diff --git a/.gitignore b/.gitignore index 205225b..4e46477 100644 --- a/.gitignore +++ b/.gitignore @@ -11,4 +11,5 @@ /resources/burn-my-windows.gresource /resources/burn-my-windows.gresource.xml kwin/_build -kwin/*.tar.gz \ No newline at end of file +kwin/*.tar.gz +notes.md diff --git a/extension.js b/extension.js index 2eebdf5..d1b813b 100644 --- a/extension.js +++ b/extension.js @@ -47,13 +47,7 @@ import TeamRocket from './src/effects/TeamRocket.js'; import TRexAttack from './src/effects/TRexAttack.js'; import TVEffect from './src/effects/TVEffect.js'; import TVGlitch from './src/effects/TVGlitch.js'; -import UnicornFart from './src/effects/UnicornFart.js'; import Wisps from './src/effects/Wisps.js'; -import Mushroom from './src/effects/Mushroom.js'; - -import UnicornFart from './src/effects/UnicornFart.js'; - - import * as Main from 'resource:///org/gnome/shell/ui/main.js'; import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js'; @@ -86,8 +80,7 @@ export default class BurnMyWindows extends Extension { new Matrix(), new PaintBrush(), new Pixelate(), new PixelWheel(), new PixelWipe(), new Portal(), new RGBWarp(), new SnapOfDisintegration(), new TeamRocket(), new TRexAttack(), new TVEffect(), new TVGlitch(), - new Wisps(), new Mushroom(), new UnicornFart(), - + new Wisps(), new Mushroom() ]; // Load all of our resources. diff --git a/prefs.js b/prefs.js index 8c65cc9..a02342a 100644 --- a/prefs.js +++ b/prefs.js @@ -50,7 +50,6 @@ import TVEffect from './src/effects/TVEffect.js'; import TVGlitch from './src/effects/TVGlitch.js'; import Wisps from './src/effects/Wisps.js'; -import UnicornFart from './src/effects/UnicornFart.js'; import {ExtensionPreferences, gettext as _} from 'resource:///org/gnome/Shell/Extensions/js/extensions/prefs.js'; @@ -84,7 +83,7 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences { Pixelate, PixelWheel, PixelWipe, Portal, RGBWarp, SnapOfDisintegration, TeamRocket, TRexAttack, TVEffect, - TVGlitch, Wisps, UnicornFart, + TVGlitch, Wisps, ]; diff --git a/resources/shaders/rgbwarp.frag b/resources/shaders/rgbwarp.frag index 428d649..d9b4887 100644 --- a/resources/shaders/rgbwarp.frag +++ b/resources/shaders/rgbwarp.frag @@ -30,7 +30,6 @@ // vec4 getInputColor(vec2 coords) // void setOutputColor(vec4 outColor) -uniform float uWavesize; uniform float uBrightness; uniform float uStretchR; uniform float uStretchG; @@ -65,10 +64,10 @@ void main() { //w will be used to calculate the the size of the wave - float p = mix(0.0, 1.0 + uWavesize, progress); + float p = mix(0.0, 1.0 + 1.0, progress); w = 1.0 - abs(p - f.y); w = clamp(w,0.0,1.0); - w = pow(w, mix(100.0,1.0,uWavesize) ); + w = pow(w, mix(100.0,1.0,1.0) ); //starting output color vec4 oColor = vec4(0.0); diff --git a/resources/shaders/unicorn-fart.frag b/resources/shaders/unicorn-fart.frag deleted file mode 100644 index 3b8a664..0000000 --- a/resources/shaders/unicorn-fart.frag +++ /dev/null @@ -1,526 +0,0 @@ -////////////////////////////////////////////////////////////////////////////////////////// -// ) ( // -// ( /( ( ( ) ( ( ( ( )\ ) ( ( // -// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // -// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // -// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // -// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // -// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // -// |__/ // -////////////////////////////////////////////////////////////////////////////////////////// - -// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com -// SPDX-License-Identifier: GPL-3.0-or-later - -// The content from common.glsl is automatically prepended to each shader effect. This -// provides the standard input: - -// vec2 iTexCoord: Texture coordinates for retrieving the window input color. -// bool uIsFullscreen: True if the window is maximized or in fullscreen mode. -// bool uForOpening: True if a window-open animation is ongoing, false otherwise. -// float uProgress: A value which transitions from 0 to 1 during the animation. -// float uDuration: The duration of the current animation in seconds. -// vec2 uSize: The size of uTexture in pixels. -// float uPadding: The empty area around the actual window (e.g. where the shadow -// is drawn). For now, this will only be set on GNOME. - -// Furthermore, there are two global methods for reading the window input color and -// setting the shader output color. Both methods assume straight alpha: - -// vec4 getInputColor(vec2 coords) -// void setOutputColor(vec4 outColor) - -// The width of the fading effect is loaded from the settings. - - -//variables -uniform float uSparkCount; //number of sparkles -uniform vec2 uSparkStartEnd; // the start and end of the sparkles -uniform float uSparkOffset; //how much the sparkles can be offset -uniform float uStarCount; //number of Stars -uniform float uStarRot; // how much the stars rotate -uniform float uStarSize; // the size of the stars -uniform vec2 uStarStartEnd; //start and end of the star's movement -uniform float uBlurQuality; // blurquality for the window -uniform float uSeed; // a random number - - - -//particle colors -uniform vec4 uSparkColor0; -uniform vec4 uSparkColor1; -uniform vec4 uSparkColor2; -uniform vec4 uSparkColor3; -uniform vec4 uSparkColor4; -uniform vec4 uSparkColor5; - -//star colors -uniform vec4 uStarColor0; -uniform vec4 uStarColor1; -uniform vec4 uStarColor2; -uniform vec4 uStarColor3; -uniform vec4 uStarColor4; -uniform vec4 uStarColor5; - - -// Define a constant for 2 * PI (tau), which represents a full circle in radians. -const float PI = 3.14159265359; -const float tau = 6.28318530718; - -//helps to find the angle -vec3 getPosByAngle(float angle) -{ - return vec3(cos(angle), sin(angle), 0); -} - -//this returns the Spark -float getSpark(vec2 uv,vec2 center, float brightness, float size, float rotation) -{ - - //the size - size = clamp(size,0.001,1.0); - - uv = (uv + vec2(0.5)) ; //set center - uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size - - //scale - uv = uv * 2.0 -1.0; - uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), vec2(1.0 - size)); - uv = uv * 0.5 + 0.5; - - uv = rotate(uv, rotation, vec2(0.5)); - - - //the brightness of the spark - brightness = clamp(brightness,0.001,1.0); - float bn = mix(0.0,0.07,brightness); //recalculate size - - - //this is basically the brightness - float p = mix(-1.0,1000.0,easeInExpo(bn)); - - float m = mix( - 0.0, - 1.0, - clamp( - pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0 - ) - ); - - //calcuate and return this mask - float mask = easeInSine(1.0 - (m - bn)) - 0.004 ; - mask = clamp(mask,0.0,1.0); - return mask; - -} - - -//this was lifted from aura-glow -float getMask(float t) -{ - - // Calculate the aspect ratio of the render area - float aspect = uSize.x / uSize.y; - - //standard uv - vec2 uv = iTexCoord.st; - - // tuv is for when progress is near 0 - vec2 tuv = uv; - tuv -= 0.5; // Shift UV coordinates to center (from [-0.5 to 0.5]) - tuv.x *= aspect; // Scale x-coordinate to match aspect ratio - tuv += 0.5; // Shift UV coordinates back (from [0 to 1]) - - //mixing the UVs - uv = mix(tuv,uv,t); - - // this controls the shape - // -1.0 would be a diamond-ish - // 0.0 would be a rounded diamond - // 1.0 would be a circle - // 2.0 will be sqircle - // 1000.0 will be very square - float p = mix(1.0,1000.0, - easeInExpo(t) - ); - - //this will be used later to make a mask - float m = mix( - 0.0, - 1.0, - clamp( - pow(abs(uv.x-0.5)*2.0,p) + pow(abs(uv.y-0.5)*2.0,p),0.0,1.0 - ) - ); - - //this is the mask - //float mask = (m > t) ? 0.0 : 1.0 ; - float mask = (m > t) ? (1.0 - (m - t)) : 1.0 ; - mask = clamp(mask,0.0,1.0); - - return mask; -} - - -// A simple blur function -vec4 blur(vec2 uv, float radius, float samples) { - // Initialize the color accumulator to zero. - vec4 color = vec4(0.0); - - - - // Number of directions for sampling around the circle. - const float directions = 15.0; - - // Outer loop iterates over multiple directions evenly spaced around a circle. - for (float d = 0.0; d < tau; d += tau / directions) { - // Inner loop samples along each direction, with decreasing intensity. - for (float s = 0.0; s < 1.0; s += 1.0 / samples) { - // Calculate the offset for this sample based on direction, radius, and step. - // The (1.0 - s) term ensures more sampling occurs closer to the center. - vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize; - - // Add the sampled color at the offset position to the accumulator. - color += getInputColor(uv + offset); - } - } - - // Normalize the accumulated color by dividing by the total number of samples - // and directions to ensure the result is averaged. - return color / samples / directions; -} - - -//fades out at 0 and 1 ...based on the power -// 1| __________ -// | / \ -// | / \ -// | / \ -// |/ \ -// 0|0.................1 -/* -graph above ... where t is close to 0, or 1 the result will fade to zero -i.e. this is just the function of power(x,p) shifted -where x is time, and p is 2.0,4.0,8.0,10.0 ... or any positive even number -*/ -float FadeInOut(float t, float power) -{ - float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0; - s = clamp(s,0.0,1.0); - return s; -} - - -//returns the Spark's color -vec4 getSparkColors(float v, float alpha) { - // Clamp v to ensure it's in [0.0, 1.0] - v = clamp(v, 0.0, 1.0); - - // Define steps for color interpolation - float steps[6]; - steps[0] = 0.0; - steps[1] = 0.1666; - steps[2] = 0.3332; - steps[3] = 0.4998; - steps[4] = 0.6664; - steps[5] = 0.8330; - - // Define color values - vec4 colors[6]; - colors[0] = uSparkColor0 ; - colors[1] = uSparkColor1 ; - colors[2] = uSparkColor2 ; - colors[3] = uSparkColor3 ; - colors[4] = uSparkColor4 ; - colors[5] = uSparkColor5 ; - - // Assign alpha values - for (int i = 0; i < 6; ++i) { - colors[i].a = alpha * colors[i].a; - } - - // Handle edge cases - if (v <= steps[0]) { - return colors[0]; - } - if (v >= steps[5]) { - return colors[5]; - } - - // Find the correct interpolation segment - for (int i = 0; i < 5; ++i) { - if (v <= steps[i + 1]) { - float t = (v - steps[i]) / (steps[i + 1] - steps[i]); - return mix(colors[i], colors[i + 1], t); - } - } - - // Fallback (should never be reached) - return vec4(0.0, 0.0, 0.0, 1.0); -} - - - -vec4 getSparks(float t) -{ - - - //the UV for this function - float aspect = uSize.x / uSize.y; - vec2 uv = iTexCoord.st * vec2(aspect,1.0); - - vec4 result = vec4(0.0); - - //for each spark - for (float i = 0.0; i < uSparkCount ; ++i) - { - //random values - vec4 v4 = hash41( i * uSeed); - - //the X and Y position ... at the end - vec3 pos = getPosByAngle( (i/uSparkCount) * tau + (v4.x * 0.3) ); - - //the distance the spark will travel - float d = mix(0.33,0.34,v4.z) ; - d = mix( - uSparkStartEnd.x + (v4.z * uSparkOffset), - uSparkStartEnd.y - (v4.y * uSparkOffset), - (1.0 - t) - ); - - float s = getSpark( - uv, - vec2(0.5 * aspect,0.5) + ( pos.xy * d ), //position (x, y) - FadeInOut(t,8.0) * 0.9 ,//Brightness - FadeInOut(t,8.0) * (v4.w * 0.5) ,//Size - 0.0 //rotation - ); - - - //set the color - vec4 c = getSparkColors( hash11(v4.w) ,1.0); - s = clamp(s*2.0,0.0,1.0); - c.rgb *= s; - c.a *= s; - - result += c ; - - } - - //make it bright - result.a = pow(result.a,2.0); - - //fade at endges - result.a *= FadeInOut(iTexCoord.s,4.0); - result.a *= FadeInOut(iTexCoord.t,4.0); - - return clamp(result,vec4(0.0),vec4(1.0)); - // return result; - -} - - - - - -vec4 getStarColors(float v, float alpha) { - // Clamp v to ensure it's in [0.0, 1.0] - v = clamp(v, 0.0, 1.0); - - // Define steps for color interpolation - float steps[6]; - steps[0] = 0.0; - steps[1] = 0.1666; - steps[2] = 0.3332; - steps[3] = 0.4998; - steps[4] = 0.6664; - steps[5] = 0.8330; - - // Define color values - vec4 colors[6]; - colors[0] = uStarColor0 ; - colors[1] = uStarColor1 ; - colors[2] = uStarColor2 ; - colors[3] = uStarColor3 ; - colors[4] = uStarColor4 ; - colors[5] = uStarColor5 ; - - // Assign alpha values - for (int i = 0; i < 6; ++i) { - colors[i].a = alpha * colors[i].a; - } - - // Handle edge cases - if (v <= steps[0]) { - return colors[0]; - } - if (v >= steps[5]) { - return colors[5]; - } - - // Find the correct interpolation segment - for (int i = 0; i < 5; ++i) { - if (v <= steps[i + 1]) { - float t = (v - steps[i]) / (steps[i + 1] - steps[i]); - return mix(colors[i], colors[i + 1], t); - } - } - - // Fallback (should never be reached) - return vec4(0.0, 0.0, 0.0, 1.0); -} - - - - -//gets the mask of a Star -float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size, float rotation) -{ - - float radiusMax = 1.0; - float radiusMin = radiusMax * radiusRatio; - - float starangle = 2.0 * PI / npoints; // Angle between points on the star - - // Offset rotation to ensure one point is always up when rotation = 0 - rotation += PI / 2.0 - starangle / 1.0; - - // Define the positions for the outer and inner points of the star's initial angle, rotated by `rotation` - vec3 p0 = (radiusMax * size) * getPosByAngle(rotation); // Outer point, rotated by `rotation` - vec3 p1 = (radiusMin * size) * getPosByAngle(starangle + rotation); // Inner point, also rotated - - // Calculate the position of the current fragment relative to the star's center - vec2 curPosuv = (uv - center); // Center UV coordinates, then scale to fit the star size - float curRadius = length(curPosuv); // Radius from center, no need to scale further - float curPosAngle = atan(curPosuv.y, curPosuv.x) - rotation; // Calculate angle and adjust by `rotation` - - // Determine the fractional position within the current star segment - float a = fract(curPosAngle / starangle); // Fractional angle position within one segment - if (a >= 0.5) - a = 1.0 - a; // Ensure we are within the first half of the segment (symmetry) - - // Calculate the current point on the star segment, applying rotation - a = a * starangle; // Actual angle for this position on the segment - vec3 curPos = curRadius * getPosByAngle(a + rotation); // Final position, rotated - - // Calculate directions for edge detection using cross product - vec3 dir0 = p1 - p0; // Vector from outer to inner point - vec3 dir1 = curPos - p0; // Vector from outer point to current position - - // Use cross product to determine if `curPos` is inside the star's edge - return step(0.0, cross(dir0, dir1).z); // Returns 1.0 if inside, 0.0 if outside (solid edge) -} - - -//convert the XY to angle -float XYtoAngle(vec2 XY) -{ - return atan(XY.y, XY.x); -} - - -vec4 getStars(float t) -{ - - //the UV for this function - float aspect = uSize.x / uSize.y; - vec2 uv = iTexCoord.st * vec2(aspect,1.0); - - // float result = 0.0; - vec4 result = vec4(0.0); - - //loop for each star - for (float i = 0.0; i < uStarCount ; ++i) - { - //random values for this star - vec4 v4 = hash41( i * uSeed); - - //the X and Y position ... at the end - vec3 pos = getPosByAngle( (i/uStarCount) * tau + (uStarRot * tau * t) ); - - //the distance the spark will travel - float d = mix(0.33,0.34,v4.z) ; - d = mix( - uStarStartEnd.x , - uStarStartEnd.y , - (1.0 - t) - ); - - - float s = getStar( - uv, - vec2(0.5 * aspect,0.5) + ( pos.xy * d ), //position (x, y) - 5.0, //npoints - 0.5, //Ratio - FadeInOut(t,4.0) * uStarSize,//Size - PI //rotation - ); - - - s *= FadeInOut(iTexCoord.s,4.0); - s *= FadeInOut(iTexCoord.t,4.0); - s = clamp(s,0.0,1.0); - - //the color is based on it's starting location - vec4 color = getStarColors( i/uStarCount ,1.0); - result += vec4(color.rgb * s,s * color.a); - - } - - - return result; - -} - - - -void main() { - // Calculate the progression value based on the animation direction. - // If opening, use uProgress as-is; if closing, invert the progression. - float progress = uForOpening ? 1.0 - uProgress : uProgress ; - - //zero to one... mostly one - float ztomo = remap( - progress, - 0.0,0.1, - 0.0,1.0 - ); - ztomo = easeInOutSine(ztomo); - - //progress variants - // float oExpo = easeOutExpo(progress); - // float iExpo = easeInExpo(progress); - // float oQuad = easeOutQuad(progress); - float ioCubic = easeInOutCubic(progress); - float ioSine = easeInOutSine(progress); - - vec2 uv = iTexCoord.st; - //center - uv = uv * 2.0 - 1.0; - //scale - uv /= mix(vec2(0.5,0.5), vec2(0.0,0.0), ioCubic); - // scale from center - uv = uv * 0.5 + 0.5; - - //get blured version of the window - vec4 oColor = blur(uv, ioCubic * 200.0,uBlurQuality); - - oColor.a *= (1.0 - ioSine); - - //get and apply sparks - if (uSparkCount > 0) - { - vec4 sparks = getSparks(ioSine); - oColor = alphaOver(oColor, sparks); - } - - //get and apply stars - if (uStarCount > 0 ) - { - oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,ioSine))); - } - - - //output - setOutputColor(oColor); -} \ No newline at end of file diff --git a/resources/ui/adw/aura-glow.ui b/resources/ui/adw/aura-glow.ui index 8336196..240f31c 100644 --- a/resources/ui/adw/aura-glow.ui +++ b/resources/ui/adw/aura-glow.ui @@ -150,7 +150,7 @@ SPDX-License-Identifier: GPL-3.0-or-later 300 - 5.0 + 1.0 0.0 0.10 0.25 diff --git a/resources/ui/adw/rgbwarp.ui b/resources/ui/adw/rgbwarp.ui index 07fb495..bd34b5f 100644 --- a/resources/ui/adw/rgbwarp.ui +++ b/resources/ui/adw/rgbwarp.ui @@ -49,43 +49,6 @@ SPDX-License-Identifier: GPL-3.0-or-later - - - - WaveSize - - - - - center - 1 - 2 - left - 300 - - - - 1.0 - 0.0 - 0.01 - 0.1 - - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - @@ -128,7 +91,7 @@ SPDX-License-Identifier: GPL-3.0-or-later - OffsetRed + Offset Red @@ -166,7 +129,7 @@ SPDX-License-Identifier: GPL-3.0-or-later - OffsetGreen + Offset Green @@ -204,7 +167,7 @@ SPDX-License-Identifier: GPL-3.0-or-later - OffsetBlue + Offset Blue diff --git a/resources/ui/adw/unicorn-fart.ui b/resources/ui/adw/unicorn-fart.ui deleted file mode 100644 index 9450b81..0000000 --- a/resources/ui/adw/unicorn-fart.ui +++ /dev/null @@ -1,535 +0,0 @@ - - - - - - - - - - - - - - Animation Time [ms] - - - - center - 1 - 0 - left - 300 - - - - 5000 - 100 - 10 - 100 - - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - - Effect Presets - unicorn-fart-preset-button - - - - center - Choose a Preset - - - - - - - - - Spark Count - - - center - 1 - 0 - left - 300 - - - 100 - 0 - 1 - 10 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Spark Start - - - center - 1 - 2 - left - 300 - - - 0.5 - 0.0 - 0.01 - 0.1 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Spark End - - - center - 1 - 2 - left - 300 - - - 1.0 - 0.5 - 0.01 - 0.1 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Spark offset - - - center - 1 - 2 - left - 300 - - - 0.5 - 0.0 - 0.1 - 0.25 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Star Count - - - center - 1 - 0 - left - 300 - - - 25 - 0 - 1 - 5 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Star Rotation - - - center - 1 - 2 - left - 300 - - - 3.0 - -3.0 - 0.1 - 0.5 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Star Size - - - center - 1 - 2 - left - 300 - - - 0.1 - 0.0 - 0.1 - 0.5 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Star Start - - - center - 1 - 2 - left - 300 - - - 0.5 - 0.0 - 0.01 - 0.1 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Star End - - - center - 1 - 2 - left - 300 - - - 1.0 - 0.5 - 0.01 - 0.1 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Blur Quality - - - center - 1 - 2 - left - 300 - - - 10.0 - 0.0 - 0.01 - 0.1 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - - - Particle Colors - - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - - - edit-clear-symbolic - center - Reset to Default Values - - - - - - - - - - Star Colors - - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - 1 - 1 - center - - - - - - - edit-clear-symbolic - center - Reset to Default Values - - - - - - - - - - diff --git a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml index 80afe51..c5018db 100644 --- a/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml +++ b/schemas/org.gnome.shell.extensions.burn-my-windows-profile.gschema.xml @@ -987,13 +987,13 @@ SPDX-License-Identifier: CC0-1.0 - 1.0 + 5.0 Aura Glow Color Speed The Speed at which the color changes - 1.0 + 0.5 Aura Glow Color Saturation Amount of color in the effect @@ -1109,13 +1109,13 @@ SPDX-License-Identifier: CC0-1.0 - 0.0 + 0.5 Team Rocket Y Y position - false + true Rotate the Window Rotate the Window @@ -1133,165 +1133,6 @@ SPDX-License-Identifier: CC0-1.0 - - - - - - false - Unicorn Fart Enable Effect - Use the Unicorn Fart effect. - - - - 1500 - Unicorn Fart Animation Time - The time the Unicorn Fart effect takes. - - - - - - 25 - Number of Sparks - Set the total number of sparks generated. - - - - 0.0 - Spark Start Point - Define the starting position for sparks. - - - - 1.0 - Spark End Point - Define the ending position for sparks. - - - - 0.5 - Spark Offset - Set the positional offset for sparks. - - - - - 6 - Number of Stars - Set the total number of stars displayed. - - - - 0.33 - Star Rotation - Control the rotational angle of stars. - - - - 0.1 - Star Size - Set the size of the stars. - - - - 0.0 - Star Start Point - Define the starting position for stars. - - - - 1.0 - Star End Point - Define the ending position for stars. - - - - - 5.0 - Blur Quality - Set the quality level for the blur effect. - - - - 1.0 - Random Seed - Define the seed value for random effects. - - - - - "rgba(255, 255, 255, 1.0)" - Primary Particle Color - Set the first color used for particles. - - - - "rgba(255, 255, 255, 1.0)" - Secondary Particle Color - Set the second color used for particles. - - - - "rgba(255, 255, 255, 1.0)" - Tertiary Particle Color - Set the third color used for particles. - - - - "rgba(255, 255, 255, 1.0)" - Quaternary Particle Color - Set the fourth color used for particles. - - - - "rgba(255, 255, 255, 1.0)" - Quinary Particle Color - Set the fifth color used for particles. - - - - "rgba(255, 255, 255, 1.0)" - Senary Particle Color - Set the sixth color used for particles. - - - - - "rgba(255, 0, 0, 1.0)" - Primary Star Color - Set the first color used for stars. - - - - "rgba(255, 255, 0, 1.0)" - Secondary Star Color - Set the second color used for stars. - - - - "rgba(0, 255, 0, 1.0)" - Tertiary Star Color - Set the third color used for stars. - - - - "rgba(0, 255, 255, 1.0)" - Quaternary Star Color - Set the fourth color used for stars. - - - - "rgba(0, 0, 255, 1.0)" - Quinary Star Color - Set the fifth color used for stars. - - - - "rgba(255, 0, 255, 1.0)" - Senary Star Color - Set the sixth color used for stars. - diff --git a/src/effects/Mushroom.js b/src/effects/Mushroom.js index 8a2f027..928aedd 100644 --- a/src/effects/Mushroom.js +++ b/src/effects/Mushroom.js @@ -201,7 +201,7 @@ export default class Effect { // format). const presets = [ { - name: _('8Bit Plumber (Default)'), + name: _('8Bit Plumber'), ScaleStyle: 0.0, SparkCount: 0, SparkColor: 'rgba(255,255,255,0.0)', diff --git a/src/effects/RGBWarp.js b/src/effects/RGBWarp.js index bc87b77..6172e45 100644 --- a/src/effects/RGBWarp.js +++ b/src/effects/RGBWarp.js @@ -38,7 +38,6 @@ export default class Effect { constructor() { this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => { // Store uniform locations of newly created shaders. - shader._uWavesize = shader.get_uniform_location('uWavesize'); shader._uBrightness = shader.get_uniform_location('uBrightness'); shader._uStretchR = shader.get_uniform_location('uStretchR'); shader._uStretchG = shader.get_uniform_location('uStretchG'); @@ -46,9 +45,6 @@ export default class Effect { // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings) => { - shader.set_uniform_float(shader._uWavesize, 1, [ - settings.get_double('rgbwarp-wavesize'), - ]); shader.set_uniform_float(shader._uBrightness, 1, [ settings.get_double('rgbwarp-brightness'), @@ -88,7 +84,7 @@ export default class Effect { // 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 _('RGB Warp Effect'); + return _('RGB Warp'); } // -------------------------------------------------------------------- API for prefs.js @@ -99,7 +95,6 @@ export default class Effect { // Empty for now... Code is added here later in the tutorial! dialog.bindAdjustment('rgbwarp-animation-time'); - dialog.bindAdjustment('rgbwarp-wavesize'); dialog.bindAdjustment('rgbwarp-brightness'); dialog.bindAdjustment('rgbwarp-offset-r'); dialog.bindAdjustment('rgbwarp-offset-g'); diff --git a/src/effects/TeamRocket.js b/src/effects/TeamRocket.js index c1ecd4b..de70709 100644 --- a/src/effects/TeamRocket.js +++ b/src/effects/TeamRocket.js @@ -99,7 +99,7 @@ export default class Effect { // 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 _('TeamRocket'); + return _('Team Rocket'); } // -------------------------------------------------------------------- API for prefs.js diff --git a/src/effects/UnicornFart.js b/src/effects/UnicornFart.js deleted file mode 100644 index de1d9aa..0000000 --- a/src/effects/UnicornFart.js +++ /dev/null @@ -1,471 +0,0 @@ -////////////////////////////////////////////////////////////////////////////////////////// -// ) ( // -// ( /( ( ( ) ( ( ( ( )\ ) ( ( // -// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // -// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // -// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // -// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // -// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // -// |__/ // -////////////////////////////////////////////////////////////////////////////////////////// - -// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com -// SPDX-License-Identifier: GPL-3.0-or-later - -'use strict'; - -// Import the Gio module from the GNOME platform (GObject Introspection). -// This module provides APIs for I/O operations, settings management, and other core -// features. -import Gio from 'gi://Gio'; - -// Import utility functions from the local utils.js file. -// These utilities likely contain helper functions or shared logic used across the -// application. -import * as utils from '../utils.js'; - -// We import the ShaderFactory only in the Shell process as it is not required in the -// preferences process. The preferences process does not create any shader instances, it -// only uses the static metadata of the effect. -const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js'); - -const _ = await utils.importGettext(); - -////////////////////////////////////////////////////////////////////////////////////////// -// I thought to myself, i said "self what would a unicorn fart look like" and then i came -// up with this, and i don't care that i'm out of the box, i think outside of the box, -// yeah f*ck that box! -////////////////////////////////////////////////////////////////////////////////////////// - -// The effect class can be used to get some metadata (like the effect's name or supported -// GNOME Shell versions), to initialize the respective page of the settings dialog, as -// well as to create the actual shader for the effect. -export default class Effect { - // The constructor creates a ShaderFactory which will be used by extension.js to create - // shader instances for this effect. The shaders will be automagically created using the - // GLSL file in resources/shaders/.glsl. The callback will be called for each - // newly created shader instance. - constructor() { - this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => { - // Store uniform locations of newly created shaders. - - // shader._uParticles = shader.get_uniform_location('uParticles'); - // shader._uParticleSize = shader.get_uniform_location('uParticleSize'); - // shader._uParticleSpeed = shader.get_uniform_location('uParticleSpeed'); - // shader._uParticleColorRandom = - // shader.get_uniform_location('uParticleColorRandom'); shader._uParticleColorSpeed - // = shader.get_uniform_location('uParticleColorSpeed'); - - shader._uSparkCount = shader.get_uniform_location('uSparkCount'); - shader._uSparkStartEnd = shader.get_uniform_location('uSparkStartEnd'); - shader._uSparkOffset = shader.get_uniform_location('uSparkOffset'); - shader._uSparkCount = shader.get_uniform_location('uSparkCount'); - - shader._uStarCount = shader.get_uniform_location('uStarCount'); - shader._uStarRot = shader.get_uniform_location('uStarRot'); - shader._uStarSize = shader.get_uniform_location('uStarSize'); - shader._uStarStartEnd = shader.get_uniform_location('uStarStartEnd'); - - shader._uBlurQuality = shader.get_uniform_location('uBlurQuality'); - shader._uSeed = shader.get_uniform_location('uSeed'); - - shader._uStarColors = [ - shader.get_uniform_location('uStarColor0'), - shader.get_uniform_location('uStarColor1'), - shader.get_uniform_location('uStarColor2'), - shader.get_uniform_location('uStarColor3'), - shader.get_uniform_location('uStarColor4'), - shader.get_uniform_location('uStarColor5'), - ]; - - shader._uParticleColors = [ - shader.get_uniform_location('uSparkColor0'), - shader.get_uniform_location('uSparkColor1'), - shader.get_uniform_location('uSparkColor2'), - shader.get_uniform_location('uSparkColor3'), - shader.get_uniform_location('uSparkColor4'), - shader.get_uniform_location('uSparkColor5'), - ]; - - // Write all uniform values at the start of each animation. - shader.connect('begin-animation', (shader, settings) => { - for (let i = 0; i <= 5; i++) { - shader.set_uniform_float( - shader._uStarColors[i], 4, - utils.parseColor(settings.get_string('unicorn-fart-star-color-' + i))); - } - - for (let i = 0; i <= 5; i++) { - shader.set_uniform_float( - shader._uParticleColors[i], 4, - utils.parseColor(settings.get_string('unicorn-fart-spark-color-' + i))); - } - - - shader.set_uniform_float(shader._uSparkCount, 1, - [settings.get_int('unicorn-fart-spark-count')]); - - shader.set_uniform_float(shader._uSparkStartEnd, 2, [ - settings.get_double('unicorn-fart-spark-start'), - settings.get_double('unicorn-fart-spark-end') - ]); - - shader.set_uniform_float(shader._uSparkOffset, 1, - [settings.get_double('unicorn-fart-spark-offset')]); - - shader.set_uniform_float(shader._uStarCount, 1, - [settings.get_int('unicorn-fart-star-count')]); - - shader.set_uniform_float(shader._uStarRot, 1, - [settings.get_double('unicorn-fart-star-rotation')]); - - shader.set_uniform_float(shader._uStarSize, 1, - [settings.get_double('unicorn-fart-star-size')]); - - shader.set_uniform_float(shader._uStarStartEnd, 2, [ - settings.get_double('unicorn-fart-star-start'), - settings.get_double('unicorn-fart-star-end') - ]); - - shader.set_uniform_float(shader._uBlurQuality, 1, - [settings.get_double('unicorn-fart-blur-quality')]); - - shader.set_uniform_float(shader._uSeed, 1, [Math.random()]); - }); - }); - } - - // ---------------------------------------------------------------------------- metadata - - // The effect is available on all GNOME Shell versions supported by this extension. - static getMinShellVersion() { - return [3, 36]; - } - - // This will be called in various places where a unique identifier for this effect is - // required. It should match the prefix of the settings keys which store whether the - // effect is enabled currently (e.g. '*-enable-effect'), and its animation time - // (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be - // named likes this. - static getNick() { - return 'unicorn-fart'; - } - - // 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 _('UnicornFart'); - } - - // -------------------------------------------------------------------- API for prefs.js - - // This is called by the preferences dialog whenever a new effect profile is loaded. It - // binds all user interface elements to the respective settings keys of the profile. - static bindPreferences(dialog) { - // Empty for now... Code is added here later in the tutorial! - - dialog.bindAdjustment('unicorn-fart-animation-time'); - - dialog.bindAdjustment('unicorn-fart-spark-count'); - dialog.bindAdjustment('unicorn-fart-spark-start'); - dialog.bindAdjustment('unicorn-fart-spark-end'); - dialog.bindAdjustment('unicorn-fart-spark-offset'); - - dialog.bindAdjustment('unicorn-fart-star-count'); - dialog.bindAdjustment('unicorn-fart-star-rotation'); - dialog.bindAdjustment('unicorn-fart-star-size'); - dialog.bindAdjustment('unicorn-fart-star-start'); - dialog.bindAdjustment('unicorn-fart-star-end'); - dialog.bindAdjustment('unicorn-fart-blur-quality'); - - // switches - dialog.bindSwitch('unicorn-fart-particles-enable'); - - // star-color - dialog.bindColorButton('unicorn-fart-star-color-0'); - dialog.bindColorButton('unicorn-fart-star-color-1'); - dialog.bindColorButton('unicorn-fart-star-color-2'); - dialog.bindColorButton('unicorn-fart-star-color-3'); - dialog.bindColorButton('unicorn-fart-star-color-4'); - dialog.bindColorButton('unicorn-fart-star-color-5'); - - // particle-colors - dialog.bindColorButton('unicorn-fart-spark-color-0'); - dialog.bindColorButton('unicorn-fart-spark-color-1'); - dialog.bindColorButton('unicorn-fart-spark-color-2'); - dialog.bindColorButton('unicorn-fart-spark-color-3'); - dialog.bindColorButton('unicorn-fart-spark-color-4'); - dialog.bindColorButton('unicorn-fart-spark-color-5'); - - - - // Ensure the button connections and other bindings happen only once, - // even if the bindPreferences function is called multiple times. - if (!Effect._isConnected) { - Effect._isConnected = true; - - // Bind the "reset-unicorn-fart-spark-colors" button to reset all star colors to - // their default values. - dialog.getBuilder() - .get_object('reset-unicorn-fart-spark-colors') - .connect('clicked', () => { - // Reset each mushroom star color setting. - dialog.getProfileSettings().reset('unicorn-fart-spark-color-0'); - dialog.getProfileSettings().reset('unicorn-fart-spark-color-1'); - dialog.getProfileSettings().reset('unicorn-fart-spark-color-2'); - dialog.getProfileSettings().reset('unicorn-fart-spark-color-3'); - dialog.getProfileSettings().reset('unicorn-fart-spark-color-4'); - dialog.getProfileSettings().reset('unicorn-fart-spark-color-5'); - }); - - dialog.getBuilder() - .get_object('reset-unicorn-fart-star-colors') - .connect('clicked', () => { - // Reset each mushroom star color setting. - dialog.getProfileSettings().reset('unicorn-fart-star-color-0'); - dialog.getProfileSettings().reset('unicorn-fart-star-color-1'); - dialog.getProfileSettings().reset('unicorn-fart-star-color-2'); - dialog.getProfileSettings().reset('unicorn-fart-star-color-3'); - dialog.getProfileSettings().reset('unicorn-fart-star-color-4'); - dialog.getProfileSettings().reset('unicorn-fart-star-color-5'); - }); - - - // Initialize the preset dropdown menu for mushroom star colors. - Effect._createUnicornFartPresets(dialog); - } - } - - // ---------------------------------------------------------------- API for extension.js - - // The getActorScale() is called from extension.js to adjust the actor's size during the - // animation. This is useful if the effect requires drawing something beyond the usual - // bounds of the actor. This only works for GNOME 3.38+. - static getActorScale(settings, forOpening, actor) { - return {x: 2.0, y: 2.0}; - } - - // ---------------------------------------------------------------- Presets - - // This function initializes the preset dropdown menu for configuring fire options. - // It defines multiple color presets for the "mushroom star" effect and sets up - // the logic to apply these presets when selected. - - static _createUnicornFartPresets(dialog) { - // Retrieve the builder object for the dialog and connect to the "realize" event of - // the button. - dialog.getBuilder() - .get_object('unicorn-fart-preset-button') - .connect('realize', (widget) => { - // Define an array of color presets, each with a name and six color values (RGBA - // format). - const presets = [ - { - name: _('Unicorn Fart (Default)'), - SparkCount: 25, - SparkStart: 0.0, - SparkEnd: 1.0, - SparkOffset: 1.0, - - StarCount: 6, - StarRot: 0.33, - StarSize: 0.10, - StarStart: 0.0, - StarEnd: 1.0, - - BlurQuality: 5.0, - - Sparkcolor0: 'rgba(255,255,255,1.0)', - Sparkcolor1: 'rgba(255,255,255,1.0)', - Sparkcolor2: 'rgba(255,255,255,1.0)', - Sparkcolor3: 'rgba(255,255,255,1.0)', - Sparkcolor4: 'rgba(255,255,255,1.0)', - Sparkcolor5: 'rgba(255,255,255,1.0)', - - - Starcolor0: 'rgba(255,0,0,1.0)', - Starcolor1: 'rgba(255,255,0,1.0)', - Starcolor2: 'rgba(0,255,0,1.0)', - Starcolor3: 'rgba(0,255,255,1.0)', - Starcolor4: 'rgba(0,0,255,1.0)', - Starcolor5: 'rgba(255,0,255,1.0)', - - - }, - { - name: _('Fairy🧚'), - SparkCount: 100, - SparkStart: 0.0, - SparkEnd: 1.0, - SparkOffset: 1.0, - - StarCount: 0, - StarRot: 0.33, - StarSize: 0.10, - StarStart: 0.0, - StarEnd: 1.0, - - BlurQuality: 5.0, - - Sparkcolor0: 'rgba(255,255,255,1.0)', - Sparkcolor1: 'rgba(255,255,255,1.0)', - Sparkcolor2: 'rgba(255,255,255,1.0)', - Sparkcolor3: 'rgba(255,255,255,1.0)', - Sparkcolor4: 'rgba(255,255,255,1.0)', - Sparkcolor5: 'rgba(255,255,255,1.0)', - - - Starcolor0: 'rgba(255,0,0,1.0)', - Starcolor1: 'rgba(255,255,0,1.0)', - Starcolor2: 'rgba(0,255,0,1.0)', - Starcolor3: 'rgba(0,255,255,1.0)', - Starcolor4: 'rgba(0,0,255,1.0)', - Starcolor5: 'rgba(255,0,255,1.0)', - - - }, - { - name: _('Ring of Fire ❤️‍🔥'), - SparkCount: 100, - SparkStart: 0.0, - SparkEnd: 1.0, - SparkOffset: 1.0, - - StarCount: 25, - StarRot: 3.0, - StarSize: 0.10, - StarStart: 0.0, - StarEnd: 1.0, - - BlurQuality: 5.0, - - Sparkcolor0: 'rgba(255,0,0,1.0)', // Deep red - Sparkcolor1: 'rgba(255,69,0,1.0)', // Fiery orange-red - Sparkcolor2: 'rgba(255,140,0,1.0)', // Orange - Sparkcolor3: 'rgba(255,215,0,1.0)', // Bright yellow - Sparkcolor4: 'rgba(255,255,102,1.0)', // Light yellow - Sparkcolor5: 'rgba(255,255,255,1.0)', // White (hottest point) - - Starcolor0: 'rgba(255,0,0,1.0)', // Deep red - Starcolor1: 'rgba(255,69,0,1.0)', // Fiery orange-red - Starcolor2: 'rgba(255,140,0,1.0)', // Orange - Starcolor3: 'rgba(255,215,0,1.0)', // Bright yellow - Starcolor4: 'rgba(255,255,102,1.0)', // Light yellow - Starcolor5: 'rgba(255,255,255,1.0)', // White (hottest point) - - }, - { - name: _('Mystic 🪄'), - SparkCount: 100, - SparkStart: 0.0, - SparkEnd: 1.0, - SparkOffset: 1.0, - - StarCount: 25, - StarRot: 3.0, - StarSize: 0.10, - StarStart: 0.0, - StarEnd: 1.0, - - BlurQuality: 5.0, - - Sparkcolor0: 'rgba(75,0,130,1.0)', // Indigo - Sparkcolor1: 'rgba(138,43,226,1.0)', // Blue-violet - Sparkcolor2: 'rgba(0,191,255,1.0)', // Deep sky blue - Sparkcolor3: 'rgba(0,255,127,1.0)', // Spring green - Sparkcolor4: 'rgba(173,255,47,1.0)', // Green-yellow - Sparkcolor5: 'rgba(255,20,147,1.0)', // Deep pink - - Starcolor0: 'rgba(75,0,130,1.0)', // Indigo - Starcolor1: 'rgba(138,43,226,1.0)', // Blue-violet - Starcolor2: 'rgba(0,191,255,1.0)', // Deep sky blue - Starcolor3: 'rgba(0,255,127,1.0)', // Spring green - Starcolor4: 'rgba(173,255,47,1.0)', // Green-yellow - Starcolor5: 'rgba(255,20,147,1.0)', // Deep pink - - }, - ]; - - // Create a new menu model to hold the presets and an action group for handling - // selections. - const menu = Gio.Menu.new(); - const group = Gio.SimpleActionGroup.new(); - const groupName = 'presets'; - - // Iterate over the presets to populate the menu. - presets.forEach((preset, i) => { - // Define an action name based on the preset index. - const actionName = 'unicorn-fart' + i; - - // Append the preset name to the menu. - menu.append(preset.name, groupName + '.' + actionName); - - // Create a new action for the preset. - let action = Gio.SimpleAction.new(actionName, null); - - // Connect the action to a function that loads the preset colors into the - // dialog. - action.connect('activate', () => { - dialog.getProfileSettings().set_int('unicorn-fart-spark-count', - preset.SparkCount); - dialog.getProfileSettings().set_double('unicorn-fart-spark-start', - preset.SparkStart); - dialog.getProfileSettings().set_double('unicorn-fart-spark-end', - preset.SparkEnd); - dialog.getProfileSettings().set_double('unicorn-fart-spark-offset', - preset.SparkOffset); - - dialog.getProfileSettings().set_int('unicorn-fart-star-count', - preset.StarCount); - dialog.getProfileSettings().set_double('unicorn-fart-star-rotation', - preset.StarRot); - dialog.getProfileSettings().set_double('unicorn-fart-star-size', - preset.StarSize); - dialog.getProfileSettings().set_double('unicorn-fart-star-start', - preset.StarStart); - dialog.getProfileSettings().set_double('unicorn-fart-star-end', - preset.StarEnd); - - dialog.getProfileSettings().set_double('unicorn-fart-blur-quality', - preset.BlurQuality); - - dialog.getProfileSettings().set_string('unicorn-fart-spark-color-0', - preset.Sparkcolor0); - dialog.getProfileSettings().set_string('unicorn-fart-spark-color-1', - preset.Sparkcolor1); - dialog.getProfileSettings().set_string('unicorn-fart-spark-color-2', - preset.Sparkcolor2); - dialog.getProfileSettings().set_string('unicorn-fart-spark-color-3', - preset.Sparkcolor3); - dialog.getProfileSettings().set_string('unicorn-fart-spark-color-4', - preset.Sparkcolor4); - dialog.getProfileSettings().set_string('unicorn-fart-spark-color-5', - preset.Sparkcolor5); - - dialog.getProfileSettings().set_string('unicorn-fart-star-color-0', - preset.Starcolor0); - dialog.getProfileSettings().set_string('unicorn-fart-star-color-1', - preset.Starcolor1); - dialog.getProfileSettings().set_string('unicorn-fart-star-color-2', - preset.Starcolor2); - dialog.getProfileSettings().set_string('unicorn-fart-star-color-3', - preset.Starcolor3); - dialog.getProfileSettings().set_string('unicorn-fart-star-color-4', - preset.Starcolor4); - dialog.getProfileSettings().set_string('unicorn-fart-star-color-5', - preset.Starcolor5); - }); - - // Add the action to the action group. - group.add_action(action); - }); - - // Assign the populated menu to the preset button. - dialog.getBuilder().get_object('unicorn-fart-preset-button').set_menu_model(menu); - - // Insert the action group into the root widget for handling the presets. - const root = widget.get_root(); - root.insert_action_group(groupName, group); - }); - } -} \ No newline at end of file