diff --git a/resources/shaders/unicorn-fart.frag b/resources/shaders/unicorn-fart.frag index 9ba9729..7a63590 100644 --- a/resources/shaders/unicorn-fart.frag +++ b/resources/shaders/unicorn-fart.frag @@ -32,29 +32,24 @@ // The width of the fading effect is loaded from the settings. -uniform bool uParticles; -uniform float uParticleSize; -uniform float uParticleSpeed; -uniform float uParticleColorRandom; -uniform float uParticleColorSpeed; uniform float uSparkCount; -uniform vec2 uSparkStartEnd; +uniform vec2 uSparkStartEnd; uniform float uSparkOffset; uniform float uStarCount; uniform float uStarRot; uniform float uStarSize; -uniform vec2 uStarStartEnd; +uniform vec2 uStarStartEnd; uniform float uBlurQuality; uniform float uSeed; //particle colors -uniform vec4 uParticleColor0; -uniform vec4 uParticleColor1; -uniform vec4 uParticleColor2; -uniform vec4 uParticleColor3; -uniform vec4 uParticleColor4; -uniform vec4 uParticleColor5; +uniform vec4 uSparkColor0; +uniform vec4 uSparkColor1; +uniform vec4 uSparkColor2; +uniform vec4 uSparkColor3; +uniform vec4 uSparkColor4; +uniform vec4 uSparkColor5; //star colors uniform vec4 uStarColor0; @@ -65,47 +60,6 @@ uniform vec4 uStarColor4; uniform vec4 uStarColor5; - -/* -bool uParticles = True; -float uParticleSize = 100.0; -float uParticleSpeed = 10.0; -float uParticleColorRandom = 1.0; -float uParticleColorSpeed = 1.0; - -float uSparkCount = 50.0; -vec2 uSparkStartEnd = vec2(0.1,0.75); -float uSparkOffset = 0.25; - -float uStarCount = 5.0; -float uStarRot = 1.0; -float uStarSize = 0.1; -vec2 uStarStartEnd = vec2(0.0,0.66); - -float uBlurQuality = 5.0; -vec4 uSeed = vec4(1.0,0.1,0.5,1.0); - - -//bold colors -vec4 uParticleColor0 = vec4(1.0, 0.0, 0.0, 0.0); -vec4 uParticleColor1 = vec4(1.0, 1.0, 0.0, 0.0); -vec4 uParticleColor2 = vec4(0.0, 1.0, 0.0, 0.0); -vec4 uParticleColor3 = vec4(0.0, 0.0, 1.0, 0.0); -vec4 uParticleColor4 = vec4(1.0, 0.0, 1.0, 0.0); -vec4 uParticleColor5 = vec4(0.0, 1.0, 1.0, 0.0); - - -vec4 uStarColor0 = vec4(1.0, 0.0, 0.0, 0.0); -vec4 uStarColor1 = vec4(1.0, 1.0, 0.0, 0.0); -vec4 uStarColor2 = vec4(0.0, 1.0, 0.0, 0.0); -vec4 uStarColor3 = vec4(0.0, 0.0, 1.0, 0.0); -vec4 uStarColor4 = vec4(1.0, 0.0, 1.0, 0.0); -vec4 uStarColor5 = vec4(1.0, 0.0, 0.0, 0.0); -*/ - - - - // Define a constant for 2 * PI (tau), which represents a full circle in radians. const float PI = 3.14159265359; const float tau = 6.28318530718; @@ -253,61 +207,9 @@ float FadeInOut(float t, float power) return s; } -float getSparks(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; - - - for (float i = 0.0; i < uSparkCount ; ++i) - { - - vec4 v4 = hash41( i * uSeed.x); - - - // float speed = (1.0 - t) ;//* v4.y; - - //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 - ); - - result += s; - - } - - - // result = pow(result,1.0); - - result *= FadeInOut(iTexCoord.s,8.0); - result *= FadeInOut(iTexCoord.t,8.0); - - return clamp(result,0.0,1.0); - -} - - -//returns the particle's color -vec4 getParticleColors(float v, float alpha) { +//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); @@ -322,12 +224,12 @@ vec4 getParticleColors(float v, float alpha) { // Define color values vec4 colors[6]; - colors[0] = uParticleColor0 ; - colors[1] = uParticleColor1 ; - colors[2] = uParticleColor2 ; - colors[3] = uParticleColor3 ; - colors[4] = uParticleColor4 ; - colors[5] = uParticleColor5 ; + 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) { @@ -355,6 +257,69 @@ vec4 getParticleColors(float v, float alpha) { } + +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); @@ -444,6 +409,7 @@ float getStar(vec2 uv, vec2 center, float npoints, float radiusRatio, float size } +//convert the XY to angle float XYtoAngle(vec2 XY) { return atan(XY.y, XY.x); @@ -457,12 +423,13 @@ vec4 getStars(float t) float aspect = uSize.x / uSize.y; vec2 uv = iTexCoord.st * vec2(aspect,1.0); - float result = 0.0; - + // 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 @@ -486,41 +453,24 @@ vec4 getStars(float t) PI //rotation ); - result += s; + + 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); } - result *= FadeInOut(iTexCoord.s,8.0); - result *= FadeInOut(iTexCoord.t,8.0); - result = clamp(result,0.0,1.0); - - vec4 color = getStarColors( - (XYtoAngle(iTexCoord.st * 2.0 - 1.0) + PI) / tau - , 1.0); - - return vec4(color.rgb,result); + return result; } -//gets the particles -vec4 getParticles(float alpha) -{ - vec2 uv = iTexCoord.st; - - float particles = pow((simplex3D(vec3(uv * uParticleSize, uParticleSpeed * uProgress ))), 3.0); - - float pc = simplex3D(vec3(uv * uParticleColorRandom, uParticleColorSpeed * uProgress )); - vec4 particleColor = getParticleColors(pc,1.0); - - particles *= alpha; - - return vec4(particleColor.rgb,particles); -} - - void main() { // Calculate the progression value based on the animation direction. // If opening, use uProgress as-is; if closing, invert the progression. @@ -537,32 +487,34 @@ void main() { //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(iTexCoord.st, ztomo * 100.0,uBlurQuality); + vec4 oColor = blur(uv, ioCubic * 200.0,uBlurQuality); - //apply mask - oColor.a *= getMask(1.0 - ioSine); - - //get and apply particles - if (uParticles) - { - vec4 particles = getParticles(oColor.a); - oColor = mix(oColor,particles,ztomo); - } + oColor.a *= (1.0 - ioSine); //get and apply sparks if (uSparkCount > 0) { - float sparks = getSparks(progress); - oColor = alphaOver(oColor, vec4(1.0,1.0,1.0,sparks)); + vec4 sparks = getSparks(ioSine); + oColor = alphaOver(oColor, sparks); } //get and apply stars if (uStarCount > 0 ) { - oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,progress))); + oColor = alphaOver(oColor, getStars(mix(0.0001,0.999,ioSine))); } setOutputColor(oColor); diff --git a/resources/ui/adw/unicorn-fart.ui b/resources/ui/adw/unicorn-fart.ui index 07d9417..9450b81 100644 --- a/resources/ui/adw/unicorn-fart.ui +++ b/resources/ui/adw/unicorn-fart.ui @@ -48,157 +48,16 @@ SPDX-License-Identifier: GPL-3.0-or-later - - - - Enable Particles - unicorn-fart-particles-enable + + Effect Presets + unicorn-fart-preset-button + - + center - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - - Particle Size - - - center - 1 - 2 - left - 300 - - - 100.0 - 1.0 - 1.0 - 10.0 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - - Particle Speed - - - center - 1 - 2 - left - 300 - - - 50.0 - 0.1 - 0.1 - 1.0 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Particle Color Random - - - center - 1 - 2 - left - 300 - - - 100.0 - 0.1 - 0.1 - 1.0 - - - - - - - edit-clear-symbolic - center - Reset to Default Value - - - - - - - - - Particle Color Speed - - - center - 1 - 2 - left - 300 - - - 100.0 - 0.1 - 0.1 - 1.0 - - - - - - - edit-clear-symbolic - center - Reset to Default Value + Choose a Preset @@ -351,7 +210,7 @@ SPDX-License-Identifier: GPL-3.0-or-later 300 - 50 + 25 0 1 5 @@ -417,7 +276,7 @@ SPDX-License-Identifier: GPL-3.0-or-later 300 - 1.0 + 0.1 0.0 0.1 0.5 @@ -548,42 +407,42 @@ SPDX-License-Identifier: GPL-3.0-or-later - + 1 1 center - + 1 1 center - + 1 1 center - + 1 1 center - + 1 1 center - + 1 1 center @@ -592,7 +451,7 @@ SPDX-License-Identifier: GPL-3.0-or-later - + 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 7c3c44d..80afe51 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 @@ -1149,36 +1149,6 @@ SPDX-License-Identifier: CC0-1.0 The time the Unicorn Fart effect takes. - - - false - Enable Particles - Toggle whether particles are enabled in the effect. - - - - 1.0 - Particle Size - Set the size of the particles. - - - - 1.0 - Particle Speed - Control the speed of the particles. - - - - 0.0 - Particle Color Randomness - Adjust the randomness of particle colors. - - - - 1.0 - Particle Color Change Speed - Set the speed of particle color transitions. - @@ -1200,26 +1170,26 @@ SPDX-License-Identifier: CC0-1.0 - 0.0 + 0.5 Spark Offset Set the positional offset for sparks. - 5 + 6 Number of Stars Set the total number of stars displayed. - 0.0 + 0.33 Star Rotation Control the rotational angle of stars. - 1.0 + 0.1 Star Size Set the size of the stars. @@ -1250,38 +1220,38 @@ SPDX-License-Identifier: CC0-1.0 - - "rgba(255, 0, 0, 1.0)" + + "rgba(255, 255, 255, 1.0)" Primary Particle Color Set the first color used for particles. - - "rgba(0, 255, 0, 1.0)" + + "rgba(255, 255, 255, 1.0)" Secondary Particle Color Set the second color used for particles. - - "rgba(0, 0, 255, 1.0)" + + "rgba(255, 255, 255, 1.0)" Tertiary Particle Color Set the third color used for particles. - - "rgba(255, 255, 0, 1.0)" + + "rgba(255, 255, 255, 1.0)" Quaternary Particle Color Set the fourth color used for particles. - - "rgba(255, 0, 255, 1.0)" + + "rgba(255, 255, 255, 1.0)" Quinary Particle Color Set the fifth color used for particles. - - "rgba(0, 255, 255, 1.0)" + + "rgba(255, 255, 255, 1.0)" Senary Particle Color Set the sixth color used for particles. @@ -1294,31 +1264,31 @@ SPDX-License-Identifier: CC0-1.0 - "rgba(0, 255, 0, 1.0)" + "rgba(255, 255, 0, 1.0)" Secondary Star Color Set the second color used for stars. - "rgba(0, 0, 255, 1.0)" + "rgba(0, 255, 0, 1.0)" Tertiary Star Color Set the third color used for stars. - "rgba(255, 255, 0, 1.0)" + "rgba(0, 255, 255, 1.0)" Quaternary Star Color Set the fourth color used for stars. - "rgba(255, 0, 255, 1.0)" + "rgba(0, 0, 255, 1.0)" Quinary Star Color Set the fifth color used for stars. - "rgba(0, 255, 255, 1.0)" + "rgba(255, 0, 255, 1.0)" Senary Star Color Set the sixth color used for stars. diff --git a/src/Shader.js b/src/Shader.js index f0b36d5..b6d3398 100644 --- a/src/Shader.js +++ b/src/Shader.js @@ -65,8 +65,10 @@ export var Shader = GObject.registerClass({ // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl // resolving any #includes in this file. _init(nick) { + log(`Shader initialized with params: ${JSON.stringify(nick)}`); + this._nick = nick; - + // This will call vfunc_build_pipeline(). super._init(); @@ -96,6 +98,7 @@ export var Shader = GObject.registerClass({ // Clean up if the animation finished or was interrupted. this._timeline.connect('stopped', (t, finished) => { + // log(`Shader initialized with params: ${JSON.stringify(t)}`); this.endAnimation(); }); } @@ -151,6 +154,9 @@ export var Shader = GObject.registerClass({ endAnimation() { // This will call endAnimation() again, so we can return for now. if (this._timeline.is_playing()) { + // log(`Shader initialized with params: + // ${JSON.stringify(this._timeline.is_playing())}`); + this._timeline.stop(); return; } diff --git a/src/effects/UnicornFart.js b/src/effects/UnicornFart.js index 99e3d28..2206939 100644 --- a/src/effects/UnicornFart.js +++ b/src/effects/UnicornFart.js @@ -32,7 +32,9 @@ 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! +// 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 @@ -47,24 +49,25 @@ export default class Effect { 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._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._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._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._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._uSeed = shader.get_uniform_location('uSeed'); shader._uStarColors = [ shader.get_uniform_location('uStarColor0'), @@ -76,80 +79,59 @@ export default class Effect { ]; shader._uParticleColors = [ - shader.get_uniform_location('uParticlesColor0'), - shader.get_uniform_location('uParticlesColor1'), - shader.get_uniform_location('uParticlesColor2'), - shader.get_uniform_location('uParticlesColor3'), - shader.get_uniform_location('uParticlesColor4'), - shader.get_uniform_location('uParticlesColor5'), + 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'), ]; - - // shader._uFadeWidth = shader.get_uniform_location('uFadeWidth'); - // Write all uniform values at the start of each animation. - shader.connect('begin-animation', - (shader, settings) => { + 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._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))); + } - for (let i = 0; i <= 5; i++) { - shader.set_uniform_float( - shader._uParticleColors[i], 4, - utils.parseColor(settings.get_string('unicorn-fart-particle-color-' + i))); - } - shader.set_uniform_float(shader._uParticles, 1, - [settings.get_boolean('unicorn-fart-particles-enable')]); + shader.set_uniform_float(shader._uSparkCount, 1, + [settings.get_int('unicorn-fart-spark-count')]); - shader.set_uniform_float(shader._uParticleSize, 1, - [settings.get_double('unicorn-fart-particle-size')]); + 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._uParticleSpeed, 1, - [settings.get_double('unicorn-fart-particle-speed')]); + shader.set_uniform_float(shader._uSparkOffset, 1, + [settings.get_double('unicorn-fart-spark-offset')]); - shader.set_uniform_float(shader._uParticleColorRandom, 1, - [settings.get_double('unicorn-fart-particle-color-random')]); + shader.set_uniform_float(shader._uStarCount, 1, + [settings.get_int('unicorn-fart-star-count')]); - shader.set_uniform_float(shader._uParticleColorSpeed, 1, - [settings.get_double('unicorn-fart-particle-color-speed')]); + shader.set_uniform_float(shader._uStarRot, 1, + [settings.get_double('unicorn-fart-star-rotation')]); - shader.set_uniform_float(shader._uSparkCount, 1, - [settings.get_int('unicorn-fart-spark-count')]); + shader.set_uniform_float(shader._uStarSize, 1, + [settings.get_double('unicorn-fart-star-size')]); - 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._uStarStartEnd, 2, [ + settings.get_double('unicorn-fart-star-start'), + settings.get_double('unicorn-fart-star-end') + ]); - shader.set_uniform_float(shader._uSparkOffset, 1, - [settings.get_double('unicorn-fart-spark-offset')]); + shader.set_uniform_float(shader._uBlurQuality, 1, + [settings.get_double('unicorn-fart-blur-quality')]); - 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()]); - - }); + shader.set_uniform_float(shader._uSeed, 1, [Math.random()]); + }); }); } @@ -184,12 +166,6 @@ export default class Effect { dialog.bindAdjustment('unicorn-fart-animation-time'); - //ints and floats - dialog.bindAdjustment('unicorn-fart-particle-size'); - dialog.bindAdjustment('unicorn-fart-particle-speed'); - dialog.bindAdjustment('unicorn-fart-particle-color-random'); - dialog.bindAdjustment('unicorn-fart-particle-color-speed'); - dialog.bindAdjustment('unicorn-fart-spark-count'); dialog.bindAdjustment('unicorn-fart-spark-start'); dialog.bindAdjustment('unicorn-fart-spark-end'); @@ -202,10 +178,10 @@ export default class Effect { dialog.bindAdjustment('unicorn-fart-star-end'); dialog.bindAdjustment('unicorn-fart-blur-quality'); - //switches + // switches dialog.bindSwitch('unicorn-fart-particles-enable'); - //star-color + // star-color dialog.bindColorButton('unicorn-fart-star-color-0'); dialog.bindColorButton('unicorn-fart-star-color-1'); dialog.bindColorButton('unicorn-fart-star-color-2'); @@ -213,14 +189,51 @@ export default class Effect { dialog.bindColorButton('unicorn-fart-star-color-4'); dialog.bindColorButton('unicorn-fart-star-color-5'); - //particle-colors - dialog.bindColorButton('unicorn-fart-particle-color-0'); - dialog.bindColorButton('unicorn-fart-particle-color-1'); - dialog.bindColorButton('unicorn-fart-particle-color-2'); - dialog.bindColorButton('unicorn-fart-particle-color-3'); - dialog.bindColorButton('unicorn-fart-particle-color-4'); - dialog.bindColorButton('unicorn-fart-particle-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 @@ -229,6 +242,183 @@ export default class Effect { // 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: 1.0, y: 1.0}; + 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) + + + + }, + ]; + + // 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