♻️ Rename some variables

This commit is contained in:
Simon Schneegans
2022-05-07 20:52:07 +02:00
parent e9b82d0b78
commit 472317612c
2 changed files with 30 additions and 36 deletions
+13 -12
View File
@@ -31,11 +31,11 @@ const utils = Me.imports.src.utils;
// The shader class for this effect is registered further down in this file. When this
// effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the shaderInstances array and will
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let availableShaders = [];
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -108,10 +108,10 @@ var Fire = class Fire {
static getShader(actor, settings, forOpening) {
let shader;
if (availableShaders.length == 0) {
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = availableShaders.pop();
shader = freeShaders.pop();
}
shader.setUniforms(settings, forOpening);
@@ -140,7 +140,7 @@ var Fire = class Fire {
// This is called from extension.js if the extension is disabled. This should free all
// static resources.
static cleanUp() {
availableShaders = [];
freeShaders = [];
}
// ----------------------------------------------------------------------- private stuff
@@ -276,17 +276,18 @@ if (utils.isInShellProcess()) {
[c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
}
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]);
this.set_uniform_float(this._uMovementSpeed, 1,
[settings.get_double('flame-movement-speed')]);
// clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]);
this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
availableShaders.push(this);
freeShaders.push(this);
}
// This is called by the constructor. This is means it's only called when the effect
+17 -24
View File
@@ -28,11 +28,11 @@ const utils = Me.imports.src.utils;
// The shader class for this effect is registered further down in this file. When this
// effect is used for the first time, an instance of this shader class is created. Once
// the effect is finished, the shader will be stored in the shaderInstances array and will
// the effect is finished, the shader will be stored in the freeShaders array and will
// then be reused if a new shader is requested. ShaderClass which will be used whenever
// this effect is used.
let ShaderClass = null;
let availableShaders = [];
let ShaderClass = null;
let freeShaders = [];
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
@@ -90,10 +90,10 @@ var Hexagon = class Hexagon {
static getShader(actor, settings, forOpening) {
let shader;
if (availableShaders.length == 0) {
if (freeShaders.length == 0) {
shader = new ShaderClass();
} else {
shader = availableShaders.pop();
shader = freeShaders.pop();
}
shader.setUniforms(settings, forOpening);
@@ -159,34 +159,27 @@ if (utils.isInShellProcess()) {
// Get the two configurable colors. They are directly injected into the shader code
// below.
const glow =
Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1];
const line =
Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
const gc = Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1];
const lc = Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uAdditiveBlending, 1,
[settings.get_boolean('hexagon-additive-blending')]);
this.set_uniform_float(
this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]);
this.set_uniform_float(this._uLineWidth, 1,
[settings.get_double('hexagon-line-width')]);
this.set_uniform_float(
this._uGlowColor, 4,
[glow.red / 255, glow.green / 255, glow.blue / 255, glow.alpha / 255]);
this.set_uniform_float(
this._uLineColor, 4,
[line.red / 255, line.green / 255, line.blue / 255, line.alpha / 255]);
// clang-format off
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]);
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
this.set_uniform_float(this._uScale, 1, [settings.get_double('hexagon-scale')]);
this.set_uniform_float(this._uLineWidth, 1, [settings.get_double('hexagon-line-width')]);
this.set_uniform_float(this._uGlowColor, 4, [gc.red / 255, gc.green / 255, gc.blue / 255, gc.alpha / 255]);
this.set_uniform_float(this._uLineColor, 4, [lc.red / 255, lc.green / 255, lc.blue / 255, lc.alpha / 255]);
// clang-format on
}
// This is called by extension.js when the shader is not used anymore. We will store
// this instance of the shader so that it can be re-used in th future.
free() {
availableShaders.push(this);
freeShaders.push(this);
}
// This is called by the constructor. This is means it's only called when the effect