Merge branch 'main' into feature/thanos

This commit is contained in:
Simon Schneegans
2022-03-31 08:35:07 +02:00
200 changed files with 64463 additions and 904 deletions
+36 -23
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -52,7 +54,7 @@ var BrokenGlass = class BrokenGlass {
// 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 'Broken Glass';
return _('Broken Glass');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -79,17 +81,24 @@ var BrokenGlass = class BrokenGlass {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(actor, settings);
static createShader(actor, settings, forOpening) {
return new Shader(actor, settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows are set to twice their original size, so that
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows are set to twice their original size, so that
// we have some space to draw the shards. We also set the animation mode to "Linear".
static getCloseTransition(actor, settings) {
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {to: 255, mode: 1},
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 2.0, to: 2.0, mode: 1},
'scale-y': {from: 2.0, to: 2.0, mode: 1}
};
@@ -118,16 +127,15 @@ if (utils.isInShellProcess()) {
// resources/img/shards.png. The red channel of the texture contains the distance to the
// shard edges. This information is used to fade out the shards.
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(actor, settings) {
_init(actor, settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the shards texture. As the shader is re-created for each window animation,
// this texture is also re-created each time. This could be improved in the future!
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
this._shardTexture = new Clutter.Image();
this._shardTexture.set_data(
shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardData.width,
shardData.height, shardData.rowstride);
this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
shardData.width, shardData.height, shardData.rowstride);
// Usually, the shards fly away from the center of the window.
let epicenterX = 0.5;
@@ -141,6 +149,9 @@ if (utils.isInShellProcess()) {
epicenterY = localY / actor.height;
}
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
@@ -148,19 +159,23 @@ if (utils.isInShellProcess()) {
uniform sampler2D uShardTexture;
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
const float SHARD_LAYERS = 5;
const float GRAVITY = ${settings.get_double('broken-glass-gravity')};
const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY});
const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} *
${settings.get_double('broken-glass-gravity')};
void main() {
cogl_color_out = vec4(0, 0, 0, 0);
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Draw the individual shard layers.
for (float i=0; i<SHARD_LAYERS; ++i) {
@@ -173,15 +188,15 @@ if (utils.isInShellProcess()) {
coords -= EPICENTER;
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, uProgress);
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*uProgress;
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = GRAVITY*0.1*(i+1)*uProgress*uProgress;
float gravity = GRAVITY*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Restore correct position.
@@ -200,10 +215,8 @@ if (utils.isInShellProcess()) {
vec4 windowColor = texture2D(uTexture, coords);
// Dissolve the shard by using distance information from the red channel.
float dissolve = (shardMap.x - pow(uProgress+0.1, 2)) > 0 ? 1: 0;
windowColor *= dissolve;
cogl_color_out = mix(cogl_color_out, windowColor, windowColor.a);
float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1: 0;
cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
}
}
}
@@ -218,8 +231,8 @@ if (utils.isInShellProcess()) {
const pipeline = this.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(
0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR);
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the shard texture.
pipeline.set_layer_texture(1, this._shardTexture.get_texture());
+31 -10
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -49,7 +51,7 @@ var EnergizeA = class EnergizeA {
// 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 'Energize A';
return _('Energize A');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -74,15 +76,26 @@ var EnergizeA = class EnergizeA {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
}
@@ -99,11 +112,14 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
@@ -111,7 +127,8 @@ if (utils.isInShellProcess()) {
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float FADE_IN_TIME = 0.3;
const float FADE_OUT_TIME = 0.6;
const float HEART_FADE_TIME = 0.3;
@@ -144,6 +161,10 @@ if (utils.isInShellProcess()) {
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(atomMask, windowMask);
}
+33 -12
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -49,7 +51,7 @@ var EnergizeB = class EnergizeB {
// 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 'Energize B';
return _('Energize B');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -74,15 +76,26 @@ var EnergizeB = class EnergizeB {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
}
@@ -99,11 +112,14 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
@@ -111,8 +127,9 @@ if (utils.isInShellProcess()) {
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float SHOWER_TIME = 0.2;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float SHOWER_TIME = 0.3;
const float SHOWER_WIDTH = 0.3;
const float STREAK_TIME = 0.6;
const float EDGE_FADE = 50;
@@ -141,7 +158,7 @@ if (utils.isInShellProcess()) {
float atomMask = getRelativeEdgeMask(0.2);
atomMask = max(0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= (1.0 - fadeProgress);
atomMask *= sqrt(1-fadeProgress*fadeProgress);
// Make some particles visible in the streaks.
showerMask += 0.05 * streakMask;
@@ -162,6 +179,10 @@ if (utils.isInShellProcess()) {
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec4(showerMask, streakMask, atomMask, windowMask);
}
+36 -19
View File
@@ -15,6 +15,8 @@
const {Gio, GObject} = imports.gi;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -53,7 +55,7 @@ var Fire = class Fire {
// 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 'Fire';
return _('Fire');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -96,25 +98,36 @@ var Fire = class Fire {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 1.0}};
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
// ----------------------------------------------------------------------- private stuff
// This populates the preset dropdown menu for the fire options.
static _createFirePresets(dialog) {
dialog.getBuilder().get_object('settings-widget').connect('realize', (widget) => {
dialog.getBuilder().get_object('fire-prefs').connect('realize', (widget) => {
const presets = [
{
name: 'Default Fire',
name: _('Default Fire'),
scale: 1.0,
speed: 0.5,
color1: 'rgba(76, 51, 25, 0.0)',
@@ -124,7 +137,7 @@ var Fire = class Fire {
color5: 'rgba(255, 255, 255, 1)'
},
{
name: 'Hell Fire',
name: _('Hell Fire'),
scale: 1.5,
speed: 0.2,
color1: 'rgba(0,0,0,0)',
@@ -134,7 +147,7 @@ var Fire = class Fire {
color5: 'rgba(255, 255, 255, 1)'
},
{
name: 'Dark and Smutty',
name: _('Dark and Smutty'),
scale: 1.0,
speed: 0.5,
color1: 'rgba(0,0,0,0)',
@@ -144,7 +157,7 @@ var Fire = class Fire {
color5: 'rgb(255,238,166)'
},
{
name: 'Cold Breeze',
name: _('Cold Breeze'),
scale: 1.5,
speed: -0.1,
color1: 'rgba(0,110,255,0)',
@@ -154,7 +167,7 @@ var Fire = class Fire {
color5: 'rgb(97,189,255)'
},
{
name: 'Santa is Coming',
name: _('Santa is Coming'),
scale: 0.4,
speed: -0.5,
color1: 'rgba(0,110,255,0)',
@@ -210,7 +223,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the gradient values from the settings. We directly inject the values in the
@@ -220,9 +233,9 @@ if (utils.isInShellProcess()) {
const gradient = [];
for (let i = 1; i <= 5; i++) {
const color =
Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
color.blue / 255}, ${color.alpha / 255})`);
color.blue / 255}, ${color.alpha / 255})`);
}
this.set_shader_source(`
@@ -233,7 +246,7 @@ if (utils.isInShellProcess()) {
${shaderSnippets.edgeMask()}
// These may be configurable in the future.
const float EDGE_FADE = 90;
const float EDGE_FADE = 70;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
@@ -295,6 +308,10 @@ if (utils.isInShellProcess()) {
// Fade at window borders.
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(windowMask, effectMask);
}
@@ -322,7 +339,7 @@ if (utils.isInShellProcess()) {
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
// Add the fire to the window.
cogl_color_out += fire;
cogl_color_out = cogl_color_out * (1.0 - fire.a) + fire;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
+30 -16
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -53,7 +55,7 @@ var Matrix = class Matrix {
// 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 'Matrix';
return _('Matrix');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -81,19 +83,27 @@ var Matrix = class Matrix {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should neither be scaled nor faded.
static getCloseTransition(actor, settings) {
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should not be faded but scaled vertically to allow for some
// overshooting.
static tweakTransition(actor, settings, forOpening) {
const yScale = 1.0 + settings.get_double('matrix-overshoot');
return {
'opacity': {to: 255},
'scale-x': {to: 1.0},
'scale-y': {from: yScale, to: yScale}
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 1.0, to: 1.0, mode: 1},
'scale-y': {from: yScale, to: yScale, mode: 1}
};
}
}
@@ -111,7 +121,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the font texture. As the shader is re-created for each window animation,
@@ -119,14 +129,14 @@ if (utils.isInShellProcess()) {
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
const trailColor =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const tipColor =
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// The technique for this effect was inspired by
// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
@@ -187,6 +197,10 @@ if (utils.isInShellProcess()) {
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
#if ${forOpening ? '1' : '0'}
windowAlpha = 1.0 - windowAlpha;
#endif
return vec2(rainAlpha, windowAlpha);
}
+40 -27
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -51,7 +53,7 @@ var TRexAttack = class TRexAttack {
// 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 'T-Rex Attack';
return _('T-Rex Attack');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -78,20 +80,26 @@ var TRexAttack = class TRexAttack {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, we slightly increase the window's scale as part of the
// warp effect.
static getCloseTransition(actor, settings) {
const warp = 0.5 * settings.get_double('claw-scratch-warp');
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, we slightly increase the window's scale as part of the warp effect.
static tweakTransition(actor, settings, forOpening) {
const warp = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
return {
'opacity': {to: 255},
'scale-x': {to: 1.0 + warp},
'scale-y': {to: 1.0 + warp}
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3},
'scale-y': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3}
};
}
}
@@ -109,7 +117,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the claw texture. As the shader is re-created for each window animation,
@@ -117,12 +125,14 @@ if (utils.isInShellProcess()) {
// See assets/README.md for how this texture was created.
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
this._clawTexture = new Clutter.Image();
this._clawTexture.set_data(
clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width,
clawData.height, clawData.rowstride);
this._clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
clawData.width, clawData.height, clawData.rowstride);
const color =
Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
@@ -133,13 +143,14 @@ if (utils.isInShellProcess()) {
// See assets/README.md for how this texture was created.
uniform sampler2D uClawTexture;
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
const float FLASH_INTENSITY = 0.1;
const float MAX_SPAWN_TIME = 0.5; // Scratches will only start in the first half of the animation.
const float FF_TIME = 0.5; // Relative time for the final fade to transparency.
const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation.
const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
// This method generates a grid of randomly rotated, slightly shifted and scaled
// UV squares. It returns the texture coords of the UV square at the given actor
@@ -180,11 +191,13 @@ if (utils.isInShellProcess()) {
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
float dist = length(coords);
coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, uProgress);
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
// Accumulate several random scratches. The color in the scratch map refers to the
// relative time when the respective part will become invisible. Therefore we can
@@ -198,11 +211,11 @@ if (utils.isInShellProcess()) {
// Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * uProgress * 0.5;
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - uProgress) + 1;
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
}
@@ -211,17 +224,17 @@ if (utils.isInShellProcess()) {
flashIntensity *= cogl_color_out.a;
// Hide scratched out parts.
cogl_color_out *= (scratchMap > uProgress ? 1 : 0);
cogl_color_out *= (scratchMap > progress ? 1 : 0);
vec3 flashColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255}) * ${color.alpha / 255};
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), uProgress);
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), progress);
// Fade out the remaining shards.
float fade = smoothstep(0, 1, 1 - clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
cogl_color_out *= fade;
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
cogl_color_out *= sqrt(1-fadeProgress*fadeProgress);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(flashIntensity), 1);
+29 -14
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -51,7 +53,7 @@ var TVEffect = class TVEffect {
// 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 'TV Effect';
return _('TV Effect');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -75,15 +77,26 @@ var TVEffect = class TVEffect {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows are scaled down vertically.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 1.0}, 'scale-y': {to: 0.5}};
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows are scaled down vertically.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3}
};
}
}
@@ -100,7 +113,7 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
@@ -114,17 +127,19 @@ if (utils.isInShellProcess()) {
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
const float LR_TIME = 0.4; // Relative time for the left/right animation.
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
const float FF_TIME = 0.2; // Relative time for the final fade to transparency.
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProgress = smoothstep(0, 1, clamp(uProgress/TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((uProgress - LR_DELAY)/LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
float tbProgress = smoothstep(0, 1, clamp(progress/TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY)/LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
// This is a top-center-bottom gradient in [0..1..0]
float tb = cogl_tex_coord_in[0].t * 2;
@@ -147,7 +162,7 @@ if (utils.isInShellProcess()) {
${color.green / 255},
${color.blue / 255}, 1.0) * windowColor.a;
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, uProgress));
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress));
cogl_color_out = windowColor * mask;
+34 -15
View File
@@ -15,6 +15,8 @@
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
@@ -50,7 +52,7 @@ var Wisps = class Wisps {
// 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 'Wisps';
return _('Wisps');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -75,15 +77,26 @@ var Wisps = class Wisps {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings) {
return new Shader(settings);
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// This is also called from extension.js. It is used to tweak the ongoing transition of
// the actor - usually windows are faded to transparency and scaled down slightly by
// GNOME Shell. For this effect, windows should be scaled down slightly but not faded.
static getCloseTransition(actor, settings) {
return {'opacity': {to: 255}, 'scale-x': {to: 0.9}, 'scale-y': {to: 0.9}};
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should be scaled down slightly but not faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3},
'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
};
}
}
@@ -100,11 +113,14 @@ if (utils.isInShellProcess()) {
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings) {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
@@ -112,7 +128,8 @@ if (utils.isInShellProcess()) {
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
@@ -159,6 +176,8 @@ if (utils.isInShellProcess()) {
}
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Get the color of the window.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
@@ -167,7 +186,7 @@ if (utils.isInShellProcess()) {
${color.blue / 255}, 1.0) * windowColor.a;
// Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, uProgress) + 0.5;
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= ${settings.get_double('wisps-scale')};
float wisps = 0;
for (int i=0; i<WISPS_LAYERS; ++i) {
@@ -175,12 +194,12 @@ if (utils.isInShellProcess()) {
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, uProgress));
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0, 1, clamp(uProgress/WISPS_IN_TIME, 0, 1));
float wispsOut = smoothstep(0, 1, clamp((uProgress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(uProgress/WINDOW_OUT_TIME, 0, 1));
float wispsIn = smoothstep(0, 1, clamp(progress/WISPS_IN_TIME, 0, 1));
float wispsOut = smoothstep(0, 1, clamp((progress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
+18 -4
View File
@@ -15,8 +15,22 @@
const {Gtk} = imports.gi;
// Returns the given argument, except for "alpha", "beta", and "rc". In these cases -3,
// -2, and -1 are returned respectively.
function toNumericVersion(x) {
switch (x) {
case 'alpha':
return -3;
case 'beta':
return -2;
case 'rc':
return -1;
}
return x;
}
const Config = imports.misc.config;
const [GS_MAJOR, GS_MINOR] = Config.PACKAGE_VERSION.split('.');
const [GS_MAJOR, GS_MINOR] = Config.PACKAGE_VERSION.split('.').map(toNumericVersion);
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
@@ -60,18 +74,18 @@ function isInShellProcess() {
// This method returns true if the current GNOME Shell version matches the given
// arguments.
function shellVersionIs(major, minor) {
return GS_MAJOR == major && GS_MINOR == minor;
return GS_MAJOR == major && GS_MINOR == toNumericVersion(minor);
}
// This method returns true if the current GNOME Shell version is at least as high as the
// given arguments.
// given arguments. Supports "alpha" and "beta" for the minor version number.
function shellVersionIsAtLeast(major, minor) {
if (GS_MAJOR > major) {
return true;
}
if (GS_MAJOR == major) {
return GS_MINOR >= minor;
return GS_MINOR >= toNumericVersion(minor);
}
return false;