diff --git a/metadata.json b/metadata.json index 5228d56..0927b69 100644 --- a/metadata.json +++ b/metadata.json @@ -11,7 +11,8 @@ "settings-schema": "org.gnome.shell.extensions.burn-my-windows", "shell-version": [ "45", - "46" + "46", + "47" ], "url": "https://github.com/Schneegans/Burn-My-Windows", "version": 41 diff --git a/src/effects/EnergizeA.js b/src/effects/EnergizeA.js index 508cb95..3b1b84b 100644 --- a/src/effects/EnergizeA.js +++ b/src/effects/EnergizeA.js @@ -45,10 +45,8 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings) => { - const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1]; - // clang-format off - shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + shader.set_uniform_float(shader._uColor, 3, utils.parseColor(settings.get_string('energize-a-color'))); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('energize-a-scale')]); // clang-format on }); diff --git a/src/effects/EnergizeB.js b/src/effects/EnergizeB.js index 32748eb..610a81c 100644 --- a/src/effects/EnergizeB.js +++ b/src/effects/EnergizeB.js @@ -45,10 +45,8 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings) => { - const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; - // clang-format off - shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + shader.set_uniform_float(shader._uColor, 3, utils.parseColor(settings.get_string('energize-b-color'))); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('energize-b-scale')]); // clang-format on }); diff --git a/src/effects/Fire.js b/src/effects/Fire.js index cd9cadf..6ea498d 100644 --- a/src/effects/Fire.js +++ b/src/effects/Fire.js @@ -61,10 +61,9 @@ export default class Effect { // And update all uniforms at the start of each animation. shader.connect('begin-animation', (shader, settings) => { for (let i = 1; i <= 5; i++) { - const c = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1]; shader.set_uniform_float( shader._uGradient[i - 1], 4, - [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + utils.parseColor(settings.get_string('fire-color-' + i))); } // clang-format off diff --git a/src/effects/Glitch.js b/src/effects/Glitch.js index 659c350..492d6e1 100644 --- a/src/effects/Glitch.js +++ b/src/effects/Glitch.js @@ -48,11 +48,9 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { - const c = Clutter.Color.from_string(settings.get_string('glitch-color'))[1]; - // clang-format off shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]); - shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + shader.set_uniform_float(shader._uColor, 4, utils.parseColor(settings.get_string('glitch-color'))); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('glitch-scale')]); shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('glitch-strength')]); shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('glitch-speed')]); diff --git a/src/effects/Hexagon.js b/src/effects/Hexagon.js index 20b6500..5adb59c 100644 --- a/src/effects/Hexagon.js +++ b/src/effects/Hexagon.js @@ -50,20 +50,13 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { - // Get the two configurable colors. They are directly injected into the shader - // code below. - const gc = - Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1]; - const lc = - Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1]; - // clang-format off shader.set_uniform_float(shader._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]); shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('hexagon-scale')]); shader.set_uniform_float(shader._uLineWidth, 1, [settings.get_double('hexagon-line-width')]); - shader.set_uniform_float(shader._uGlowColor, 4, [gc.red / 255, gc.green / 255, gc.blue / 255, gc.alpha / 255]); - shader.set_uniform_float(shader._uLineColor, 4, [lc.red / 255, lc.green / 255, lc.blue / 255, lc.alpha / 255]); + shader.set_uniform_float(shader._uGlowColor, 4, utils.parseColor(settings.get_string('hexagon-glow-color'))); + shader.set_uniform_float(shader._uLineColor, 4, utils.parseColor(settings.get_string('hexagon-line-color'))); // clang-format on }); }); diff --git a/src/effects/Incinerate.js b/src/effects/Incinerate.js index 589bf75..beb1e06 100644 --- a/src/effects/Incinerate.js +++ b/src/effects/Incinerate.js @@ -72,11 +72,9 @@ export default class Effect { shader._startPointerPos = null; } - const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1]; - // clang-format off shader.set_uniform_float(shader._uSeed, 2, seed); - shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + shader.set_uniform_float(shader._uColor, 3, utils.parseColor(settings.get_string('incinerate-color'))); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]); shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]); // clang-format on diff --git a/src/effects/Matrix.js b/src/effects/Matrix.js index b87a6a9..e244623 100644 --- a/src/effects/Matrix.js +++ b/src/effects/Matrix.js @@ -65,13 +65,9 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings) => { - const c1 = - Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1]; - const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1]; - // clang-format off - shader.set_uniform_float(shader._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]); - shader.set_uniform_float(shader._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]); + shader.set_uniform_float(shader._uTrailColor, 3, utils.parseColor(settings.get_string('matrix-trail-color'))); + shader.set_uniform_float(shader._uTipColor, 3, utils.parseColor(settings.get_string('matrix-tip-color'))); shader.set_uniform_float(shader._uLetterSize, 1, [settings.get_int('matrix-scale')]); shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('matrix-randomness')]); shader.set_uniform_float(shader._uOverShoot, 1, [settings.get_double('matrix-overshoot')]); diff --git a/src/effects/Portal.js b/src/effects/Portal.js index 0bd643c..21f7a4e 100644 --- a/src/effects/Portal.js +++ b/src/effects/Portal.js @@ -49,11 +49,9 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { - const c = Clutter.Color.from_string(settings.get_string('portal-color'))[1]; - // clang-format off shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); - shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + shader.set_uniform_float(shader._uColor, 3, utils.parseColor(settings.get_string('portal-color'))); shader.set_uniform_float(shader._uDetails, 1, [settings.get_double('portal-details')]); shader.set_uniform_float(shader._uRotationSpeed, 1, [settings.get_double('portal-rotation-speed')]); shader.set_uniform_float(shader._uWhirling, 1, [settings.get_double('portal-whirling')]); diff --git a/src/effects/SnapOfDisintegration.js b/src/effects/SnapOfDisintegration.js index e9b718b..7a76611 100644 --- a/src/effects/SnapOfDisintegration.js +++ b/src/effects/SnapOfDisintegration.js @@ -63,11 +63,8 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { - // The dust particles will fade to this color over time. - const c = Clutter.Color.from_string(settings.get_string('snap-color'))[1]; - // clang-format off - shader.set_uniform_float(shader._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + shader.set_uniform_float(shader._uDustColor, 4, utils.parseColor(settings.get_string('snap-color'))); shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); shader.set_uniform_float(shader._uDustScale, 1, [settings.get_double('snap-scale')]); // clang-format on diff --git a/src/effects/TRexAttack.js b/src/effects/TRexAttack.js index c519fc0..617453c 100644 --- a/src/effects/TRexAttack.js +++ b/src/effects/TRexAttack.js @@ -61,10 +61,8 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { - const c = Clutter.Color.from_string(settings.get_string('trex-scratch-color'))[1]; - // clang-format off - shader.set_uniform_float(shader._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + shader.set_uniform_float(shader._uFlashColor, 4, utils.parseColor(settings.get_string('trex-scratch-color'))); shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); shader.set_uniform_float(shader._uClawSize, 1, [settings.get_double('trex-scratch-scale')]); shader.set_uniform_float(shader._uNumClaws, 1, [settings.get_int('trex-scratch-count')]); diff --git a/src/effects/TVEffect.js b/src/effects/TVEffect.js index b1f6cb8..f551f6f 100644 --- a/src/effects/TVEffect.js +++ b/src/effects/TVEffect.js @@ -46,9 +46,8 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings) => { - const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; shader.set_uniform_float( - shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + shader._uColor, 4, utils.parseColor(settings.get_string('tv-effect-color'))); }); }); } diff --git a/src/effects/TVGlitch.js b/src/effects/TVGlitch.js index e44ad4f..b50fa8d 100644 --- a/src/effects/TVGlitch.js +++ b/src/effects/TVGlitch.js @@ -49,11 +49,9 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { - const c = Clutter.Color.from_string(settings.get_string('tv-glitch-color'))[1]; - // clang-format off shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]); - shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); + shader.set_uniform_float(shader._uColor, 4, utils.parseColor(settings.get_string('tv-glitch-color'))); shader.set_uniform_float(shader._uScale, 1, [settings.get_double('tv-glitch-scale')]); shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('tv-glitch-strength')]); shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('tv-glitch-speed')]); diff --git a/src/effects/Wisps.js b/src/effects/Wisps.js index 1bc0dd3..3659727 100644 --- a/src/effects/Wisps.js +++ b/src/effects/Wisps.js @@ -52,9 +52,8 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode) => { for (let i = 1; i <= 3; i++) { - const c = Clutter.Color.from_string(settings.get_string('wisps-color-' + i))[1]; shader.set_uniform_float(shader._uColor[i - 1], 3, - [c.red / 255, c.green / 255, c.blue / 255]); + utils.parseColor(settings.get_string('wisps-color-' + i))); } // clang-format off diff --git a/src/utils.js b/src/utils.js index a0c146a..4cc350a 100644 --- a/src/utils.js +++ b/src/utils.js @@ -104,3 +104,46 @@ export async function executeCommand(argv, input = null, cancellable = null) { }); }); } + +// Converts a hex, rgb, or rgba CSS-like color string to four numbers +// representing rgba values. +export function parseColor(color) { + // Function to convert hex component to a number + function hexToDecimal(hex) { + return parseInt(hex, 16); + } + + // Default RGBA values. + let r = 0, g = 0, b = 0, a = 1; + + // Hex format. + if (color.startsWith('#')) { + const hex = color.slice(1); + if (hex.length === 3) { + // 3-digit hex + r = hexToDecimal(hex[0] + hex[0]); + g = hexToDecimal(hex[1] + hex[1]); + b = hexToDecimal(hex[2] + hex[2]); + } else if (hex.length === 6) { + // 6-digit hex + r = hexToDecimal(hex.substring(0, 2)); + g = hexToDecimal(hex.substring(2, 4)); + b = hexToDecimal(hex.substring(4, 6)); + } + } + // rgb() or rgba() format. + else if (color.startsWith('rgb')) { + // Extract the values inside the parentheses + const rgbValues = color.match(/rgba?\((\d+),\s*(\d+),\s*(\d+)(?:,\s*([0-9.]+))?\)/); + if (rgbValues) { + r = parseInt(rgbValues[1], 10); + g = parseInt(rgbValues[2], 10); + b = parseInt(rgbValues[3], 10); + if (rgbValues[4] !== undefined) { + a = parseFloat(rgbValues[4]); + } + } + } + + return [ r/255, g/255, b/255, a ]; +}