🔧 Do not depend on Clutter.Transitions

This commit is contained in:
Simon Schneegans
2023-04-04 11:27:01 +02:00
parent 42d69afa89
commit 0fd3f0f62f
2 changed files with 159 additions and 200 deletions
+103 -196
View File
@@ -133,49 +133,81 @@ class Extension {
}
// We will monkey-patch these methods. Let's store the original ones.
this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor;
this._origWaitForOverviewToHide = WindowManager.prototype._waitForOverviewToHide;
this._origAddWindowClone = Workspace.prototype._addWindowClone;
this._origWindowRemoved = Workspace.prototype._windowRemoved;
this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow;
this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor;
this._origWaitForOverviewToHide = WindowManager.prototype._waitForOverviewToHide;
this._origDestroyWindowDone = WindowManager.prototype._destroyWindowDone;
// ------------------------------------------------ patching the window-open animation
// ------------------------------- patching the window animations outside the overview
// Here we add an effect to the window-open animation. This is done whenever a new
// window is created. Usually, there is no real window animation for opening windows
// in the overview - only the window's clone is animated - but thanks to the hacks
// below, we can show the real animations in the overview.
// If a window is created the transitions are set up in the async _mapWindow of the
// If a window is created, the transitions are set up in the async _mapWindow() of the
// WindowManager:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1478
// AFAIK, overriding this method is not possible as it's called by a signal to
// which it is bound via the bind() method. To tweak the async transition
// anyways, we override the actors ease() method once - the next time it will be
// called by the _mapWindow(), we will intercept it!
this._windowCreatedConnection =
global.display.connect('window-created', (d, metaWin) => {
let actor = metaWin.get_compositor_private();
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1487
// AFAIK, overriding this method is not possible as it's called by a signal to which
// it is bound via the bind() method. To tweak the async transition anyways, we
// override the actors ease() method once. We do this in _shouldAnimateActor() which
// is called right before the ease() in _mapWindow:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1472
const orig = actor.ease;
actor.ease = function(...params) {
orig.apply(actor, params);
actor.ease = orig;
// The same trick is done for the window-close animation. This is set up in a similar
// fashion in the WindowManager's _destroyWindow():
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1558.
// Here is _shouldAnimateActor() also called right before. So we use it again to
// monkey-patch the window actor's ease() once.
// There are cases where the ease() is called prior to mapping the actor. If
// the actor is not yet mapped, we defer the effect creation.
if (actor.mapped) {
extensionThis._setupEffect(actor, true);
} else {
const connectionID = actor.connect('notify::mapped', () => {
extensionThis._setupEffect(actor, true);
actor.disconnect(connectionID);
});
}
};
// We override WindowManager._shouldAnimateActor() also for another purpose: Usually,
// it returns false when we are in the overview. This prevents the window animations
// there. To enable animations in the overview, we check inside the method whether it
// was called by either _mapWindow or _destroyWindow. If so, we return true. Let's see
// if this breaks stuff left and right...
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1120
WindowManager.prototype._shouldAnimateActor = function(actor, types) {
const caller = (new Error()).stack.split('\n')[1];
const forClosing = caller.includes('_destroyWindow@');
const forOpening = caller.includes('_mapWindow@');
// This is also called in other cases, for instance when minimizing windows. We are
// only interested in window opening and window closing for now.
if (forClosing || forOpening) {
// If there is an applicable effect profile, we intercept the ease() method to
// setup our own effect.
const chosenEffect = extensionThis._chooseEffect(actor, forOpening);
if (chosenEffect) {
// Store the original ease() method of the actor.
const orig = actor.ease;
// Now intercept the next call to actor.ease().
actor.ease = function(...params) {
// Quickly restore the original behavior. Nobody noticed, I guess :D
actor.ease = orig;
// And then create the effect!
extensionThis._setupEffect(actor, forOpening, chosenEffect.effect,
chosenEffect.profile);
};
return true;
}
}
return extensionThis._origShouldAnimateActor.apply(this, [actor, types]);
};
// Make sure to remove any effects if requested by the window manager.
this._killEffectsSignal =
global.window_manager.connect('kill-window-effects', (wm, actor) => {
const shader = actor.get_effect('burn-my-windows-effect');
if (shader) {
shader.endAnimation();
}
});
// --------------------------------------------- fix window animations in the overview
// Some of the effects require that the window's actor is enlarged to provide a bigger
// canvas to draw the effects. Outside the overview we can simply increase the scale
// of the actor. However, if we are in the overview, we have to enlarge the clone of
@@ -237,61 +269,11 @@ class Extension {
return Promise.resolve();
};
// Here comes the ULTRA-HACK: The method below is called (amongst others) by the
// _destroyWindow and _mapWindow methods of the WindowManager. Usually, it returns
// false when we are in the overview. This prevents the window animations. As we
// cannot monkey-patch the _destroyWindow or _mapWindow methods themselves, we check
// inside the method below whether it was called by either of those. If so, we return
// true. Let's see if this breaks stuff left and right...
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1124
WindowManager.prototype._shouldAnimateActor = function(...params) {
const caller = (new Error()).stack.split('\n')[1];
if (caller.includes('_destroyWindow@') || caller.includes('_mapWindow@')) {
return true;
}
return extensionThis._origShouldAnimateActor.apply(this, params);
};
// ----------------------------------------------- patching the window-close animation
// The signal handler below and the following patch are all which is required outside
// of the overview. All other hacks further below are just required to defer the
// window-hiding in the overview until the effect is finished.
// The close animation is set up in WindowManager's _destroyWindow:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1554
// As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy'
// signal of the window manager and tweak the animation to our needs.
this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
this._setupEffect(actor, false);
});
// Once the window-close animation is is finished, the window manager's
// _destroyWindowDone is called. We use this to free the effect so that it can be
// re-used in future.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1564
WindowManager.prototype._destroyWindowDone = function(shellwm, actor) {
if (this._destroying.has(actor)) {
const shader = actor.get_effect('burn-my-windows-effect');
if (shader) {
actor.remove_effect(shader);
shader.endAnimation();
shader.returnToFactory();
}
}
// Call the original method.
extensionThis._origDestroyWindowDone.apply(this, [shellwm, actor]);
};
// These three method overrides are mega-hacky! Usually, windows are not faded when
// closed from the overview (why?). With these overrides we make sure that they are
// actually faded out. To do this, _windowRemoved and _doRemoveWindow now check
// whether there is a transition ongoing (via extensionThis._shouldDestroy). If that's
// the case, these methods do nothing. Are the actors removed in the end? I hope so.
// The _destroyWindow of the WindowManager sets the transitions up and should take
// care of removing the actors at the end of the transitions.
// the case, these methods do nothing.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1258
Workspace.prototype._windowRemoved = function(ws, metaWin) {
if (extensionThis._shouldDestroy(this, metaWin)) {
@@ -369,16 +351,14 @@ class Extension {
// Disable the window-picking D-Bus API.
this._windowPicker.unexport();
// Restore the original window-open and window-close animations.
global.window_manager.disconnect(this._destroyConnection);
global.display.disconnect(this._windowCreatedConnection);
global.window_manager.disconnect(this._killEffectsSignal);
// Restore the original window-open and window-close animations.
Workspace.prototype._addWindowClone = this._origAddWindowClone;
Workspace.prototype._windowRemoved = this._origWindowRemoved;
Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow;
WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor;
WindowManager.prototype._waitForOverviewToHide = this._origWaitForOverviewToHide;
WindowManager.prototype._destroyWindowDone = this._origDestroyWindowDone;
if (WindowPreview) {
WindowPreview.prototype._deleteAll = this._origDeleteAll;
@@ -427,11 +407,10 @@ class Extension {
this._profiles.sort((a, b) => b.priority - a.priority);
}
// This method adds one of the configured effects to the given actor. First, a profile
// matching the current circumstances is chosen. Then a random effect from its enabled
// effects will be selected. This will also tweak the transitions of the given actor
// (e.g. scale it up if required).
_setupEffect(actor, forOpening) {
// This method selects an effect profile matching the current circumstances. Then a
// random effect from its enabled effects will be selected. It returns null if no
// profile is currently applicable.
_chooseEffect(actor, forOpening) {
// For now, we only add effects to normal windows and dialog windows.
const isNormalWindow = actor.meta_window.window_type == Meta.WindowType.NORMAL;
@@ -440,17 +419,7 @@ class Extension {
actor.meta_window.window_type == Meta.WindowType.DIALOG;
if (!isNormalWindow && !isDialogWindow) {
return;
}
// There is the weird case where an animation is already ongoing. This happens when a
// window is closed which has been created before the session was started (e.g. when
// GNOME Shell has been restarted in the meantime).
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.endAnimation();
oldShader.returnToFactory();
return null;
}
// ----------------------------------------------- choose a profile and then an effect
@@ -556,11 +525,23 @@ class Extension {
// If nothing was enabled, we have to do nothing :)
if (!effect || !profile) {
return;
return null;
}
return {effect: effect, profile: profile};
}
// ----------------------------------------------------------- tweak actor transitions
// This method adds the given effect using the settings from the given profile to the
// given actor.
_setupEffect(actor, forOpening, effect, profile) {
// There is the weird case where an animation is already ongoing. This happens when a
// window is closed which has been created before the session was started (e.g. when
// GNOME Shell has been restarted in the meantime).
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
oldShader.endAnimation();
}
// If we are currently performing integration test, all animations are set to a fixed
// duration and show a fixed frame from the middle of the animation.
@@ -572,97 +553,25 @@ class Extension {
// actorScale.
const actorScale = effect.getActorScale(profile.settings, forOpening, actor);
// All scaling is relative to the window's center.
actor.set_pivot_point(0.5, 0.5);
actor.opacity = 255;
actor.scale_x = actorScale.x;
actor.scale_y = actorScale.y;
// Now add a cool shader to our window actor!
const shader = effect.shaderFactory.getShader();
// Assign the effect to the window actor!
actor.add_effect_with_name('burn-my-windows-effect', shader);
// To make things deterministic during testing, we set the effect duration to 5
// seconds.
const duration =
testMode ? 5000 : profile.settings.get_int(effect.getNick() + '-animation-time');
// All animations are relative to the window's center.
actor.set_pivot_point(0.5, 0.5);
// We tweak the opacity and scale of the actor. If there is no ongoing transition for
// a property, a new one is set up.
const config = {'opacity': 255, 'scale-x': actorScale.x, 'scale-y': actorScale.y};
for (const property in config) {
let transition = actor.get_transition(property);
// If there is currently no ongoing transition, we create a new one. Clutter does
// not like to create transitions with the same start and end value - however, we
// need at least one transition for our progress value in the shader. So we trick
// Clutter by creating an arbitrary transition first and then modifying the start
// and end values according to our config object.
if (!transition) {
actor.set_property(property, 0);
actor.save_easing_state();
actor.set_easing_duration(1000);
actor.set_property(property, 1);
actor.restore_easing_state();
// Now there should be a transition!
transition = actor.get_transition(property);
}
// Tweak the transition according to the config object. For some reason, there are
// rare cases, where no transition is set up. This happens from time to time...
if (transition) {
transition.set_duration(duration);
transition.set_to(config[property]);
transition.set_from(config[property]);
transition.set_progress_mode(Clutter.AnimationMode.LINEAR);
}
}
// Once the transitions are finished, we restore the original actor size.
if (forOpening) {
const connectionID = actor.connect('transitions-completed', () => {
actor.scale_x = 1.0;
actor.scale_y = 1.0;
actor.disconnect(connectionID);
});
}
// -------------------------------------------------------------------- add the shader
// Now add a cool shader to our window actor!
const shader = effect.shaderFactory.getShader();
// There should always be an opacity transition going on...
const transition = actor.get_transition('opacity');
if (!transition) {
utils.debug('Cannot setup shader without opacity transition.')
return;
}
// Assign the effect to the window actor!
actor.add_effect_with_name('burn-my-windows-effect', shader);
// Set one-time uniforms.
shader.beginAnimation(profile.settings, forOpening, testMode, duration * 0.001,
actor);
// Set other uniforms each frame.
transition.connect('new-frame', (t) => {
if (testMode) {
shader.updateAnimation(0.5);
} else {
shader.updateAnimation(t.get_progress());
}
});
// Remove the effect if the animation finished or was interrupted.
if (forOpening) {
transition.connect('stopped', () => {
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.endAnimation();
oldShader.returnToFactory();
}
});
}
// Finally start the animation!
shader.beginAnimation(profile.settings, forOpening, testMode, duration, actor);
}
// This is required to enable window-close animations in the overview. See the comment
@@ -676,11 +585,9 @@ class Extension {
// This was called "realWindow" in GNOME 3.36.
const propertyName = utils.shellVersionIs(3, 36) ? 'realWindow' : '_windowActor';
const actor = workspace._windows[index][propertyName];
if (!actor.get_transition('scale-y')) {
return true;
}
const shader = actor.get_effect('burn-my-windows-effect');
return false;
return shader == null;
}
}
+56 -4
View File
@@ -17,6 +17,7 @@
const {Gio, Shell, GObject, Clutter} = imports.gi;
const ByteArray = imports.byteArray;
const Main = imports.ui.main;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -77,13 +78,39 @@ var Shader = GObject.registerClass(
this._uDuration = this.get_uniform_location('uDuration');
this._uSize = this.get_uniform_location('uSize');
this._uPadding = this.get_uniform_location('uPadding');
// Create a timeline to drive the animation.
this._timeline = new Clutter.Timeline();
// Call updateAnimation() once a frame.
this._timeline.connect('new-frame', (t) => {
if (this._testMode) {
this.updateAnimation(0.5);
} else {
this.updateAnimation(t.get_progress());
}
});
// Clean up if the animation finished or was interrupted.
this._timeline.connect('stopped', (t, finished) => {
this.endAnimation();
});
}
// This is called once each time the shader is used.
beginAnimation(settings, forOpening, testMode, duration, actor) {
if (this._timeline.is_playing()) {
this._timeline.stop();
}
this._timeline.set_actor(actor);
this._timeline.set_duration(duration);
this._timeline.start();
// Reset progress value.
this._progress = 0;
this._progress = 0;
this._testMode = testMode;
this._forOpening = forOpening;
// This is not necessarily symmetric, but I haven't figured out a way to
// get the actual values...
@@ -91,7 +118,7 @@ var Shader = GObject.registerClass(
this.set_uniform_float(this._uPadding, 1, [padding]);
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uDuration, 1, [duration]);
this.set_uniform_float(this._uDuration, 1, [duration * 0.001]);
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
this.emit('begin-animation', settings, forOpening, testMode, actor);
@@ -103,11 +130,36 @@ var Shader = GObject.registerClass(
// in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
// by handlers must not have been created yet.
this._progress = progress;
this.queue_repaint();
}
// This will just emit the end-animation signal. It can be used to clean up any
// resources required during the animation.
// This will stop any running animation and emit the end-animation signal. This can be
// used to clean up any resources required during the animation.
endAnimation() {
// This will call endAnimation() again, so we can return for now.
if (this._timeline.is_playing()) {
this._timeline.stop();
return;
}
// Remove the effect.
const actor = this.get_actor();
actor.remove_effect(this);
// Once the animation is done or interrupted, we call the methods which should have
// been called by the original ease() methods.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1487
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1558.
if (this._forOpening) {
Main.wm._mapWindowDone(global.window_manager, actor);
} else {
Main.wm._destroyWindowDone(global.window_manager, actor);
}
// Mark this shader of being re-usable.
this.returnToFactory();
this.emit('end-animation');
}