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Plugin API

Plugins are distributed as Python files that are loaded and executed at runtime. To be recognized as such, they need to be installed in the correct place and implement the Plugin API.

The usage of plugins has multiple advantages. For the user, they make it easy to turn features on and off as required. For the developer, it increases maintainability through separation.

Plugins can also be loaded at runtime, extending Pupil's functionality by sharing a simple Python file. See below on how to add them.

Adding a Plugin

Neon Player's settings folder is placed in your user's home directory and is calledneon_player_settings.

It contains a plugins subdirectory into which the plugin files need to be placed. Neon Player will attempt to load the files during the next launch.

If the plugin was installed correctly, it should appear in the Plugin Manager. Check the log file (~/neon_player_settings/<name>.log) for errors if this is not the case.

WARNING

The bundled application uses its own isolated Python environment, i.e. the plugin will not recognize your local pip installation! Any additional dependencies need to be installed into the plugins folder, next to the plugin.

Development

For the plugin development process, we recommend to run from source.

Language

Neon Player is written in Python 3.11, but no "heavy lifting" is done in Python. High performance computer vision, media compression, display libraries, and custom functions are written in external libraries or c/c++ and accessed though cython. Python plays the role of "glue" that sticks all the pieces together.

We also like writing code in Python because it's quick and easy to move from initial idea to working proof-of-concept. If proof-of-concept code is slow, optimization and performance enhancement can happen in iterations of code.

API Reference

Plugins are the recommended way to extend Neon Player's functionality. They are typically managed within the application's main process which communicates with the plugins via callbacks (see below). These are defined in the root Plugin class. In order to create a new plugin, one has to inherit from this class and overwrite them as desired.

py
from plugin import Plugin

class MyCustomPlugin(Plugin):
    pass
from plugin import Plugin

class MyCustomPlugin(Plugin):
    pass

Plugins are automatically listed in the Plugin Manager] unless they inherit from a set of special classes (System_Plugin_Base, Base_Manager, Base_Source, CalibrationChoreographyPlugin, GazerBase).

Plugin Class Attributes

These class attributes define general plugin behavior. Overwriting them is optional but recommended. alive is an exception and should only be set to False if you want the plugin to close autonomously. Otherwise, this attribute is managed by the enclosing application.

NamePossible valuesDefault valueMeaning
uniqueness"not_unique", "by_class", "by_base_class""by_class"Plugin instance replacement behavior. See below.
orderfloat in the range of [0.0, 1.0]0.5Defines the order in which plugins are loaded and called
icon_font"roboto", "pupil_icons", "opensans", any other font registered via Plugin.g_pool.ui.add_font()"roboto"Menu icon font
icon_chrAny string whose letters are present in icon_font. Recommended to use a single letter string."?"Menu icon
aliveTrue, FalseTrueSetting to False will shutdown the plugin in the next event cycle.

Plugin Uniqueness

  • not unique - plugins can be instantiated multiple times, e.g. gaze visualization plugins
  • unique by class - only one plugin instance can exist at a time, e.g. blink detector
  • unique by base class - if two plugins share the same base class they are only allowed to be active one at a time. Calibration choreographies are examples of unique by base class plugins. They each implement a separate by-base-class-unique plugin but since they all share the same base class (CalibrationChoreographyPlugin) only one can be active at a time.

If a new instance of a unique plugin is started the old instance will be cleaned up and replaced.

Plugin Callback Methods

Callback methods are triggered by the enclosing application. These can be divided into three categories: Startup/cleanup, processing, and UI interactions.

Startup/Cleanup Callbacks

Callbacks of this kind are only called once in the life cycle of a plugin. "called when Plugin.alive is set to True"? Should it be when alive is set to False, which triggers shutdown of plugin in next event cycle?

CallbackDescription
__init__(self, g_pool, **kwargs)Called when a plugin instance is started. g_pool provides access to the application. Calling super().__init__(g_pool) is strongly recommended. kwargs can be used for user preferences. See example below.
init_ui(self)Called after __init__ if the calling process provides a user interface. Allows the plugin to setup its settings menu, quick access buttons, etc.
cleanup(self)Called when alive is set to False; can be done programmatically by the plugin itself or another plugin; user can also trigger by turning the plugin off in the UI.
deinit_ui(self)Called before cleanup and the calling process provides a user interface. The plugin is responsible for removing any UI elements added in init_ui.
get_init_dict(self)Called on each active plugin instance on application shutdown. Returns a dictionary which is stored in the application's persistent session settings. On the next application launch, all previously active plugins will be restored by calling __init__ and passing the dictionary as the kwargs arguments. See example below.

A typical use case of the session settings is to persistently store plugin parameters, e.g. the minimum duration parameter of the fixation detector.

The code below shows how to store a custom value (my_custom_setting) in the session settings. my_custom_setting=5 defines the default value in case no session settings were found when the application was started or the plugin has just been enabled. If session settings were loaded successfully the class will be instantiated with the dictionary previously returned by get_init_dict().

python
from plugin import Plugin

class MyCustomPlugin(Plugin):
    def __init__(self, g_pool, my_custom_setting=5):
        self._my_custom_setting = my_custom_setting

    def get_init_dict(self):
        return {"my_custom_setting": self._my_custom_setting}
        # return {}  # on next launch, recover plugin with default settings
        # raise NotImplementedError  # on next launch, do not recover plugin
from plugin import Plugin

class MyCustomPlugin(Plugin):
    def __init__(self, g_pool, my_custom_setting=5):
        self._my_custom_setting = my_custom_setting

    def get_init_dict(self):
        return {"my_custom_setting": self._my_custom_setting}
        # return {}  # on next launch, recover plugin with default settings
        # raise NotImplementedError  # on next launch, do not recover plugin

WARNING

The top-level keys of the get_init_dict dictionary must be of type str and its values must be primitive Python types that can be encoded by msgpack.

Processing Callbacks

Neon Player launches several processes. Each is driven by an infinite loop that processes data in each iteration, the so called "application event cycle". Data is fetched, generated, or processed by calling the plugin processing callbacks below in increasing Plugin.order.

CallbackDescription
recent_events(self, events)Called once per application event cycle. events is a dictionary with string-keys and built-in python typed values, e.g. lists, dicts, etc. Plugins can add new entries to propagate data to plugins with higher order.
gl_display(self)Called once per application event cycle if the calling process has a user interface. Plugins should implement any custom OpenGL visualizations here.

Custom data example:

python
from plugin import Plugin

CUSTOM_TOPIC = "custom_topic"


class CustomDataExample(Plugin):
    def recent_events(self, events):
        custom_datum = {
            "topic": CUSTOM_TOPIC,
            "timestamp": self.g_pool.get_timestamp(),  # Timestamp in pupil time
            "custom field": 42,
            # Further fields can be added here.
            # Their values should be serializable with msgpack.
        }
        events[CUSTOM_TOPIC] = [custom_datum]
from plugin import Plugin

CUSTOM_TOPIC = "custom_topic"


class CustomDataExample(Plugin):
    def recent_events(self, events):
        custom_datum = {
            "topic": CUSTOM_TOPIC,
            "timestamp": self.g_pool.get_timestamp(),  # Timestamp in pupil time
            "custom field": 42,
            # Further fields can be added here.
            # Their values should be serializable with msgpack.
        }
        events[CUSTOM_TOPIC] = [custom_datum]
UI interaction callbacksDescription
on_click(self, pos, button, action)Gets called when the user clicks in the window screen and the event has not been consumed by the GUI. Return True if the event was consumed and should not be propagated to any other plugin.
on_pos(self, pos)Gets called when the user moves the mouse in the window screen.
on_key(self, key, scancode, action, mods)Gets called on key events that were not consumed by the GUI. Return True if the event was consumed and should not be propagated to any other plugin. See the GLFW documentation for more information on key events.
on_char(self, character)Gets called on char events that were not consumed by the GUI. Return True if the event was consumed and should not be propagated to any other plugin. See the GLFW documentation for more information on char events.
on_drop(self, paths)Gets called on dropped paths of files and/or directories on the window. Return True if the event was consumed and should not be propagated to any other plugin. See the GLFW documentation for more information on path drop events.
on_window_resize(self, window, w, h)Gets called when user resizes window

Plugin Utility Methods

In addition to the callbacks, the plugin implements a series of useful functions to interact with the application.

Utility methodsDescription
self.add_menu()Creates a settings menu. Typically called within self.init_ui().
self.remove_menu()Removes self.menu. Typically called within self.deinit_ui()