20241229
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@@ -151,6 +151,8 @@ export default class Effect {
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.set_sensitive(!state);
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}
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// if we use a checkbox instead of a switch
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/*
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const randColor = dialog.getBuilder().get_object('aura-glow-random-color');
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if (randColor) {
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// Connect to the "toggled" signal to update preferences dynamically
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@@ -168,9 +170,10 @@ export default class Effect {
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// Log an error if the switch widget is not found in the UI
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log('Error: \'aura-glow-random-color\' switch widget not found.');
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}
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*/
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// if we use a switch instead of a checkbox
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/*
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const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
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if (switchWidget) {
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// Connect to the "state-set" signal to update preferences dynamically based on
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@@ -188,7 +191,7 @@ export default class Effect {
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// Log an error if the switch widget is not found in the UI.
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log('Error: \'aura-glow-random-color\' switch widget not found.');
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}
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*/
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// Retrieve the necessary objects
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const colorOffset = dialog.getBuilder().get_object('aura-glow-color-offset-scale');
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@@ -0,0 +1,125 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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import * as utils from '../utils.js';
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// We import the ShaderFactory only in the Shell process as it is not required in the
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// preferences process. The preferences process does not create any shader instances, it
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// only uses the static metadata of the effect.
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const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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const _ = await utils.importGettext();
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect was inspired by Team Rocket Blasting Off again! //
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// https://c.tenor.com/0ag0MVXUaQEAAAAd/tenor.gif //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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export default class Effect {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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// Store uniform locations of newly created shaders.
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shader._uXpos = shader.get_uniform_location('uXpos');
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shader._uYpos = shader.get_uniform_location('uYpos');
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shader._uWinRot = shader.get_uniform_location('uWinRot');
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shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
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shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
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shader._uSeed = shader.get_uniform_location('uSeed');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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shader.set_uniform_float(shader._uXpos, 1, [
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settings.get_double('team-rocket-x'),
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]);
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shader.set_uniform_float(shader._uYpos, 1, [
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settings.get_double('team-rocket-y'),
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]);
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shader.set_uniform_float(shader._uWinRot, 1,
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[settings.get_boolean('team-rocket-win-rot')]);
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shader.set_uniform_float(shader._uSparkleRot, 1, [
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settings.get_double('team-rocket-sparkle-rot'),
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]);
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shader.set_uniform_float(shader._uSparkleSize, 1, [
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settings.get_double('team-rocket-sparkle-size'),
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]);
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// this will be used with a has function to get a random number
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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static getMinShellVersion() {
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return [3, 36];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
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// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
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// named likes this.
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static getNick() {
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return 'team-rocket';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return _('TeamRocket');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog whenever a new effect profile is loaded. It
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// binds all user interface elements to the respective settings keys of the profile.
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static bindPreferences(dialog) {
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// Empty for now... Code is added here later in the tutorial!
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dialog.bindAdjustment('team-rocket-animation-time');
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dialog.bindAdjustment('team-rocket-x');
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dialog.bindAdjustment('team-rocket-y');
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dialog.bindSwitch('team-rocket-win-rot');
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dialog.bindAdjustment('team-rocket-sparkle-rot');
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dialog.bindAdjustment('team-rocket-sparkle-size');
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}
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// ---------------------------------------------------------------- API for extension.js
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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static getActorScale(settings, forOpening, actor) {
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return {x: 1.0, y: 1.0};
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}
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}
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