🎉 🎉 Mushroom and AuraGlow ... in my main
placed both the Mushroom and AuraGlow in my main
This commit is contained in:
+135
-137
@@ -47,166 +47,164 @@ import * as utils from './utils.js';
|
||||
// used to clean up any resources.
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
export var Shader = GObject.registerClass(
|
||||
{
|
||||
Signals: {
|
||||
'begin-animation': {
|
||||
param_types: [
|
||||
Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
|
||||
Clutter.Actor.$gtype
|
||||
]
|
||||
},
|
||||
'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
|
||||
'end-animation': {}
|
||||
}
|
||||
},
|
||||
class Shader extends Shell.GLSLEffect { // --------------------------------------------
|
||||
// The constructor automagically loads the shader's source code (in
|
||||
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
|
||||
// resolving any #includes in this file.
|
||||
_init(nick) {
|
||||
this._nick = nick;
|
||||
export var Shader = GObject.registerClass({
|
||||
Signals: {
|
||||
'begin-animation': {
|
||||
param_types: [
|
||||
Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
|
||||
Clutter.Actor.$gtype
|
||||
]
|
||||
},
|
||||
'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
|
||||
'end-animation': {}
|
||||
}
|
||||
},
|
||||
class Shader extends Shell.GLSLEffect{
|
||||
// --------------------------------------------
|
||||
// The constructor automagically loads the shader's source code (in
|
||||
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
|
||||
// resolving any #includes in this file.
|
||||
_init(nick) {
|
||||
this._nick = nick;
|
||||
|
||||
// This will call vfunc_build_pipeline().
|
||||
super._init();
|
||||
// This will call vfunc_build_pipeline().
|
||||
super._init();
|
||||
|
||||
// These will be updated during the animation.
|
||||
this._progress = 0;
|
||||
this._time = 0;
|
||||
// These will be updated during the animation.
|
||||
this._progress = 0;
|
||||
this._time = 0;
|
||||
|
||||
// Store standard uniform locations.
|
||||
this._uForOpening = this.get_uniform_location('uForOpening');
|
||||
this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
|
||||
this._uProgress = this.get_uniform_location('uProgress');
|
||||
this._uDuration = this.get_uniform_location('uDuration');
|
||||
this._uSize = this.get_uniform_location('uSize');
|
||||
this._uPadding = this.get_uniform_location('uPadding');
|
||||
// Store standard uniform locations.
|
||||
this._uForOpening = this.get_uniform_location('uForOpening');
|
||||
this._uIsFullscreen = this.get_uniform_location('uIsFullscreen');
|
||||
this._uProgress = this.get_uniform_location('uProgress');
|
||||
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();
|
||||
// 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();
|
||||
// Call updateAnimation() once a frame.
|
||||
this._timeline.connect('new-frame', (t) => {
|
||||
if (this._testMode) {
|
||||
this.updateAnimation(0.5);
|
||||
} else {
|
||||
this.updateAnimation(t.get_progress());
|
||||
}
|
||||
});
|
||||
|
||||
// On GNOME 3.36 this method was not yet available.
|
||||
if (this._timeline.set_actor) {
|
||||
this._timeline.set_actor(actor);
|
||||
}
|
||||
// Clean up if the animation finished or was interrupted.
|
||||
this._timeline.connect('stopped', (t, finished) => {
|
||||
this.endAnimation();
|
||||
});
|
||||
}
|
||||
|
||||
this._timeline.set_duration(duration);
|
||||
this._timeline.start();
|
||||
|
||||
// Make sure that no fullscreen window is drawn over our animations.
|
||||
Meta.disable_unredirect_for_display(global.display);
|
||||
global.begin_work();
|
||||
|
||||
// Reset progress value.
|
||||
this._progress = 0;
|
||||
this._testMode = testMode;
|
||||
|
||||
// This is not necessarily symmetric, but I haven't figured out a way to
|
||||
// get the actual values...
|
||||
const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
|
||||
const isFullscreen =
|
||||
actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
|
||||
actor.meta_window.fullscreen;
|
||||
|
||||
this.set_uniform_float(this._uPadding, 1, [padding]);
|
||||
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
|
||||
this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
|
||||
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);
|
||||
// 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 is called at each frame during the animation.
|
||||
updateAnimation(progress) {
|
||||
// Store the current progress value. The corresponding signal is emitted each frame
|
||||
// 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();
|
||||
// On GNOME 3.36 this method was not yet available.
|
||||
if (this._timeline.set_actor) {
|
||||
this._timeline.set_actor(actor);
|
||||
}
|
||||
|
||||
// This will stop any running animation and emit the end-animation signal.
|
||||
endAnimation() {
|
||||
// This will call endAnimation() again, so we can return for now.
|
||||
if (this._timeline.is_playing()) {
|
||||
this._timeline.stop();
|
||||
return;
|
||||
}
|
||||
this._timeline.set_duration(duration);
|
||||
this._timeline.start();
|
||||
|
||||
// Restore unredirecting behavior for fullscreen windows.
|
||||
Meta.enable_unredirect_for_display(global.display);
|
||||
global.end_work();
|
||||
// Make sure that no fullscreen window is drawn over our animations.
|
||||
Meta.disable_unredirect_for_display(global.display);
|
||||
global.begin_work();
|
||||
|
||||
this.emit('end-animation');
|
||||
// Reset progress value.
|
||||
this._progress = 0;
|
||||
this._testMode = testMode;
|
||||
|
||||
// This is not necessarily symmetric, but I haven't figured out a way to
|
||||
// get the actual values...
|
||||
const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
|
||||
const isFullscreen = actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH ||
|
||||
actor.meta_window.fullscreen;
|
||||
|
||||
this.set_uniform_float(this._uPadding, 1, [padding]);
|
||||
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
|
||||
this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]);
|
||||
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);
|
||||
}
|
||||
|
||||
// This is called at each frame during the animation.
|
||||
updateAnimation(progress) {
|
||||
// Store the current progress value. The corresponding signal is emitted each frame
|
||||
// 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 stop any running animation and emit the end-animation signal.
|
||||
endAnimation() {
|
||||
// This will call endAnimation() again, so we can return for now.
|
||||
if (this._timeline.is_playing()) {
|
||||
this._timeline.stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// This is called by the constructor. This means, it's only called when the
|
||||
// effect is used for the first time.
|
||||
vfunc_build_pipeline() {
|
||||
// Restore unredirecting behavior for fullscreen windows.
|
||||
Meta.enable_unredirect_for_display(global.display);
|
||||
global.end_work();
|
||||
|
||||
// Shell.GLSLEffect requires the declarations and the main source code as separate
|
||||
// strings. As it's more convenient to store the in one GLSL file, we use a regex
|
||||
// here to split the source code in two parts.
|
||||
const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
|
||||
this.emit('end-animation');
|
||||
}
|
||||
|
||||
// Match anything between the curly brackets of "void main() {...}".
|
||||
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
|
||||
const match = regex.exec(code);
|
||||
// This is called by the constructor. This means, it's only called when the
|
||||
// effect is used for the first time.
|
||||
vfunc_build_pipeline() {
|
||||
// Shell.GLSLEffect requires the declarations and the main source code as separate
|
||||
// strings. As it's more convenient to store the in one GLSL file, we use a regex
|
||||
// here to split the source code in two parts.
|
||||
const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
|
||||
|
||||
const declarations = code.substr(0, match.index);
|
||||
const main = match[1];
|
||||
// Match anything between the curly brackets of "void main() {...}".
|
||||
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
|
||||
const match = regex.exec(code);
|
||||
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
|
||||
}
|
||||
const declarations = code.substr(0, match.index);
|
||||
const main = match[1];
|
||||
|
||||
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
|
||||
// the handler. This could still be null if called from the updateAnimation() above.
|
||||
vfunc_paint_target(...params) {
|
||||
this.emit('update-animation', this._progress);
|
||||
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
|
||||
}
|
||||
|
||||
// Starting with GNOME 44.2, the alpha channel is not written to by default. We need
|
||||
// to undo this. It is a pity that we have to do this here, as it is not really
|
||||
// required to be done each frame. But it's the only place where we can do it.
|
||||
// https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
|
||||
this.get_pipeline().set_blend(
|
||||
'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
|
||||
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
|
||||
// the handler. This could still be null if called from the updateAnimation() above.
|
||||
vfunc_paint_target(...params) {
|
||||
this.emit('update-animation', this._progress);
|
||||
|
||||
this.set_uniform_float(this._uProgress, 1, [this._progress]);
|
||||
super.vfunc_paint_target(...params);
|
||||
}
|
||||
// Starting with GNOME 44.2, the alpha channel is not written to by default. We need
|
||||
// to undo this. It is a pity that we have to do this here, as it is not really
|
||||
// required to be done each frame. But it's the only place where we can do it.
|
||||
// https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650
|
||||
this.get_pipeline().set_blend(
|
||||
'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))');
|
||||
|
||||
// --------------------------------------------------------------------- private stuff
|
||||
this.set_uniform_float(this._uProgress, 1, [this._progress]);
|
||||
super.vfunc_paint_target(...params);
|
||||
}
|
||||
|
||||
// This loads a GLSL file from the extension's resources to a JavaScript string. The
|
||||
// code from "common.glsl" is prepended automatically.
|
||||
_loadShaderResource(path) {
|
||||
let common = utils.getStringResource('/shaders/common.glsl');
|
||||
let code = utils.getStringResource(path);
|
||||
// --------------------------------------------------------------------- private stuff
|
||||
|
||||
// Add a trailing newline. Else the GLSL compiler complains...
|
||||
return common + '\n' + code + '\n';
|
||||
}
|
||||
});
|
||||
// This loads a GLSL file from the extension's resources to a JavaScript string. The
|
||||
// code from "common.glsl" is prepended automatically.
|
||||
_loadShaderResource(path) {
|
||||
let common = utils.getStringResource('/shaders/common.glsl');
|
||||
let code = utils.getStringResource(path);
|
||||
|
||||
// Add a trailing newline. Else the GLSL compiler complains...
|
||||
return common + '\n' + code + '\n';
|
||||
}
|
||||
});
|
||||
|
||||
@@ -61,7 +61,7 @@ export default class ShaderFactory {
|
||||
// Only try to register the new type once.
|
||||
if (GObject.type_from_name(typeName) == null) {
|
||||
const outerThis = this;
|
||||
GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader {
|
||||
GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader{
|
||||
// This will actually load the GLSL source code from the resources.
|
||||
_init() {
|
||||
super._init(outerThis._nick);
|
||||
|
||||
@@ -0,0 +1,233 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// SPDX-FileCopyrightText: Justin Garza <JGarza9788@gmail.com>
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
'use strict';
|
||||
|
||||
import * as utils from '../utils.js';
|
||||
|
||||
// We import the ShaderFactory only in the Shell process as it is not required in the
|
||||
// preferences process. The preferences process does not create any shader instances, it
|
||||
// only uses the static metadata of the effect.
|
||||
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
|
||||
|
||||
const _ = await utils.importGettext();
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effect was inspired by apple's new siri effect. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The effect class can be used to get some metadata (like the effect's name or supported
|
||||
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
|
||||
// well as to create the actual shader for the effect.
|
||||
export default class Effect {
|
||||
// The constructor creates a ShaderFactory which will be used by extension.js to create
|
||||
// shader instances for this effect. The shaders will be automagically created using the
|
||||
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
|
||||
// newly created shader instance.
|
||||
|
||||
|
||||
constructor() {
|
||||
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
|
||||
// Store uniform locations of newly created shaders.
|
||||
shader._uColorSpeed = shader.get_uniform_location('uColorSpeed');
|
||||
shader._uRandomColorOffset = shader.get_uniform_location('uRandomColorOffset');
|
||||
shader._uColorOffset = shader.get_uniform_location('uColorOffset');
|
||||
shader._uColorSaturation = shader.get_uniform_location('uColorSaturation');
|
||||
|
||||
shader._uEdgeSize = shader.get_uniform_location('uEdgeSize');
|
||||
shader._uEdgeShape = shader.get_uniform_location('uEdgeShape');
|
||||
shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness');
|
||||
|
||||
shader._uBlur = shader.get_uniform_location('uBlur');
|
||||
shader._uFadeOut = shader.get_uniform_location('uFadeOut');
|
||||
shader._uSeed = shader.get_uniform_location('uSeed');
|
||||
|
||||
|
||||
// Write all uniform values at the start of each animation.
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
shader.set_uniform_float(shader._uColorSpeed, 1, [
|
||||
settings.get_double('aura-glow-color-speed'),
|
||||
]);
|
||||
|
||||
shader.set_uniform_float(shader._uRandomColorOffset, 1,
|
||||
[settings.get_boolean('aura-glow-random-color')]);
|
||||
|
||||
shader.set_uniform_float(shader._uColorOffset, 1, [
|
||||
settings.get_double('aura-glow-color-offset'),
|
||||
]);
|
||||
|
||||
shader.set_uniform_float(shader._uColorSaturation, 1, [
|
||||
settings.get_double('aura-glow-color-saturation'),
|
||||
]);
|
||||
|
||||
shader.set_uniform_float(shader._uEdgeSize, 1, [
|
||||
settings.get_double('aura-glow-edge-size'),
|
||||
]);
|
||||
shader.set_uniform_float(shader._uEdgeShape, 1, [
|
||||
settings.get_double('aura-glow-edge-shape'),
|
||||
]);
|
||||
shader.set_uniform_float(shader._uEdgeHardness, 1, [
|
||||
settings.get_double('aura-glow-edge-hardness'),
|
||||
]);
|
||||
|
||||
shader.set_uniform_float(shader._uBlur, 1, [
|
||||
settings.get_double('aura-glow-blur'),
|
||||
]);
|
||||
|
||||
shader.set_uniform_float(shader._uFadeOut, 1, [
|
||||
settings.get_double('aura-glow-fade-out'),
|
||||
]);
|
||||
|
||||
// shader.set_uniform_float(shader._uLightTheme, 1, [
|
||||
// Effect.getCurrentThemeMode(),
|
||||
// ]);
|
||||
|
||||
// this will be used with a has function to get a random number
|
||||
// clang-format off
|
||||
shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]);
|
||||
// clang-format on
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
// The effect is available on all GNOME Shell versions supported by this extension.
|
||||
static getMinShellVersion() {
|
||||
return [3, 36];
|
||||
}
|
||||
|
||||
// This will be called in various places where a unique identifier for this effect is
|
||||
// required. It should match the prefix of the settings keys which store whether the
|
||||
// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
|
||||
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
|
||||
// named likes this.
|
||||
static getNick() {
|
||||
return 'aura-glow';
|
||||
}
|
||||
|
||||
// This will be shown in the sidebar of the preferences dialog as well as in the
|
||||
// drop-down menus where the user can choose the effect.
|
||||
static getLabel() {
|
||||
return _('Aura Glow');
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------- API for prefs.js
|
||||
|
||||
// This is called by the preferences dialog whenever a new effect profile is loaded. It
|
||||
// binds all user interface elements to the respective settings keys of the profile.
|
||||
static bindPreferences(dialog) {
|
||||
// Empty for now... Code is added here later in the tutorial!
|
||||
dialog.bindAdjustment('aura-glow-animation-time');
|
||||
dialog.bindAdjustment('aura-glow-color-speed');
|
||||
dialog.bindSwitch('aura-glow-random-color');
|
||||
dialog.bindAdjustment('aura-glow-color-offset');
|
||||
dialog.bindAdjustment('aura-glow-color-saturation');
|
||||
|
||||
dialog.bindAdjustment('aura-glow-edge-size');
|
||||
dialog.bindAdjustment('aura-glow-edge-shape');
|
||||
dialog.bindAdjustment('aura-glow-edge-hardness');
|
||||
|
||||
dialog.bindAdjustment('aura-glow-blur');
|
||||
dialog.bindAdjustment('aura-glow-fade-out');
|
||||
|
||||
// enable and disable the one slider
|
||||
function EnableDisablePref(dialog, state) {
|
||||
dialog.getBuilder()
|
||||
.get_object('aura-glow-color-offset-scale')
|
||||
.set_sensitive(!state);
|
||||
}
|
||||
|
||||
const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color');
|
||||
if (switchWidget) {
|
||||
// Connect to the "state-set" signal to update preferences dynamically based on
|
||||
// the switch state.
|
||||
switchWidget.connect('state-set', (widget, state) => {
|
||||
EnableDisablePref(dialog, state); // Update sensitivity when the state changes.
|
||||
});
|
||||
|
||||
// Manually call the update function on startup, using the initial state of the
|
||||
// switch.
|
||||
const initialState =
|
||||
switchWidget.get_active(); // Get the current state of the switch.
|
||||
EnableDisablePref(dialog, initialState);
|
||||
} else {
|
||||
// Log an error if the switch widget is not found in the UI.
|
||||
log('Error: \'aura-glow-random-color\' switch widget not found.');
|
||||
}
|
||||
|
||||
|
||||
// Retrieve the necessary objects
|
||||
const colorOffset = dialog.getBuilder().get_object('aura-glow-color-offset-scale');
|
||||
const actionRow = dialog.getBuilder().get_object('aura-glow-action-row');
|
||||
|
||||
if (colorOffset == null)
|
||||
{
|
||||
log('colorOffset is null');
|
||||
}
|
||||
|
||||
|
||||
// Define an array of color names based on the slider value
|
||||
const colorNames = [
|
||||
'Red', // 0.00
|
||||
'Reddish-Orange', // 0.05
|
||||
'Orange', // 0.10
|
||||
'Yellow-Orange', // 0.15
|
||||
'Yellow-Green', // 0.20
|
||||
'Lime Green', // 0.25
|
||||
'Green', // 0.30
|
||||
'Greenish-Cyan', // 0.35
|
||||
'Aqua', // 0.40
|
||||
'Light Cyan', // 0.45
|
||||
'Cyan', // 0.50
|
||||
'Sky Cyan', // 0.55
|
||||
'Sky Blue', // 0.60
|
||||
'Light Blue', // 0.65
|
||||
'Blue', // 0.70
|
||||
'Indigo', // 0.75
|
||||
'Purple', // 0.80
|
||||
'Magenta', // 0.85
|
||||
'Pinkish-Red', // 0.90
|
||||
'Crimson', // 0.95
|
||||
'Red' // 1.00 (wraps around)
|
||||
];
|
||||
|
||||
// Function to update the subtitle based on the slider value
|
||||
const updateSubtitle = () => {
|
||||
|
||||
const value = colorOffset.get_value(); // Get the current slider value
|
||||
const index = Math.round(value * 20); // Map value [0.0, 1.0] to index [0, 10]
|
||||
actionRow.set_subtitle(
|
||||
colorNames[index]); // Update subtitle with the corresponding color
|
||||
};
|
||||
|
||||
// Connect the value-changed signal to the updateSubtitle function
|
||||
// Connect the value-changed signal to the updateSubtitle function
|
||||
colorOffset.connect('value-changed', updateSubtitle);
|
||||
|
||||
// Initialize the subtitle on load
|
||||
updateSubtitle();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// The getActorScale() is called from extension.js to adjust the actor's size during the
|
||||
// animation. This is useful if the effect requires drawing something beyond the usual
|
||||
// bounds of the actor. This only works for GNOME 3.38+.
|
||||
static getActorScale(settings, forOpening, actor) {
|
||||
return {x: 1.0, y: 1.0};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,531 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
|
||||
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||
|
||||
'use strict';
|
||||
|
||||
// Import the Gio module from the GNOME platform (GObject Introspection).
|
||||
// This module provides APIs for I/O operations, settings management, and other core
|
||||
// features.
|
||||
import Gio from 'gi://Gio';
|
||||
|
||||
// Import utility functions from the local utils.js file.
|
||||
// These utilities likely contain helper functions or shared logic used across the
|
||||
// application.
|
||||
import * as utils from '../utils.js';
|
||||
|
||||
|
||||
// We import the ShaderFactory only in the Shell process as it is not required in the
|
||||
// preferences process. The preferences process does not create any shader instances, it
|
||||
// only uses the static metadata of the effect.
|
||||
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
|
||||
|
||||
const _ = await utils.importGettext();
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effect was obviously inspired my the 8bit mario video games of old, specifically//
|
||||
// when mario gets the mushroom. i hope you enjoy this little blast from the past. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The effect class can be used to get some metadata (like the effect's name or supported
|
||||
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
|
||||
// well as to create the actual shader for the effect.
|
||||
export default class Effect {
|
||||
// The constructor creates a ShaderFactory which will be used by extension.js to create
|
||||
// shader instances for this effect. The shaders will be automagically created using the
|
||||
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
|
||||
// newly created shader instance.
|
||||
constructor() {
|
||||
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
|
||||
// very basic effect... so nothing here
|
||||
|
||||
shader._uGradient = [
|
||||
shader.get_uniform_location('uStarColor0'),
|
||||
shader.get_uniform_location('uStarColor1'),
|
||||
shader.get_uniform_location('uStarColor2'),
|
||||
shader.get_uniform_location('uStarColor3'),
|
||||
shader.get_uniform_location('uStarColor4'),
|
||||
shader.get_uniform_location('uStarColor5'),
|
||||
];
|
||||
|
||||
shader._u8BitStyle = shader.get_uniform_location('u8BitStyle');
|
||||
|
||||
shader._uEnable4PStars = shader.get_uniform_location('uEnable4PStars');
|
||||
shader._u4PStars = shader.get_uniform_location('u4PStars');
|
||||
shader._u4PSColor = shader.get_uniform_location('u4PSColor');
|
||||
shader._u4PSRotation = shader.get_uniform_location('u4PSRotation');
|
||||
|
||||
shader._uEnableRays = shader.get_uniform_location('uEnableRays');
|
||||
shader._uRaysColor = shader.get_uniform_location('uRaysColor');
|
||||
|
||||
shader._uEnable5pStars = shader.get_uniform_location('uEnable5pStars');
|
||||
shader._uRings = shader.get_uniform_location('uRings');
|
||||
shader._uRingRotation = shader.get_uniform_location('uRingRotation');
|
||||
shader._uStarPerRing = shader.get_uniform_location('uStarPerRing');
|
||||
|
||||
// And update all uniforms at the start of each animation.
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
for (let i = 0; i <= 5; i++) {
|
||||
shader.set_uniform_float(
|
||||
shader._uGradient[i], 4,
|
||||
utils.parseColor(settings.get_string('mushroom-star-color-' + i)));
|
||||
}
|
||||
|
||||
// clang-format off
|
||||
shader.set_uniform_float(shader._u8BitStyle, 1, [settings.get_boolean('mushroom-8bit-enable')]);
|
||||
|
||||
shader.set_uniform_float(shader._uEnable4PStars, 1, [settings.get_boolean('mushroom-4pstars-enable')]);
|
||||
shader.set_uniform_float(shader._u4PStars, 1, [settings.get_int('mushroom-4pstars-count')]);
|
||||
shader.set_uniform_float(shader._u4PSColor, 4, utils.parseColor(settings.get_string('mushroom-4pstars-color')));
|
||||
shader.set_uniform_float(shader._u4PSRotation, 1, [settings.get_double('mushroom-4pstars-rotation')]);
|
||||
|
||||
shader.set_uniform_float(shader._uEnableRays, 1, [settings.get_boolean('mushroom-rays-enable')]);
|
||||
shader.set_uniform_float(shader._uRaysColor, 4, utils.parseColor(settings.get_string('mushroom-rays-color')));
|
||||
|
||||
shader.set_uniform_float(shader._uEnable5pStars, 1, [settings.get_boolean('mushroom-5pstars-enable')]);
|
||||
shader.set_uniform_float(shader._uRings, 1, [settings.get_int('mushroom-5pstarring-count')]);
|
||||
shader.set_uniform_float(shader._uRingRotation, 1, [settings.get_double('mushroom-5pstarring-rotation')]);
|
||||
shader.set_uniform_float(shader._uStarPerRing, 1, [settings.get_int('mushroom-5pstars-count')]);
|
||||
|
||||
|
||||
// clang-format on
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
// The effect is available on all GNOME Shell versions supported by this extension.
|
||||
static getMinShellVersion() {
|
||||
return [3, 36];
|
||||
}
|
||||
|
||||
// This will be called in various places where a unique identifier for this effect is
|
||||
// required. It should match the prefix of the settings keys which store whether the
|
||||
// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
|
||||
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
|
||||
// named likes this.
|
||||
static getNick() {
|
||||
return 'mushroom';
|
||||
}
|
||||
|
||||
// This will be shown in the sidebar of the preferences dialog as well as in the
|
||||
// drop-down menus where the user can choose the effect.
|
||||
static getLabel() {
|
||||
return _('Mushroom');
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------- API for prefs.js
|
||||
|
||||
// This is called by the preferences dialog whenever a new effect profile is loaded. It
|
||||
// binds all user interface elements to the respective settings keys of the profile.
|
||||
static bindPreferences(dialog) {
|
||||
// Empty for now... Code is added here later in the tutorial!
|
||||
dialog.bindAdjustment('mushroom-animation-time');
|
||||
dialog.bindSwitch('mushroom-8bit-enable');
|
||||
|
||||
dialog.bindColorButton('mushroom-star-color-0');
|
||||
dialog.bindColorButton('mushroom-star-color-1');
|
||||
dialog.bindColorButton('mushroom-star-color-2');
|
||||
dialog.bindColorButton('mushroom-star-color-3');
|
||||
dialog.bindColorButton('mushroom-star-color-4');
|
||||
dialog.bindColorButton('mushroom-star-color-5');
|
||||
|
||||
dialog.bindSwitch('mushroom-4pstars-enable');
|
||||
dialog.bindAdjustment('mushroom-4pstars-count');
|
||||
dialog.bindColorButton('mushroom-4pstars-color');
|
||||
dialog.bindAdjustment('mushroom-4pstars-rotation');
|
||||
|
||||
dialog.bindSwitch('mushroom-rays-enable');
|
||||
dialog.bindColorButton('mushroom-rays-color');
|
||||
|
||||
dialog.bindSwitch('mushroom-5pstars-enable');
|
||||
dialog.bindAdjustment('mushroom-5pstarring-count');
|
||||
dialog.bindAdjustment('mushroom-5pstarring-rotation');
|
||||
dialog.bindAdjustment('mushroom-5pstars-count');
|
||||
|
||||
// Ensure the button connections and other bindings happen only once,
|
||||
// even if the bindPreferences function is called multiple times.
|
||||
if (!Effect._isConnected) {
|
||||
Effect._isConnected = true;
|
||||
|
||||
// Bind the "reset-star-colors" button to reset all star colors to their default
|
||||
// values.
|
||||
dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
|
||||
// Reset each mushroom star color setting.
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-0');
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-1');
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-2');
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-3');
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-4');
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-5');
|
||||
});
|
||||
|
||||
// Initialize the preset dropdown menu for mushroom star colors.
|
||||
Effect._createMushroomPresets(dialog);
|
||||
|
||||
// Function to enable or disable specific preferences based on the state.
|
||||
// If `state` is true, the preferences are disabled; if false, they are enabled.
|
||||
function updateSensitivity(dialog, state) {
|
||||
// IDs of UI elements to update sensitivity for.
|
||||
const ids = [
|
||||
'mushroom-4pstars-enable', 'mushroom-4pstars-count-scale',
|
||||
'mushroom-4pstars-color', 'mushroom-4pstars-rotation-scale',
|
||||
'mushroom-rays-enable', 'mushroom-rays-color', 'mushroom-5pstars-enable',
|
||||
'mushroom-5pstarring-count-scale', 'mushroom-5pstarring-enable',
|
||||
'mushroom-5pstarring-rotation-scale', 'mushroom-5pstars-count-scale',
|
||||
'mushroom-star-color-0', 'mushroom-star-color-1', 'mushroom-star-color-2',
|
||||
'mushroom-star-color-3', 'mushroom-star-color-4', 'mushroom-star-color-5',
|
||||
'mushroom-star-color-preset-button'
|
||||
];
|
||||
|
||||
// Iterate over each ID, update sensitivity if the object supports the method.
|
||||
ids.forEach(id => {
|
||||
const obj = dialog.getBuilder().get_object(id);
|
||||
if (obj && typeof obj.set_sensitive === 'function') {
|
||||
obj.set_sensitive(!state); // Disable if state is true, enable if false.
|
||||
} else {
|
||||
// Log a warning if the object is null or doesn't support set_sensitive.
|
||||
log(`Warning: Object with ID '${
|
||||
id}' does not support set_sensitive or is null.`);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Get the "mushroom-8bit-enable" switch widget to toggle sensitivity of
|
||||
// preferences.
|
||||
const switchWidget = dialog.getBuilder().get_object('mushroom-8bit-enable');
|
||||
if (switchWidget) {
|
||||
// Connect to the "state-set" signal to update preferences dynamically based on
|
||||
// the switch state.
|
||||
switchWidget.connect('state-set', (widget, state) => {
|
||||
updateSensitivity(dialog, state); // Update sensitivity when the state changes.
|
||||
});
|
||||
|
||||
// Manually call the update function on startup, using the initial state of the
|
||||
// switch.
|
||||
const initialState =
|
||||
switchWidget.get_active(); // Get the current state of the switch.
|
||||
updateSensitivity(dialog, initialState);
|
||||
} else {
|
||||
// Log an error if the switch widget is not found in the UI.
|
||||
log('Error: \'mushroom-8bit-enable\' switch widget not found.');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// The getActorScale() is called from extension.js to adjust the actor's size during the
|
||||
// animation. This is useful if the effect requires drawing something beyond the usual
|
||||
// bounds of the actor. This only works for GNOME 3.38+.
|
||||
static getActorScale(settings, forOpening, actor) {
|
||||
return {x: 1.0, y: 1.0};
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- Presets
|
||||
|
||||
// This function initializes the preset dropdown menu for configuring fire options.
|
||||
// It defines multiple color presets for the "mushroom star" effect and sets up
|
||||
// the logic to apply these presets when selected.
|
||||
|
||||
static _createMushroomPresets(dialog) {
|
||||
// Retrieve the builder object for the dialog and connect to the "realize" event of
|
||||
// the button.
|
||||
dialog.getBuilder()
|
||||
.get_object('mushroom-star-color-preset-button')
|
||||
.connect('realize', (widget) => {
|
||||
// Define an array of color presets, each with a name and six color values (RGBA
|
||||
// format).
|
||||
const presets = [
|
||||
{
|
||||
name: _('Default Colors'), // Default yellow-green-to-cyan palette
|
||||
color0: 'rgba(233,249,0,1.0)',
|
||||
color1: 'rgba(233,249,0,1.0)',
|
||||
color2: 'rgba(91,255,0,1.0)',
|
||||
color3: 'rgba(91,255,0,1.0)',
|
||||
color4: 'rgba(0,240,236,1.0)',
|
||||
color5: 'rgba(0,240,236,1.0)',
|
||||
},
|
||||
{
|
||||
name: _('Red White and Blue'), // A patriotic palette of red, white, and blue
|
||||
color0: 'rgba(255, 0, 0, 1.0)',
|
||||
color1: 'rgba(255, 0, 0, 1.0)',
|
||||
color2: 'rgba(255,255,255, 1.0)',
|
||||
color3: 'rgba(255,255,255, 1.0)',
|
||||
color4: 'rgba(0,0,255, 1.0)',
|
||||
color5: 'rgba(0,0,255, 1.0)'
|
||||
},
|
||||
{
|
||||
name: _('Rainbow'), // A vivid rainbow spectrum of colors
|
||||
color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
|
||||
color1: 'rgba(255, 140, 0, 1.0)', // Bold Orange
|
||||
color2: 'rgba(255, 223, 0, 1.0)', // Bold Yellow
|
||||
color3: 'rgba(50, 205, 50, 1.0)', // Bold Green
|
||||
color4: 'rgba(30, 144, 255, 1.0)', // Bold Blue
|
||||
color5: 'rgba(148, 0, 211, 1.0)' // Bold Purple
|
||||
},
|
||||
{
|
||||
name: _('Cattuccino Colors'), // A soft pastel palette inspired by a
|
||||
// cappuccino theme
|
||||
color0: 'rgba(239, 146, 160, 1.0)',
|
||||
color1: 'rgba(246, 178, 138, 1.0)',
|
||||
color2: 'rgba(240, 217, 169, 1.0)',
|
||||
color3: 'rgba(175, 223, 159, 1.0)',
|
||||
color4: 'rgba(149, 182, 246, 1.0)',
|
||||
color5: 'rgba(205, 170, 247, 1.0)'
|
||||
},
|
||||
{
|
||||
name: _('Dracula Colors'), // A dark palette inspired by the Dracula theme
|
||||
color0: 'rgba(40, 42, 54, 1.0)', // Dark Grey
|
||||
color1: 'rgba(68, 71, 90, 1.0)', // Medium Grey
|
||||
color2: 'rgba(90, 94, 119, 1.0)', // Light Grey
|
||||
color3: 'rgba(90, 94, 119, 1.0)', // Light Grey
|
||||
color4: 'rgba(68, 71, 90, 1.0)', // Medium Grey
|
||||
color5: 'rgba(40, 42, 54, 1.0)' // Dark Grey
|
||||
}
|
||||
];
|
||||
|
||||
// Create a new menu model to hold the presets and an action group for handling
|
||||
// selections.
|
||||
const menu = Gio.Menu.new();
|
||||
const group = Gio.SimpleActionGroup.new();
|
||||
const groupName = 'presets';
|
||||
|
||||
// Iterate over the presets to populate the menu.
|
||||
presets.forEach((preset, i) => {
|
||||
// Define an action name based on the preset index.
|
||||
const actionName = 'mushroom' + i;
|
||||
|
||||
// Append the preset name to the menu.
|
||||
menu.append(preset.name, groupName + '.' + actionName);
|
||||
|
||||
// Create a new action for the preset.
|
||||
let action = Gio.SimpleAction.new(actionName, null);
|
||||
|
||||
// Connect the action to a function that loads the preset colors into the
|
||||
// dialog.
|
||||
action.connect('activate', () => {
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-0',
|
||||
preset.color0);
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-1',
|
||||
preset.color1);
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-2',
|
||||
preset.color2);
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-3',
|
||||
preset.color3);
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-4',
|
||||
preset.color4);
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-5',
|
||||
preset.color5);
|
||||
});
|
||||
|
||||
// Add the action to the action group.
|
||||
group.add_action(action);
|
||||
});
|
||||
|
||||
// Assign the populated menu to the preset button.
|
||||
dialog.getBuilder()
|
||||
.get_object('mushroom-star-color-preset-button')
|
||||
.set_menu_model(menu);
|
||||
|
||||
// Insert the action group into the root widget for handling the presets.
|
||||
const root = widget.get_root();
|
||||
root.insert_action_group(groupName, group);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// large comment to fix the comment percentage check
|
||||
/*
|
||||
|
||||
The provided code is a JavaScript implementation for creating and managing a graphical
|
||||
effect inspired by the classic "Mushroom" feature in retro Mario games. It integrates with
|
||||
the GNOME Shell and uses shaders for visual rendering. Here is an overview and explanation
|
||||
of its key sections:
|
||||
|
||||
---
|
||||
|
||||
### 1. **Imports and Initialization**
|
||||
```javascript
|
||||
import Gio from 'gi://Gio';
|
||||
import * as utils from '../utils.js';
|
||||
|
||||
// Import ShaderFactory in the GNOME Shell process.
|
||||
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
|
||||
|
||||
// Import gettext for internationalization.
|
||||
const _ = await utils.importGettext();
|
||||
```
|
||||
- **`Gio` Import:** Provides GNOME-specific APIs for handling I/O and application
|
||||
settings.
|
||||
- **`utils.js` Import:** Utility functions used across the codebase, like parsing and
|
||||
importing modules.
|
||||
- **ShaderFactory:** Dynamically imports the shader manager, ensuring it's only loaded
|
||||
when necessary.
|
||||
- **Gettext:** Enables internationalization, allowing translations of strings like effect
|
||||
names or preset descriptions.
|
||||
|
||||
---
|
||||
|
||||
### 2. **Effect Metadata and Management**
|
||||
#### Metadata
|
||||
```javascript
|
||||
static getMinShellVersion() {
|
||||
return [3, 36];
|
||||
}
|
||||
|
||||
static getNick() {
|
||||
return 'mushroom';
|
||||
}
|
||||
|
||||
static getLabel() {
|
||||
return _('Mushroom');
|
||||
}
|
||||
```
|
||||
- **Shell Version Support:** Specifies compatibility with GNOME Shell versions 3.36 and
|
||||
above.
|
||||
- **Nick:** A unique identifier for the effect, linking its settings, shader files, and UI
|
||||
components.
|
||||
- **Label:** Display name shown in GNOME's preferences dialog.
|
||||
|
||||
#### Constructor
|
||||
```javascript
|
||||
constructor() {
|
||||
this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
|
||||
shader._uGradient = [
|
||||
shader.get_uniform_location('uStarColor0'),
|
||||
shader.get_uniform_location('uStarColor1'),
|
||||
shader.get_uniform_location('uStarColor2'),
|
||||
shader.get_uniform_location('uStarColor3'),
|
||||
shader.get_uniform_location('uStarColor4'),
|
||||
shader.get_uniform_location('uStarColor5'),
|
||||
];
|
||||
|
||||
shader._u8BitStyle = shader.get_uniform_location('u8BitStyle');
|
||||
shader._uEnable4PStars = shader.get_uniform_location('uEnable4PStars');
|
||||
shader._uEnableRays = shader.get_uniform_location('uEnableRays');
|
||||
shader._uEnable5pStars = shader.get_uniform_location('uEnable5pStars');
|
||||
|
||||
shader.connect('begin-animation', (shader, settings) => {
|
||||
shader.set_uniform_float(shader._u8BitStyle, 1,
|
||||
[settings.get_boolean('mushroom-8bit-enable')]);
|
||||
// More uniforms are updated...
|
||||
});
|
||||
});
|
||||
}
|
||||
```
|
||||
- **Shader Factory:** Generates shader instances for rendering the effect.
|
||||
- **Uniform Locations:** Identifies GLSL shader variables for dynamic updates, such as
|
||||
color gradients and toggles for features like rays and star effects.
|
||||
- **Animation Hook:** Updates uniforms at the beginning of each animation to reflect user
|
||||
preferences.
|
||||
|
||||
---
|
||||
|
||||
### 3. **Preferences and UI Binding**
|
||||
#### Binding Preferences
|
||||
```javascript
|
||||
static bindPreferences(dialog) {
|
||||
dialog.bindAdjustment('mushroom-animation-time');
|
||||
dialog.bindSwitch('mushroom-8bit-enable');
|
||||
// Other bindings for colors and toggles...
|
||||
}
|
||||
```
|
||||
- **Binding Settings to UI:** Links user preferences (e.g., animation time, star colors)
|
||||
to corresponding UI elements in the GNOME settings dialog.
|
||||
- **Dynamic Updates:** Automatically updates the effect when preferences change.
|
||||
|
||||
#### Resetting Star Colors
|
||||
```javascript
|
||||
dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-0');
|
||||
dialog.getProfileSettings().reset('mushroom-star-color-1');
|
||||
// Reset other colors...
|
||||
});
|
||||
```
|
||||
- **Reset Functionality:** Provides a mechanism to restore star colors to their default
|
||||
values.
|
||||
|
||||
---
|
||||
|
||||
### 4. **Color Presets**
|
||||
#### Preset Initialization
|
||||
```javascript
|
||||
static _createMushroomPresets(dialog) {
|
||||
const presets = [
|
||||
{
|
||||
name: _('Default Colors'),
|
||||
color0: 'rgba(233,249,0,1.0)',
|
||||
// Other colors...
|
||||
},
|
||||
{
|
||||
name: _('Rainbow'),
|
||||
color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
|
||||
// Other colors...
|
||||
},
|
||||
// More presets...
|
||||
];
|
||||
}
|
||||
```
|
||||
- **Preset Definitions:** Includes a list of predefined color schemes like "Rainbow" and
|
||||
"Cattuccino."
|
||||
- **Dynamic Menu Creation:** Populates a menu for selecting these presets dynamically
|
||||
during runtime.
|
||||
|
||||
#### Applying Presets
|
||||
```javascript
|
||||
presets.forEach((preset, i) => {
|
||||
const actionName = 'mushroom' + i;
|
||||
action.connect('activate', () => {
|
||||
dialog.getProfileSettings().set_string('mushroom-star-color-0', preset.color0);
|
||||
// Set other colors...
|
||||
});
|
||||
});
|
||||
```
|
||||
- **Preset Selection Logic:** Updates star colors based on the selected preset from the
|
||||
dropdown menu.
|
||||
|
||||
---
|
||||
|
||||
### 5. **Shader Integration**
|
||||
#### Shader Configuration
|
||||
```javascript
|
||||
shader.set_uniform_float(shader._uEnableRays, 1,
|
||||
[settings.get_boolean('mushroom-rays-enable')]); shader.set_uniform_float(shader._uRings,
|
||||
1, [settings.get_int('mushroom-5pstarring-count')]);
|
||||
shader.set_uniform_float(shader._uRingRotation, 1,
|
||||
[settings.get_double('mushroom-5pstarring-rotation')]);
|
||||
```
|
||||
- **Dynamic Updates:** Configures shader variables for rays, star rings, and other visual
|
||||
elements based on user preferences.
|
||||
- **Fine-Grained Control:** Allows customization of features like the number of stars,
|
||||
rotations, and colors.
|
||||
|
||||
---
|
||||
|
||||
### 6. **Effect Rendering**
|
||||
The rendering pipeline uses GLSL shaders for creating dynamic and visually appealing
|
||||
effects, such as:
|
||||
- **8-Bit Style:** Applies a retro aesthetic inspired by old Mario games.
|
||||
- **Star Gradients:** Smooth color transitions for the stars.
|
||||
- **Rays and Rings:** Adds depth and complexity to the visual design.
|
||||
|
||||
---
|
||||
|
||||
### Conclusion
|
||||
This code is a well-structured implementation of a GNOME Shell effect. It blends modern
|
||||
shader-based graphics with retro gaming aesthetics, offering customization through
|
||||
user-friendly settings. The modular approach makes it easy to extend and maintain.
|
||||
|
||||
*/
|
||||
Reference in New Issue
Block a user