top of page
Text

Text

Category:

AddIn:

Scope:

Code Snippets:

Supports Material List:

Status Screen Widgets:

License:

Visual Stimuli

Base Elements

Local

no

no

no

Standard EventIDE license

In this article:


Introduction


The Text element displays text blocks on the experiment’s stimulus screen, making it ideal for presenting instructions, messages, and trial feedback.

It provides a variety of formatting options — including font type, size, weight, color, and alignment — and supports runtime text changes for adaptive, data-driven experiments.

The element is highly customizable: you can apply transparency, rotation, scaling, positional jitter, and visual effects like blurring or pixelation to the rendered text.


Key Features

  • Multi-line text display with customizable font, size, weight, and style.

  • Horizontal alignment options for precise layout control.

  • Auto-resizing text area for dynamically changing content.

  • Supports all standard EventIDE visual effects (color masking, pixelation, blurring, scrambling).

  • Positional jitter to prevent visual habituation.

  • Runtime property control for fully adaptive experiments.

  • Alpha masking for creating transparent text cutouts in the stimulus area.

  • Hardware-accelerated rendering for smooth display updates.



Properties

Name

Description

Property Class

Type

Text Settings




Text

Type your text here. Use Enter to start a new line

General

String

Font Color

Color of the text

General

stColor

Auto Size

Automatically resize the rendering area when text changes

General

Boolean

Font

Select a font from the list

General

String

Font Size

Font size when Auto Size mode is on

General

Double

Weight

Font weight

General

Int32

Style

Font style

General

Int32

Text Alignment

Horizontal text alignment inside the text area

Design

TextAl..

Visual Appearance




AntiAliasing

Smooth text edges when true; pixel-accurate rendering when false

General

Boolean

Alpha Masking

Use text content as an opacity mask on the event surface

Design

Int32

Position

Position of the rendering viewport on the screen

General

clPoint

Size

Size of the rendering viewport

General

clSize

Z Order

Z-order of the element in the event

Status

Int32

Pivot Point

Alignment of pivot point for rotation and scaling

General

stAlig..

Visible

Whether the element is visible

General

Boolean

Rotation

Rotation angle in degrees

General

Double

Effects




Transparent Color

Pixel color to make transparent

General

stColor

Transparent Tolerance

Tolerance for transparency color selection

General

Int32

Color Mask

Apply multiplicative color overlay

General

stColor

Opacity

Opacity of the rendered content

General

Int32

Contrast

Contrast adjustment

General

Int32

Brightness

Brightness adjustment

General

Int32

Saturation

Saturation adjustment

General

Double

Pixelation

Pixelation level

General

Int32

Blurring

Gaussian blur radius in pixels

General

Int32

Scrambling

Proportion of scrambled voxels

General

Double

Scrambling Grid Size

Dimensions of scrambling grid

General

clSize

Positional Jitter




Reset Jitter Now

Reset the positional jitter

Runtime Command

Boolean

Current Jitter

Current jitter offset

Status

clPoint

Jitter Range

Maximum jitter range, centered on position

General

clSize

Test Jitter

Test current jitter settings

Design

Boolean

Control




Is Enabled

If false, element is omitted at runtime

Design

Boolean

Title

Title of the element

Design

String


Practical Use


The Text element renders a text area within the event’s viewport.

The text can contain multiple lines (created with Enter in the Text's viewpoint), and the rendering area can be set manually or automatically resized using Auto Size.

Text formatting is controlled via properties such as Font, Font Size, Weight, Style, and Text Alignment.

Because the Text element supports runtime property changes, you can update displayed text in real time — for example, showing feedback after a participant’s response, displaying countdown timers, or adapting instructions based on performance.


Examples


  • Pre-trial instructions – Show a block of instructions before a trial begins.

  • Real-time feedback – Display “Correct” or “Incorrect” after participant responses.

  • Scoreboards & timers – Update text dynamically to reflect accumulated score or countdown time.

  • Stimulus labeling – Overlay short text labels alongside visual stimuli.

  • Adaptive testing – Change displayed content based on variables, responses, or external signals.

bottom of page