♻️ Use unified shader names

This commit is contained in:
Simon Schneegans
2022-01-11 19:43:47 +01:00
parent 466365fcc7
commit 314090e0d0
4 changed files with 18 additions and 26 deletions
+6 -7
View File
@@ -20,13 +20,13 @@ const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
//////////////////////////////////////////////////////////////////////////////////////////
// The TVShader hides the actor by making it first transparent from top and //
// bottom towards the middle and then hiding the resulting line from left and right //
// towards the center. //
// This effect hides the actor by making it first transparent from top and bottom //
// towards the middle and then hiding the resulting line from left and right towards //
// the center. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let TVShader = null;
let Shader = null;
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -78,7 +78,7 @@ var TVEffect = class TVEffect {
// This is called from extension.js whenever a window is closed with this effect.
static createShader(settings) {
return new TVShader(settings);
return new Shader(settings);
}
// This is also called from extension.js. It is used to tweak the ongoing transitions of
@@ -114,8 +114,7 @@ if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
TVShader = GObject.registerClass({Properties: {}, Signals: {}},
class TVShader extends Clutter.ShaderEffect {
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});