♻️ 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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// This effect tears your windows apart with a series of violent scratches! //
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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 TRexShader = 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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TRexShader = GObject.registerClass({Properties: {}, Signals: {}},
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class TRexShader 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 claw 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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// See assets/README.md for how this texture was created.
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const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
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this._clawTexture = new Clutter.Image();
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this._clawTexture.set_data(
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clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width,
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clawData.height, clawData.rowstride);
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const color =
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Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
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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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// See assets/README.md for how this texture was created.
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uniform sampler2D uClawTexture;
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
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const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
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const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
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const float FLASH_INTENSITY = 0.1;
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const float MAX_SPAWN_TIME = 0.5; // Scratches will only start in the first half of the animation.
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const float FF_TIME = 0.5; // Relative time for the final fade to transparency.
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// This method generates a grid of randomly rotated, slightly shifted and scaled
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// UV squares. It returns the texture coords of the UV square at the given actor
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// coordinates. If these do not fall into one of the UV grids, the coordinates of
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// the closest UV grid will be clamped and returned.
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vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = texCoords + hash2D(seed);
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coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
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// Apply global scale.
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coords *= gridScale;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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// This is unique for each cell.
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float scale = mix(0.8, 1.0, hash(cellID*seed*134.451));
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float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129));
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float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089));
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float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837));
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cellUV -= vec2(offsetX, offsetY);
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cellUV /= scale;
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cellUV -= 0.5;
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cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
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cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
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cellUV += 0.5;
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// Clamp resulting coordinates.
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return clamp(cellUV, vec2(0), vec2(1));
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}
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void main() {
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// Warp the texture coordinates to create a blow-up effect.
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vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
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float dist = length(coords);
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coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5;
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coords = mix(cogl_tex_coord_in[0].st, coords, uProgress);
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// Accumulate several random scratches. The color in the scratch map refers to the
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// relative time when the respective part will become invisible. Therefore we can
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// add a value to make the scratch appear later.
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float scratchMap = 1.0;
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for (int i=0; i<NUM_CLAWS; ++i) {
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vec2 uv = getClawUV(coords, 1.0/CLAW_SIZE, SEED*(i+1));
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float delay = i/NUM_CLAWS * MAX_SPAWN_TIME;
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scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
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}
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// Get the window texture. We shift the texture lookup by the local derivative of
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// the claw texture in order to mimic some folding distortion.
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vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * uProgress * 0.5;
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cogl_color_out = texture2D(uTexture, coords + offset);
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// Hide scratched out parts.
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cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
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// Add colorful flashes.
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1;
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if (flashIntensity < 0 || flashIntensity >= 1) {
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flashIntensity = 0;
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}
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vec3 flashColor = vec3(${color.red / 255},
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${color.green / 255},
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${color.blue / 255}) * ${color.alpha / 255};
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cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), uProgress);
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// Fade out the remaining shards.
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float fade = smoothstep(0, 1, 1 - clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
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cogl_color_out *= fade;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(flashIntensity), 1);
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// cogl_color_out = vec4(vec3(scratchMap), 1);
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}
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`);
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};
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// This is overridden to bind the claw 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._clawTexture.get_texture());
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this.set_uniform_value('uClawTexture', 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 TRexEffect = class TRexEffect {
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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 'trex';
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}
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static getLabel() {
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return 'T-Rex Attack';
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}
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static initPreferences(dialog) {
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dialog.getBuilder().add_from_resource('/ui/gtk4/trexPage.ui');
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// Bind all properties.
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dialog.bindAdjustment('trex-animation-time');
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dialog.bindColorButton('claw-scratch-color');
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dialog.bindAdjustment('claw-scratch-scale');
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dialog.bindAdjustment('claw-scratch-count');
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dialog.bindAdjustment('claw-scratch-warp');
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(
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dialog.getBuilder().get_object('trex-prefs'), 'trex', 'T-Rex Attack');
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}
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static createShader(settings) {
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return new TRexShader(settings);
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}
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}
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