcolors, nrvertices, mc, nc, pc, i;
	boolean                     isArgThere, usecolorvector, isdoublecolors, isuint8colors;
	double						*xy, *size, *center, *dot_type, *colors;
	unsigned char               *bytecolors;
	float						linesizerange[2];
	double						convfactor;

	//all sub functions should have these two lines
	PsychPushHelp(useString, synopsisString,seeAlsoString);
	if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};
	
	//check for superfluous arguments
	PsychErrorExit(PsychCapNumInputArgs(6));   //The maximum number of inputs
	PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs
	
	//get the window record from the window record argument and get info from the window record
	PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);
	
	// Query, allocate and copy in all vectors...
	nrvertices = 2;
	nrsize = 1;

	colors = NULL;
	bytecolors = NULL;

	PsychPrepareRenderBatch(windowRecord, 2, &nrvertices, &xy, 4, &nc, &mc, &colors, &bytecolors, 3, &nrsize, &size);
	isdoublecolors = (colors) ? TRUE:FALSE;
	isuint8colors  = (bytecolors) ? TRUE:FALSE;
	usecolorvector = (nc>1) ? TRUE:FALSE;

	// Get center argument
	isArgThere = PsychIsArgPresent(PsychArgIn, 5);
	if(!isArgThere){
		center = (double *) PsychMallocTemp(2 * sizeof(double));
		center[0] = 0;
		center[1] = 0;
	} else {
		PsychAllocInDoubleMatArg(5, TRUE, &m, &n, &p, &center);
		if(p!=1 || n!=2 || m!=1) PsychErrorExitMsg(PsychError_user, "center must be a 1-by-2 vector");
	}
	
	// Get smooth argument
	isArgThere = PsychIsArgPresent(PsychArgIn, 6);
	if(!isArgThere){
		smooth = 0;
	} else {
		PsychAllocInDoubleMatArg(6, TRUE, &m, &n, &p, &dot_type);
		smooth = (int) dot_type[0];
		if(p!=1 || n!=1 || m!=1 || (smooth!=0 && smooth!=1)) PsychErrorExitMsg(PsychError_user, "smooth must be 0 or 1");
	}

	// Child-protection: Alpha blending needs to be enabled for smoothing to work:
	if (smooth>0 && windowRecord->actualEnableBlending!=TRUE) {
		PsychErrorExitMsg(PsychError_user, "Line smoothing doesn't work with alpha-blending disabled! See Screen('BlendFunction') on how to enable it.");
	}

	// turn on antialiasing to draw anti-aliased lines:
	if(smooth) glEnable(GL_LINE_SMOOTH);

	// Set global width of lines:
	glLineWidth(size[0]);

	// Setup modelview matrix to perform translation by 'center':
	glMatrixMode(GL_MODELVIEW);	
	
	// Make a backup copy of the matrix:
	glPushMatrix();
	
	// Apply a global translation of (center(x,y)) pixels to all following lines:
	glTranslated(center[0], center[1],0);
	
	// Render the array of 2D-Lines - Efficient version:
	// This command sequence allows fast processing of whole arrays
	// of vertices (or lines, in this case). It saves the call overhead
	// associated with the original implementation below and is potentially
	// optimized in specific OpenGL implementations.
	
	// Pass a pointer to the start of the arrays:
	glVertexPointer(2, GL_DOUBLE, 0, &xy[0]);
	
	if (usecolorvector) {
		if (isdoublecolors) glColorPointer(mc, GL_DOUBLE, 0, colors);
		if (isuint8colors)  glColorPointer(mc, GL_UNSIGNED_BYTE, 0, bytecolors);
		glEnableClientState(GL_COLOR_ARRAY);
	}

	// Enable fast rendering of arrays:
	glEnableClientState(GL_VERTEX_ARRAY);

	if (nrsize==1) {
		// Common line-width for all lines: Render all lines, starting at line 0:
		glDrawArrays(GL_LINES, 0, nrvertices);
	}
	else {
		// Different line-width per line: Need to manually loop through this mess:
		for (i=0; i < nrvertices/2; i++) {
	      glLineWidth(size[i]);

	      // Render line:
	      glDrawArrays(GL_LINES, i * 2, 2);
		}
	}
	
	// Disable fast rendering of arrays:
	glDisableClientState(GL_VERTEX_ARRAY);
	if (usecolorvector) glDisableClientState(GL_COLOR_ARRAY);
	
	// Restore old matrix from backup copy, undoing the global translation:
	glPopMatrix();
	
	// Turn off anti-aliasing:
	if(smooth) glDisable(GL_LINE_SMOOTH);
	
	// Reset line width to 1.0:
	glLineWidth(1);
	
	// Mark end of drawing op. This is needed for single buffered drawing:
	PsychFlushGL(windowRecord);
	
 	//All psychfunctions require this.
	return(PsychError_none);
}
/* PsychPrepareRenderBatch()
 *
 * Perform setup for a batch of render requests for a specific primitive. Some 2D Screen
 * drawing commands allow to specify a list of primitives to draw instead of only a single
 * one. E.g. 'DrawDots' allows to draw thousands of dots with one single DrawDots command.
 * This helper routine is called by such batch-capable commands. It checks which input arguments
 * are provided and if its a single one or multiple ones. It sets up the rendering pipe accordingly,
 * performing required conversion steps. The actual drawing routine just needs to perform primitive
 * specific code.
 */
void PsychPrepareRenderBatch(PsychWindowRecordType *windowRecord, int coords_pos, int* coords_count, double** xy, int colors_pos, int* colors_count, int* colorcomponent_count, double** colors, unsigned char** bytecolors, int sizes_pos, int* sizes_count, double** size)
{
	PsychColorType							color;
	int                                     m,n,p,mc,nc,pc;
	int                                     i, nrpoints, nrsize;
	psych_bool                              isArgThere, isdoublecolors, isuint8colors, usecolorvector, needxy;
	double									*tmpcolors, *pcolors, *tcolors;
	double									convfactor, whiteValue;

	needxy = (coords_pos > 0) ? TRUE: FALSE;
	coords_pos = abs(coords_pos);
	colors_pos = abs(colors_pos);
	sizes_pos = abs(sizes_pos);
	
	// Get mandatory or optional xy coordinates argument
	isArgThere = PsychIsArgPresent(PsychArgIn, coords_pos);
	if(!isArgThere && needxy) {
		PsychErrorExitMsg(PsychError_user, "No position argument supplied");
	}
	
	if (isArgThere) {
		PsychAllocInDoubleMatArg(coords_pos, TRUE, &m, &n, &p, xy);
		if(p!=1 || (m!=*coords_count && (m*n)!=*coords_count)) {
			printf("PTB-ERROR: Coordinates must be a %i tuple or a %i rows vector.\n", *coords_count, *coords_count);
			PsychErrorExitMsg(PsychError_user, "Invalid format for coordinate specification.");
		}
		
		if (m!=1) {
			nrpoints=n;
			*coords_count = n;
		}
		else {
			// Special case: 1 row vector provided for single argument.
			nrpoints=1;
			*coords_count = 1;
		}
	}
	else {
		nrpoints = 0;
		*coords_count = 0;
	}
	
	if (size) {
		// Get optional size argument
		isArgThere = PsychIsArgPresent(PsychArgIn, sizes_pos);
		if(!isArgThere){
			// No size provided: Use a default size of 1.0:
			*size = (double *) PsychMallocTemp(sizeof(double));
			*size[0] = 1;
			nrsize=1;
		} else {
			PsychAllocInDoubleMatArg(sizes_pos, TRUE, &m, &n, &p, size);
			if(p!=1) PsychErrorExitMsg(PsychError_user, "Size must be a scalar or a vector with one column or row");
			nrsize=m*n;
			if (nrsize!=nrpoints && nrsize!=1 && *sizes_count!=1) PsychErrorExitMsg(PsychError_user, "Size vector must contain one size value per item.");
		}
		
		*sizes_count = nrsize;
	}	

	// Check if color argument is provided:
	isArgThere = PsychIsArgPresent(PsychArgIn, colors_pos);        
	if(!isArgThere) {
		// No color argument provided - Use defaults:
		whiteValue=PsychGetWhiteValueFromWindow(windowRecord);
		PsychLoadColorStruct(&color, kPsychIndexColor, whiteValue ); //index mode will coerce to any other.
		usecolorvector=false;
	}
	else {
		// Some color argument provided. Check first, if it's a valid color vector:
		isdoublecolors = PsychAllocInDoubleMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, colors);
		isuint8colors  = PsychAllocInUnsignedByteMatArg(colors_pos, kPsychArgAnything, &mc, &nc, &pc, bytecolors);
		
		// Do we have a color vector, aka one element per vertex?
		if((isdoublecolors || isuint8colors) && pc==1 && mc!=1 && nc==nrpoints && nrpoints>1) {
			// Looks like we might have a color vector... ... Double-check it:
			if (mc!=3 && mc!=4) PsychErrorExitMsg(PsychError_user, "Color vector must be a 3 or 4 row vector");
			// Yes. colors is a valid pointer to it.
			usecolorvector=true;
			
			if (isdoublecolors) {
				if (fabs(windowRecord->colorRange)!=1) {
					// We have to loop through the vector and divide all values by windowRecord->colorRange, so the input values
					// 0-colorRange get mapped to the range 0.0-1.0, as OpenGL expects values in range 0-1 when
					// a color vector is passed in Double- or Float format.
					// This is inefficient, as it burns some cpu-cycles, but necessary to keep color
					// specifications consistent in the PTB - API.
					convfactor = 1.0 / fabs(windowRecord->colorRange);
					tmpcolors=PsychMallocTemp(sizeof(double) * nc * mc);
					pcolors = *colors;
					tcolors = tmpcolors;
					for (i=0; i<(nc*mc); i++) {
						*(tcolors++)=(*pcolors++) * convfactor;
					}
				}
				else {
					// colorRange is == 1 --> No remapping needed as colors are already in proper range!
					// Just setup pointer to our unaltered input color vector:
					tmpcolors=*colors;
				}
				
				*colors = tmpcolors;
			}
			else {
				// Color vector in uint8 format. Nothing to do.
			}
		}
		else {
			// No color vector provided: Check for a single valid color triplet or quadruple:
			usecolorvector=false;
			isArgThere=PsychCopyInColorArg(colors_pos, TRUE, &color);                
		}
	}
	
	// Enable this windowRecords framebuffer as current drawingtarget:
	PsychSetDrawingTarget(windowRecord);
	
	// Setup default drawshader:
	PsychSetShader(windowRecord, -1);
	
	// Setup alpha blending properly:
	PsychUpdateAlphaBlendingFactorLazily(windowRecord);
	
 	// Setup common color for all objects if no color vector has been provided:
	if (!usecolorvector) {
		PsychCoerceColorMode(&color);
		PsychSetGLColor(&color, windowRecord);
		*colors_count = 1;
	}
	else {
		*colors_count = nc;
	}
	*colorcomponent_count = mc;
		
	return;
}
示例#7
0
PsychError SCREENDrawDots(void)
{
    PsychWindowRecordType                   *windowRecord, *parentWindowRecord;
    int                                     m,n,p,mc,nc,idot_type;
    int                                     i, nrpoints, nrsize;
    psych_bool                              isArgThere, usecolorvector, isdoublecolors, isuint8colors;
    double                                  *xy, *size, *center, *dot_type, *colors;
    float                                   *sizef;
    unsigned char                           *bytecolors;
    GLfloat                                 pointsizerange[2];
    psych_bool                              lenient = FALSE;
    psych_bool                              usePointSizeArray = FALSE;
    static psych_bool                       nocando = FALSE;
    int                                     oldverbosity;

    // All sub functions should have these two lines
    PsychPushHelp(useString, synopsisString,seeAlsoString);
    if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);};

    // Check for superfluous arguments
    PsychErrorExit(PsychCapNumInputArgs(7));   //The maximum number of inputs
    PsychErrorExit(PsychCapNumOutputArgs(4));  //The maximum number of outputs

    // Get the window record from the window record argument and get info from the window record
    PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);

    // Get dot_type argument, if any, as it is already needed for a pure point size range query below:
    isArgThere = PsychIsArgPresent(PsychArgIn, 6);
    if(!isArgThere){
        idot_type = 0;
    } else {
        PsychAllocInDoubleMatArg(6, TRUE, &m, &n, &p, &dot_type);
        if(p != 1 || n != 1 || m != 1 || (dot_type[0] < 0 || dot_type[0] > 4))
            PsychErrorExitMsg(PsychError_user, "dot_type must be 0, 1, 2, 3 or 4");
        idot_type = (int) dot_type[0];
    }

    // Query for supported point size range?
    if (PsychGetNumOutputArgs() > 0) {
        PsychSetDrawingTarget(windowRecord);

        // Always query and return aliased range:
        glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);
        PsychCopyOutDoubleArg(3, FALSE, (double) pointsizerange[0]);
        PsychCopyOutDoubleArg(4, FALSE, (double) pointsizerange[1]);

        // If driver supports smooth points and usercode doesn't specify a dot type (idot_type 0)
        // or does not request shader + point-sprite based drawing then return smooth point
        // size range as "smooth point size range" - query and assign it. Otherwise, ie., code
        // explicitely wants to use a shader (idot_type >= 3) or has to use one, we will use
        // point-sprites and that means the GL_ALIASED_POINT_SIZE_RANGE limits apply also to
        // our shader based smooth dots, so return those:
        if ((windowRecord->gfxcaps & kPsychGfxCapSmoothPrimitives) && (idot_type < 3))
            glGetFloatv(GL_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);

        // Whatever the final choice for smooth dots is, return its limits:
        PsychCopyOutDoubleArg(1, FALSE, (double) pointsizerange[0]);
        PsychCopyOutDoubleArg(2, FALSE, (double) pointsizerange[1]);

        // If this was only a query then we are done:
        if (PsychGetNumInputArgs() < 2)
            return(PsychError_none);
    }

    // Query, allocate and copy in all vectors...
    nrpoints = 2;
    nrsize = 0;
    colors = NULL;
    bytecolors = NULL;

    PsychPrepareRenderBatch(windowRecord, 2, &nrpoints, &xy, 4, &nc, &mc, &colors, &bytecolors, 3, &nrsize, &size, (GL_FLOAT == PsychGLFloatType(windowRecord)));
    isdoublecolors = (colors) ? TRUE:FALSE;
    isuint8colors  = (bytecolors) ? TRUE:FALSE;
    usecolorvector = (nc>1) ? TRUE:FALSE;

    // Assign sizef as float-type array of sizes, if float mode active, NULL otherwise:
    sizef = (GL_FLOAT == PsychGLFloatType(windowRecord)) ? (float*) size : NULL;

    // Get center argument
    isArgThere = PsychIsArgPresent(PsychArgIn, 5);
    if(!isArgThere){
        center = (double *) PsychMallocTemp(2 * sizeof(double));
        center[0] = 0;
        center[1] = 0;
    } else {
        PsychAllocInDoubleMatArg(5, TRUE, &m, &n, &p, &center);
        if(p!=1 || n!=2 || m!=1) PsychErrorExitMsg(PsychError_user, "center must be a 1-by-2 vector");
    }

    // Turn on antialiasing to draw circles? Or idot_type 4 for shader based square dots?
    if (idot_type) {
        // Smooth point rendering supported by gfx-driver and hardware? And user does not request our own stuff?
        if ((idot_type == 3) || (idot_type == 4) || !(windowRecord->gfxcaps & kPsychGfxCapSmoothPrimitives)) {
            // No. Need to roll our own shader + point sprite solution.
            if (!windowRecord->smoothPointShader && !nocando) {
                parentWindowRecord = PsychGetParentWindow(windowRecord);
                if (!parentWindowRecord->smoothPointShader) {
                    // Build and assign shader to parent window, but allow this to silently fail:
                    oldverbosity = PsychPrefStateGet_Verbosity();
                    PsychPrefStateSet_Verbosity(0);
                    parentWindowRecord->smoothPointShader = PsychCreateGLSLProgram(PointSmoothFragmentShaderSrc, PointSmoothVertexShaderSrc, NULL);
                    PsychPrefStateSet_Verbosity(oldverbosity);
                }

                if (parentWindowRecord->smoothPointShader) {
                    // Got one compiled - assign it for use:
                    windowRecord->smoothPointShader = parentWindowRecord->smoothPointShader;
                }
                else {
                    // Failed. Record this failure so we can avoid retrying at next DrawDots invocation:
                    nocando = TRUE;
                }
            }

            if (windowRecord->smoothPointShader) {
                // Activate point smooth shader, and point sprite operation on texunit 1 for coordinates on set 1:
                PsychSetShader(windowRecord, windowRecord->smoothPointShader);
                glActiveTexture(GL_TEXTURE1);
                glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
                glActiveTexture(GL_TEXTURE0);
                glEnable(GL_POINT_SPRITE);

                // Tell shader from where to get its color information: Unclamped high precision colors from texture coordinate set 0, or regular colors from vertex color attribute?
                glUniform1i(glGetUniformLocation(windowRecord->smoothPointShader, "useUnclampedFragColor"), (windowRecord->defaultDrawShader) ? 1 : 0);

                // Tell shader if it should shade smooth round dots, or square dots:
                glUniform1i(glGetUniformLocation(windowRecord->smoothPointShader, "drawRoundDots"), (idot_type != 4) ? 1 : 0);

                // Tell shader about current point size in pointSize uniform:
                glEnable(GL_PROGRAM_POINT_SIZE);
                usePointSizeArray = TRUE;
            }
            else if (idot_type != 4) {
                // Game over for round dot drawing:
                PsychErrorExitMsg(PsychError_user, "Point smoothing unsupported on your system and our shader based implementation failed as well in Screen('DrawDots').");
            }
            else {
                // Type 4 requested but unsupported. Fallback to type 0, which is the same, just slower:
                idot_type = 0;
            }

            // Request square dots, without anti-aliasing: Better compatibility with
            // shader + point sprite operation, and needed for idot_type 0 fallback.
            glDisable(GL_POINT_SMOOTH);
            glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);
        }
        else {
            // User wants hw anti-aliased round smooth dots (idot_type = 1 or 2) and
            // hardware + driver support this. Request smooth points from hardware:
            glEnable(GL_POINT_SMOOTH);
            glGetFloatv(GL_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);

            // A dot type of 2 requests highest quality point smoothing:
            glHint(GL_POINT_SMOOTH_HINT, (idot_type > 1) ? GL_NICEST : GL_DONT_CARE);
        }
    }
    else {
        glDisable(GL_POINT_SMOOTH);
        glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);
    }

    // Does ES-GPU only support a fixed point diameter of 1 pixel?
    if ((pointsizerange[1] <= 1) && PsychIsGLES(windowRecord)) {
        // Yes. Not much point bailing on this, as it should be easily visible
        // during testing of a studies code on a OpenGL-ES device.
        lenient = TRUE;
    }

    // Accept optional 'lenient' flag, if provided:
    PsychCopyInFlagArg(7, FALSE, &lenient);

    // Set size of a single dot:
    if (!lenient && ((sizef && (sizef[0] > pointsizerange[1] || sizef[0] < pointsizerange[0])) ||
        (!sizef && (size[0] > pointsizerange[1] || size[0] < pointsizerange[0])))) {
        printf("PTB-ERROR: You requested a point size of %f units, which is not in the range (%f to %f) supported by your graphics hardware.\n",
                (sizef) ? sizef[0] : size[0], pointsizerange[0], pointsizerange[1]);
        PsychErrorExitMsg(PsychError_user, "Unsupported point size requested in Screen('DrawDots').");
    }

    // Setup initial common point size for all points:
    if (!usePointSizeArray) glPointSize((sizef) ? sizef[0] : (float) size[0]);
    if (usePointSizeArray) glMultiTexCoord1f(GL_TEXTURE2, (sizef) ? sizef[0] : (float) size[0]);

    // Setup modelview matrix to perform translation by 'center':
    glMatrixMode(GL_MODELVIEW);

    // Make a backup copy of the matrix:
    glPushMatrix();

    // Apply a global translation of (center(x,y)) pixels to all following points:
    glTranslatef((float) center[0], (float) center[1], 0);

    // Render the array of 2D-Points - Efficient version:
    // This command sequence allows fast processing of whole arrays
    // of vertices (or points, in this case). It saves the call overhead
    // associated with the original implementation below and is potentially
    // optimized in specific OpenGL implementations.

    // Pass a pointer to the start of the point-coordinate array:
    glVertexPointer(2, PSYCHGLFLOAT, 0, &xy[0]);

    // Enable fast rendering of arrays:
    glEnableClientState(GL_VERTEX_ARRAY);

    if (usecolorvector) {
        PsychSetupVertexColorArrays(windowRecord, TRUE, mc, colors, bytecolors);
    }

    // Render all n points, starting at point 0, render them as POINTS:
    if ((nrsize == 1) || usePointSizeArray) {
        // Only one common size provided, or efficient shader based
        // path in use. We can use the fast path of only submitting
        // one glDrawArrays call to draw all GL_POINTS. For a single
        // common size, no further setup is needed.
        if (nrsize > 1) {
            // Individual size for each dot provided. Setup texture unit 2
            // with a 1D texcoord array that stores per point size info in
            // texture coordinate set 2. But first validate point sizes:
            for (i = 0; i < nrpoints; i++) {
                if (!lenient && ((sizef && (sizef[i] > pointsizerange[1] || sizef[i] < pointsizerange[0])) ||
                    (!sizef && (size[i] > pointsizerange[1] || size[i] < pointsizerange[0])))) {
                    printf("PTB-ERROR: You requested a point size of %f units, which is not in the range (%f to %f) supported by your graphics hardware.\n",
                           (sizef) ? sizef[i] : size[i], pointsizerange[0], pointsizerange[1]);
                    PsychErrorExitMsg(PsychError_user, "Unsupported point size requested in Screen('DrawDots').");
                }
            }

            // Sizes are fine, setup texunit 2:
            glClientActiveTexture(GL_TEXTURE2);
            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
            glTexCoordPointer(1, (sizef) ? GL_FLOAT : GL_DOUBLE, 0, (sizef) ? (const GLvoid*) sizef : (const GLvoid*) size);
        }

        // Draw all points:
        glDrawArrays(GL_POINTS, 0, nrpoints);

        if (nrsize > 1) {
            // Individual size for each dot provided. Reset texture unit 2:
            glTexCoordPointer(1, (sizef) ? GL_FLOAT : GL_DOUBLE, 0, (const GLvoid*) NULL);
            glDisableClientState(GL_TEXTURE_COORD_ARRAY);

            // Back to default texunit 0:
            glClientActiveTexture(GL_TEXTURE0);
        }
    }
    else {
        // Different size for each dot provided and we can't use our shader based implementation:
        // We have to do One GL - call per dot:
        for (i=0; i<nrpoints; i++) {
            if (!lenient && ((sizef && (sizef[i] > pointsizerange[1] || sizef[i] < pointsizerange[0])) ||
                (!sizef && (size[i] > pointsizerange[1] || size[i] < pointsizerange[0])))) {
                printf("PTB-ERROR: You requested a point size of %f units, which is not in the range (%f to %f) supported by your graphics hardware.\n",
                        (sizef) ? sizef[i] : size[i], pointsizerange[0], pointsizerange[1]);
                PsychErrorExitMsg(PsychError_user, "Unsupported point size requested in Screen('DrawDots').");
            }

            // Setup point size for this point:
            if (!usePointSizeArray) glPointSize((sizef) ? sizef[i] : (float) size[i]);

            // Render point:
            glDrawArrays(GL_POINTS, i, 1);
        }
    }

    // Disable fast rendering of arrays:
    glDisableClientState(GL_VERTEX_ARRAY);
    glVertexPointer(2, PSYCHGLFLOAT, 0, NULL);

    if (usecolorvector) PsychSetupVertexColorArrays(windowRecord, FALSE, 0, NULL, NULL);

    // Restore old matrix from backup copy, undoing the global translation:
    glPopMatrix();

    // turn off antialiasing again
    if (idot_type) {
        glDisable(GL_POINT_SMOOTH);

        if (windowRecord->smoothPointShader) {
            // Deactivate point smooth shader and point sprite operation on texunit 1:
            PsychSetShader(windowRecord, 0);
            glActiveTexture(GL_TEXTURE1);
            glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_FALSE);
            glActiveTexture(GL_TEXTURE0);
            glDisable(GL_POINT_SPRITE);
            glDisable(GL_PROGRAM_POINT_SIZE);
        }
    }

    // Reset pointsize to 1.0
    glPointSize(1);

    // Mark end of drawing op. This is needed for single buffered drawing:
    PsychFlushGL(windowRecord);

    //All psychfunctions require this.
    return(PsychError_none);
}
PsychError SCREENDrawDots(void)
{
    PsychWindowRecordType                   *windowRecord;
    int                                     whiteValue, m,n,p,mc,nc,pc,idot_type;
    int                                     i, nrpoints, nrsize;
    boolean                                 isArgThere, usecolorvector, isdoublecolors, isuint8colors;
    double									*xy, *size, *center, *dot_type, *colors;
    unsigned char                           *bytecolors;
    GLfloat									pointsizerange[2];
    double									convfactor;

    // All sub functions should have these two lines
    PsychPushHelp(useString, synopsisString,seeAlsoString);
    if(PsychIsGiveHelp()) {
        PsychGiveHelp();
        return(PsychError_none);
    };

    // Check for superfluous arguments
    PsychErrorExit(PsychCapNumInputArgs(6));   //The maximum number of inputs
    PsychErrorExit(PsychCapNumOutputArgs(0));  //The maximum number of outputs

    // Get the window record from the window record argument and get info from the window record
    PsychAllocInWindowRecordArg(1, kPsychArgRequired, &windowRecord);

    // Query, allocate and copy in all vectors...
    nrpoints = 2;
    nrsize = 0;
    colors = NULL;
    bytecolors = NULL;

    PsychPrepareRenderBatch(windowRecord, 2, &nrpoints, &xy, 4, &nc, &mc, &colors, &bytecolors, 3, &nrsize, &size);
    isdoublecolors = (colors) ? TRUE:FALSE;
    isuint8colors  = (bytecolors) ? TRUE:FALSE;
    usecolorvector = (nc>1) ? TRUE:FALSE;

    // Get center argument
    isArgThere = PsychIsArgPresent(PsychArgIn, 5);
    if(!isArgThere) {
        center = (double *) PsychMallocTemp(2 * sizeof(double));
        center[0] = 0;
        center[1] = 0;
    } else {
        PsychAllocInDoubleMatArg(5, TRUE, &m, &n, &p, &center);
        if(p!=1 || n!=2 || m!=1) PsychErrorExitMsg(PsychError_user, "center must be a 1-by-2 vector");
    }

    // Get dot_type argument
    isArgThere = PsychIsArgPresent(PsychArgIn, 6);
    if(!isArgThere) {
        idot_type = 0;
    } else {
        PsychAllocInDoubleMatArg(6, TRUE, &m, &n, &p, &dot_type);
        if(p!=1 || n!=1 || m!=1 || (dot_type[0]<0 || dot_type[0]>2))
            PsychErrorExitMsg(PsychError_user, "dot_type must be 0, 1 or 2");
        idot_type = (int) dot_type[0];
    }

    // Child-protection: Alpha blending needs to be enabled for smoothing to work:
    if (idot_type>0 && windowRecord->actualEnableBlending!=TRUE) {
        PsychErrorExitMsg(PsychError_user, "Point smoothing doesn't work with alpha-blending disabled! See Screen('BlendFunction') on how to enable it.");
    }

    // Turn on antialiasing to draw circles
    if(idot_type) {
        glEnable(GL_POINT_SMOOTH);
        glGetFloatv(GL_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);
        // A dot type of 2 requests for highest quality point smoothing:
        glHint(GL_POINT_SMOOTH_HINT, (idot_type>1) ? GL_NICEST : GL_DONT_CARE);
    }
    else {
#ifndef GL_ALIASED_POINT_SIZE_RANGE
#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
#endif

        glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, (GLfloat*) &pointsizerange);
    }

    // Set size of a single dot:
    if (size[0] > pointsizerange[1] || size[0] < pointsizerange[0]) {
        printf("PTB-ERROR: You requested a point size of %f units, which is not in the range (%f to %f) supported by your graphics hardware.\n",
               size[0], pointsizerange[0], pointsizerange[1]);
        PsychErrorExitMsg(PsychError_user, "Unsupported point size requested in Screen('DrawDots').");
    }

    // Setup initial common point size for all points:
    glPointSize(size[0]);

    // Setup modelview matrix to perform translation by 'center':
    glMatrixMode(GL_MODELVIEW);

    // Make a backup copy of the matrix:
    glPushMatrix();

    // Apply a global translation of (center(x,y)) pixels to all following points:
    glTranslated(center[0], center[1], 0);

    // Render the array of 2D-Points - Efficient version:
    // This command sequence allows fast processing of whole arrays
    // of vertices (or points, in this case). It saves the call overhead
    // associated with the original implementation below and is potentially
    // optimized in specific OpenGL implementations.

    // Pass a pointer to the start of the point-coordinate array:
    glVertexPointer(2, GL_DOUBLE, 0, &xy[0]);

    // Enable fast rendering of arrays:
    glEnableClientState(GL_VERTEX_ARRAY);

    if (usecolorvector) {
        if (isdoublecolors) glColorPointer(mc, GL_DOUBLE, 0, colors);
        if (isuint8colors)  glColorPointer(mc, GL_UNSIGNED_BYTE, 0, bytecolors);
        glEnableClientState(GL_COLOR_ARRAY);
    }

    // Render all n points, starting at point 0, render them as POINTS:
    if (nrsize==1) {
        // One common point size for all dots provided. Good! This is very efficiently
        // done with one single render-call:
        glDrawArrays(GL_POINTS, 0, nrpoints);
    }
    else {
        // Different size for each dot provided: We have to do One GL - call per dot.
        // This is *pretty inefficient* and should be reimplemented in the future via
        // Point-Sprite extensions, cleverly used display lists or via vertex-shaders...
        // For now we do it the stupid way:
        for (i=0; i<nrpoints; i++) {
            if (size[i] > pointsizerange[1] || size[i] < pointsizerange[0]) {
                printf("PTB-ERROR: You requested a point size of %f units, which is not in the range (%f to %f) supported by your graphics hardware.\n",
                       size[i], pointsizerange[0], pointsizerange[1]);
                PsychErrorExitMsg(PsychError_user, "Unsupported point size requested in Screen('DrawDots').");
            }

            // Setup point size for this point:
            glPointSize(size[i]);

            // Render point:
            glDrawArrays(GL_POINTS, i, 1);
        }
    }

    // Disable fast rendering of arrays:
    glDisableClientState(GL_VERTEX_ARRAY);
    if (usecolorvector) glDisableClientState(GL_COLOR_ARRAY);

    // Restore old matrix from backup copy, undoing the global translation:
    glPopMatrix();

    // turn off antialiasing again
    if(idot_type) glDisable(GL_POINT_SMOOTH);

    // Reset pointsize to 1.0
    glPointSize(1);

    // Mark end of drawing op. This is needed for single buffered drawing:
    PsychFlushGL(windowRecord);

    //All psychfunctions require this.
    return(PsychError_none);
}