♻️ 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 GObject = imports.gi.GObject;
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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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// The MatrixShader multiplies a grid of random letters with some gradients which are //
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// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
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// Also, there is a random delay making the gradients not drop all at the same time. //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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// documentation of vfunc_paint_target further down in this file. //
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//////////////////////////////////////////////////////////////////////////////////////////
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let MatrixShader = null;
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if (utils.isInShellProcess()) {
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const {Clutter, GdkPixbuf, Cogl} = imports.gi;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
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class MatrixShader 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 font texture. As the shader is re-created for each window animation,
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// this texture is also re-created each time. This could be improved in the future!
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const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
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this._fontTexture = new Clutter.Image();
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this._fontTexture.set_data(
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fontData.get_pixels(),
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fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
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fontData.width, fontData.height, fontData.rowstride);
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const trailColor =
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Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
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const tipColor =
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Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
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// The technique for this effect was inspired by
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// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
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// different as the letters drop only once and there is no need for a noise texture.
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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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uniform sampler2D uFontTexture;
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
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const float LETTER_FLICKER_SPEED = 2.0;
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const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
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vec2 block = pixelCoords/LETTER_SIZE - uv;
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// Choose random letter.
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uv += floor(hash2D(floor(hash2D(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
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return texture2D(uFontTexture, uv/LETTER_TILES).r;
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}
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// This returns two values: The first are gradients for the "raindrops" which move
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// from top to bottom. This is used for fading the letters. The second value is set
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// to one below each drop and to zero above it. This second value is used for fading
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// the window texture.
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vec2 getRain(vec2 fragCoord) {
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vec2 coords = fragCoord * vec2(uSizeX, uSizeY);
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coords.x -= mod(coords.x, LETTER_SIZE);
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float delay = fract(sin(coords.x)*78.233) * mix(0.0, 1.0, RANDOMNESS);
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float speed = fract(cos(coords.x)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
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float distToDrop = (uProgress*2-delay)*speed - fragCoord.y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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return vec2(rainAlpha, windowAlpha);
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}
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void main() {
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// Get a cool matrix effect. See comments for those methods above.
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vec2 rain = getRain(cogl_tex_coord_in[0].st);
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float text = getText(cogl_tex_coord_in[0].st);
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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) * rain.y;
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// This is used to fade out the remaining trails in the end.
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float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
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(1-FINAL_FADE_START_TIME), 0, 1);
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float rainAlpha = finalFade * rain.x;
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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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rainAlpha *= clamp(pos.x / EDGE_FADE, 0, 1);
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rainAlpha *= clamp(pos.y / EDGE_FADE, 0, 1);
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rainAlpha *= clamp((uSizeX - pos.x) / EDGE_FADE, 0, 1);
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rainAlpha *= clamp((uSizeY - pos.y) / EDGE_FADE, 0, 1);
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// Add the matrix effect to the window.
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vec3 trailColor = vec3(${trailColor.red / 255},
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${trailColor.green / 255},
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${trailColor.blue / 255});
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vec3 tipColor = vec3(${tipColor.red / 255},
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${tipColor.green / 255},
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${tipColor.blue / 255});
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cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(text), 1);
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// cogl_color_out = vec4(vec3(rain.x), 1);
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// cogl_color_out = vec4(vec3(rain.y), 1);
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}
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`);
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};
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// This is overridden to bind the font texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
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// get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_texture(1, this._fontTexture.get_texture());
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this.set_uniform_value('uFontTexture', 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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}
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var MatrixEffect = class MatrixEffect {
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// ---------------------------------------------------------------------- static methods
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static getMinShellVersion() {
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return [40, 0];
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}
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static getSettingsPrefix() {
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return 'matrix';
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}
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static getLabel() {
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return 'Matrix';
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}
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static initPreferences(dialog) {
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dialog.getBuilder().add_from_resource('/ui/gtk4/matrixPage.ui');
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// Bind all properties.
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dialog.bindAdjustment('matrix-animation-time');
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dialog.bindAdjustment('matrix-scale');
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dialog.bindAdjustment('matrix-randomness');
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dialog.bindColorButton('matrix-trail-color');
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dialog.bindColorButton('matrix-tip-color');
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(dialog.getBuilder().get_object('matrix-prefs'), 'matrix', 'Matrix');
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}
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static createShader(settings) {
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return new MatrixShader(settings);
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}
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}
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