🔧 Remove paint-target signal

This commit is contained in:
Simon Schneegans
2022-05-14 20:48:34 +02:00
parent e1017b7707
commit 0fb05c66eb
6 changed files with 82 additions and 38 deletions
+43 -16
View File
@@ -19,44 +19,71 @@ const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
//////////////////////////////////////////////////////////////////////////////////////////
// This is the base class for all effects of Burn-My-Windows. It provides the logic //
// required for creating shader instances and reusing them as much as possible. //
// Each effect of Burn-My-Windows owns an instance of this class. It is used to created //
// shaders whenever a new one is required. It tries to re-use old shaders as much as //
// possible in order to avoid memory leaks. //
//////////////////////////////////////////////////////////////////////////////////////////
var ShaderFactory = class ShaderFactory {
// The _freeShaders array contains previously created shaders which are not currently in
// use.
// Creates a new ShaderFactory. Requires the nick of the effect and a callback function
// which will be called whenever a new shader is created.
constructor(nick, setupFunc) {
// The _freeShaders array contains previously created shaders which are not currently
// in use.
this._freeShaders = [];
this._nick = nick;
this._setupFunc = setupFunc;
// The nick of the effect is required when creating new shaders as it's part of the
// GLSL source code file name.
this._nick = nick;
// Store the setup callback.
this._setupFunc = setupFunc;
}
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is opened or closed with this
// effect. It returns an instance of the shader class, trying to reuse previously
// created shaders. If a new shader instance is required, it calls this.createShader().
// This method must be defined be the derived class!
// This is called from extension.js whenever a window is opened or closed. It returns an
// instance of the shader class, trying to reuse previously created shaders. If a new
// shader instance is required, it calls creates a new one and calls the setupFunc
// thereafter.
getShader() {
let shader;
// If there are currently no free shaders, we have to create a new one.
if (this._freeShaders.length == 0) {
// Since Shell.GLSLEffect caches the shader source per class (not per instance), we
// have to derive a new shader type for each effect. The type name contains the nick
// of the effect to make it unique.
const typeName = `BurnMyWindowsShader_${this._nick}`;
// Only try to register the new type once.
if (GObject.type_from_name(typeName) == null) {
const outerThis = this;
GObject.registerClass({GTypeName: typeName},
class Shader extends Me.imports.src.Shader.Shader {});
class Shader extends Me.imports.src.Shader.Shader {
// This will actually load the GLSL source code from the resources.
_init() {
super._init(outerThis._nick);
}
// This can be called to mark this instance to be re-usable.
returnToFactory() {
outerThis._freeShaders.push(this);
}
});
}
shader = GObject.Object.new(GObject.type_from_name(typeName), {'nick': this._nick});
shader.returnToFactory = () => {
this._freeShaders.push(shader);
};
// Now create a niew instance of the newly registered shader type.
// GObject.Object.new is only available with newer versions of GJS.
if (GObject.Object.new) {
shader = GObject.Object.new(GObject.type_from_name(typeName), {});
} else {
shader = GObject.Object.newv(GObject.type_from_name(typeName), []);
}
// Call the provided setup callback.
this._setupFunc(shader);
} else {