🎉 Start incinerate effect at pointer location
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+50
-6
@@ -47,22 +47,65 @@ var Incinerate = class {
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shader._uColor = shader.get_uniform_location('uColor');
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shader._uScale = shader.get_uniform_location('uScale');
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shader._uTurbulence = shader.get_uniform_location('uTurbulence');
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shader._uStartPos = shader.get_uniform_location('uStartPos');
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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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const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
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shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
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// If we are currently performing integration test, the animation uses a fixed
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// seed.
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const testMode = settings.get_boolean('test-mode');
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let seed = [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()];
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// If this option is set, we use the mouse pointer position. Because the actor
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// position may change after the begin-animation signal is called, we set the
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// uStartPos uniform during the update callback.
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if (settings.get_boolean('incinerate-use-pointer')) {
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this._startPointerPos = global.get_pointer();
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this._actor = actor;
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} else {
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// Else, a random position along the window boundary is used as start position
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// for the incinerate effect.
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let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
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[Math.floor(seed[0] + 0.5), seed[1]];
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shader.set_uniform_float(shader._uStartPos, 2, startPos);
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this._startPointerPos = null;
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}
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const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
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// clang-format off
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shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
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shader.set_uniform_float(shader._uSeed, 2, seed);
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shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
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shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
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shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
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// clang-format on
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});
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// If the mouse pointer position is used as start position, we set the uStartPos
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// uniform during the update callback as the actor position may not be set up
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// properly before the begin animation callback.
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shader.connect('update-animation', (shader) => {
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if (this._startPointerPos) {
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const [x, y] = this._startPointerPos;
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const [ok, localX, localY] = this._actor.transform_stage_point(x, y);
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if (ok) {
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let startPos = [
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Math.max(0.0, Math.min(1.0, localX / this._actor.width)),
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Math.max(0.0, Math.min(1.0, localY / this._actor.height))
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];
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shader.set_uniform_float(shader._uStartPos, 2, startPos);
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}
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}
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});
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// Make sure to drop the reference to the actor.
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shader.connect('end-animation', (shader) => {
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shader._actor = null;
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});
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});
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}
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@@ -100,6 +143,7 @@ var Incinerate = class {
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dialog.bindAdjustment('incinerate-animation-time');
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dialog.bindAdjustment('incinerate-scale');
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dialog.bindAdjustment('incinerate-turbulence');
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dialog.bindSwitch('incinerate-use-pointer');
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dialog.bindColorButton('incinerate-color');
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// Finally, return the new settings page.
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