diff --git a/src/effects/Incinerate.js b/src/effects/Incinerate.js index da5821e..a7a12d4 100644 --- a/src/effects/Incinerate.js +++ b/src/effects/Incinerate.js @@ -61,8 +61,8 @@ var Incinerate = class { // position may change after the begin-animation signal is called, we set the // uStartPos uniform during the update callback. if (settings.get_boolean('incinerate-use-pointer')) { - this._startPointerPos = global.get_pointer(); - this._actor = actor; + shader._startPointerPos = global.get_pointer(); + shader._actor = actor; } else { // Else, a random position along the window boundary is used as start position @@ -72,7 +72,7 @@ var Incinerate = class { shader.set_uniform_float(shader._uStartPos, 2, startPos); - this._startPointerPos = null; + shader._startPointerPos = null; } const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1]; @@ -89,14 +89,14 @@ var Incinerate = class { // uniform during the update callback as the actor position may not be set up // properly before the begin animation callback. shader.connect('update-animation', (shader) => { - if (this._startPointerPos) { - const [x, y] = this._startPointerPos; - const [ok, localX, localY] = this._actor.transform_stage_point(x, y); + if (shader._startPointerPos) { + const [x, y] = shader._startPointerPos; + const [ok, localX, localY] = shader._actor.transform_stage_point(x, y); if (ok) { let startPos = [ - Math.max(0.0, Math.min(1.0, localX / this._actor.width)), - Math.max(0.0, Math.min(1.0, localY / this._actor.height)) + Math.max(0.0, Math.min(1.0, localX / shader._actor.width)), + Math.max(0.0, Math.min(1.0, localY / shader._actor.height)) ]; shader.set_uniform_float(shader._uStartPos, 2, startPos); } diff --git a/src/effects/PixelWipe.js b/src/effects/PixelWipe.js index 88fcdb9..601746b 100644 --- a/src/effects/PixelWipe.js +++ b/src/effects/PixelWipe.js @@ -48,25 +48,24 @@ var PixelWipe = class { 'begin-animation', (shader, settings, forOpening, testMode, actor) => { // Because the actor position may change after the begin-animation signal is // called, we set the uStartPos uniform during the update callback. - this._startPointerPos = global.get_pointer(); - this._actor = actor; + shader._startPointerPos = global.get_pointer(); + shader._actor = actor; - // clang-format off - shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('pixel-wipe-pixel-size')]); - // clang-format on + shader.set_uniform_float(shader._uPixelSize, 1, + [settings.get_int('pixel-wipe-pixel-size')]); }); // We set the uStartPos uniform during the update callback as the actor position // may not be set up properly before the begin animation callback. shader.connect('update-animation', (shader) => { - if (this._startPointerPos) { - const [x, y] = this._startPointerPos; - const [ok, localX, localY] = this._actor.transform_stage_point(x, y); + if (shader._startPointerPos) { + const [x, y] = shader._startPointerPos; + const [ok, localX, localY] = shader._actor.transform_stage_point(x, y); if (ok) { let startPos = [ - Math.max(0.0, Math.min(1.0, localX / this._actor.width)), - Math.max(0.0, Math.min(1.0, localY / this._actor.height)) + Math.max(0.0, Math.min(1.0, localX / shader._actor.width)), + Math.max(0.0, Math.min(1.0, localY / shader._actor.height)) ]; shader.set_uniform_float(shader._uStartPos, 2, startPos); }