♻️ Merge prefs and extension classes
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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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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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const {Gio, GObject} = imports.gi;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect is a homage to the good old Compiz days. However, it is implemented //
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// quite differently. While Compiz used a particle system, this effect uses a noise //
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// shader. The noise is moved vertically over time and mapped to a configurable color //
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// gradient. It is faded to transparency towards the edges of the window. In addition, //
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// there are a couple of moving gradients which fade-in or fade-out the fire effect. //
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//////////////////////////////////////////////////////////////////////////////////////////
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let FireShader = null;
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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class FireShader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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// Load the gradient values from the settings. We directly inject the values in the
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// GLSL code below. The shader is compiled once for each window-closing anyways. In
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// the future, we may want to prevent this frequent recompilations of shaders,
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// though.
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const gradient = [];
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for (let i = 1; i <= 5; i++) {
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const color =
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Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
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gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
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color.blue / 255}, ${color.alpha / 255})`);
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}
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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${shaderSnippets.noise()}
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// These may be configurable in the future.
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const float EDGE_FADE = 90;
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const float FADE_WIDTH = 0.1;
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const float HIDE_TIME = 0.4;
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const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
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const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
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// This maps the input value from [0..1] to a color from the gradient.
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vec4 getFireColor(float v) {
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const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
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const vec4 colors[5] = vec4[](
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${gradient[0]},
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${gradient[1]},
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${gradient[2]},
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${gradient[3]},
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${gradient[4]}
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);
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if (v < steps[0]) {
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return colors[0];
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}
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for (int i=0; i<4; ++i) {
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if (v <= steps[i+1]) {
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return mix(colors[i], colors[i+1], vec4(v - steps[i])/(steps[i+1]-steps[i]));
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}
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}
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return colors[4];
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}
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// This method requires the uniforms from standardUniforms() to be available.
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// It returns two values: The first is an alpha value which can be used for the window
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// texture. This gradually dissolves the window from top to bottom. The second can be used
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// to mask any effect, it will be most opaque where the window is currently fading and
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// gradually dissolve to zero over time.
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// hideTime: A value in [0..1]. It determines the percentage of the animation which
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// is spent for hiding the window. 1-hideTime will be spent thereafter for
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// dissolving the effect mask.
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// fadeWidth: The relative size of the window-hiding gradient in [0..1].
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// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
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vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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float burnProgress = clamp(uProgress/hideTime, 0, 1);
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float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
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// Gradient from top to bottom.
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float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
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// Visible part of the window. Gradually dissolves towards the bottom.
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float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
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// Gradient from top burning window.
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float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
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// Fade-out when the window burned down.
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if (uProgress > hideTime) {
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float fade = sqrt(1-afterBurnProgress*afterBurnProgress);
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effectMask *= mix(1, 1-t, afterBurnProgress) * fade;
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}
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// Fade at window borders.
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vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
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effectMask *= smoothstep(0, 1, clamp(pos.x / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp(pos.y / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1));
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effectMask *= smoothstep(0, 1, clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1));
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return vec2(windowMask, effectMask);
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}
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void main() {
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// Get a noise value which moves vertically in time.
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
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uv.y += uTime * FIRE_SPEED;
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#if ${settings.get_boolean('flame-3d-noise') ? 1 : 0}
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float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*3.0), 5);
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#else
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float noise = noise2D(uv * 7.5, 5);
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#endif
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// Modulate noise by effect mask.
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vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
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noise *= effectMask.y;
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// Map noise value to color.
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vec4 fire = getFireColor(noise);
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fire.rgb *= fire.a;
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// Get the window texture and fade it according to the effect mask.
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cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
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// Add the fire to the window.
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cogl_color_out += fire;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(noise), 1);
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// cogl_color_out = vec4(vec3(effectMask.x), 1);
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// cogl_color_out = vec4(vec3(effectMask.y), 1);
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}
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`);
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};
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});
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}
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var FireEffect = class FireEffect {
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// ---------------------------------------------------------------------- static methods
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static getMinShellVersion() {
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return [3, 36];
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}
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static getSettingsPrefix() {
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return 'fire';
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}
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static getLabel() {
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return 'Fire';
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}
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static initPreferences(dialog) {
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dialog.getBuilder().add_from_resource(
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`/ui/${utils.isGTK4() ? 'gtk4' : 'gtk3'}/firePage.ui`);
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// Bind all properties.
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dialog.bindAdjustment('fire-animation-time');
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dialog.bindAdjustment('flame-movement-speed');
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dialog.bindAdjustment('flame-scale');
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dialog.bindSwitch('flame-3d-noise');
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dialog.bindColorButton('fire-color-1');
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dialog.bindColorButton('fire-color-2');
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dialog.bindColorButton('fire-color-3');
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dialog.bindColorButton('fire-color-4');
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dialog.bindColorButton('fire-color-5');
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// The fire-gradient-reset button needs to be bound explicitly.
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dialog.getBuilder().get_object('reset-fire-colors').connect('clicked', () => {
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dialog.getSettings().reset('fire-color-1');
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dialog.getSettings().reset('fire-color-2');
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dialog.getSettings().reset('fire-color-3');
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dialog.getSettings().reset('fire-color-4');
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dialog.getSettings().reset('fire-color-5');
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});
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// Initialize the fire-preset dropdown.
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FireEffect._createFirePresets(dialog);
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(dialog.getBuilder().get_object('fire-prefs'), 'fire', 'Fire');
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}
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static createShader(settings) {
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return new FireShader(settings);
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}
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// ----------------------------------------------------------------------- private stuff
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// This populates the preset dropdown menu for the fire options.
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static _createFirePresets(dialog) {
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dialog.getBuilder().get_object('settings-widget').connect('realize', (widget) => {
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const presets = [
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{
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name: 'Default Fire',
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scale: 1.0,
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speed: 0.5,
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color1: 'rgba(76, 51, 25, 0.0)',
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color2: 'rgba(180, 55, 30, 0.7)',
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color3: 'rgba(255, 76, 38, 0.9)',
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color4: 'rgba(255, 166, 25, 1)',
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color5: 'rgba(255, 255, 255, 1)'
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},
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{
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name: 'Hell Fire',
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scale: 1.5,
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speed: 0.2,
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color1: 'rgba(0,0,0,0)',
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color2: 'rgba(103,7,80,0.5)',
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color3: 'rgba(150,0,24,0.9)',
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color4: 'rgb(255,200,0)',
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color5: 'rgba(255, 255, 255, 1)'
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},
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{
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name: 'Dark and Smutty',
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scale: 1.0,
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speed: 0.5,
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color1: 'rgba(0,0,0,0)',
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color2: 'rgba(36,3,0,0.5)',
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color3: 'rgba(150,0,24,0.9)',
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color4: 'rgb(255,177,21)',
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color5: 'rgb(255,238,166)'
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},
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{
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name: 'Cold Breeze',
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scale: 1.5,
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speed: -0.1,
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color1: 'rgba(0,110,255,0)',
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color2: 'rgba(30,111,180,0.24)',
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color3: 'rgba(38,181,255,0.54)',
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color4: 'rgba(34,162,255,0.84)',
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color5: 'rgb(97,189,255)'
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},
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{
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name: 'Santa is Coming',
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scale: 0.4,
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speed: -0.5,
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color1: 'rgba(0,110,255,0)',
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color2: 'rgba(208,233,255,0.24)',
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color3: 'rgba(207,235,255,0.84)',
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color4: 'rgb(208,243,255)',
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color5: 'rgb(255,255,255)'
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}
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];
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const menu = Gio.Menu.new();
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const group = Gio.SimpleActionGroup.new();
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const groupName = 'presets';
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// Add all presets.
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presets.forEach((preset, i) => {
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const actionName = 'fire' + i;
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menu.append(preset.name, groupName + '.' + actionName);
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let action = Gio.SimpleAction.new(actionName, null);
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// Load the preset on activation.
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action.connect('activate', () => {
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dialog.getSettings().set_double('flame-movement-speed', preset.speed);
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dialog.getSettings().set_double('flame-scale', preset.scale);
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dialog.getSettings().set_string('fire-color-1', preset.color1);
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dialog.getSettings().set_string('fire-color-2', preset.color2);
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dialog.getSettings().set_string('fire-color-3', preset.color3);
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dialog.getSettings().set_string('fire-color-4', preset.color4);
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dialog.getSettings().set_string('fire-color-5', preset.color5);
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});
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group.add_action(action);
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});
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dialog.getBuilder().get_object('fire-preset-button').set_menu_model(menu);
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const root = utils.isGTK4() ? widget.get_root() : widget.get_toplevel();
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root.insert_action_group(groupName, group);
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});
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}
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}
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