🔧 Gradually fade out windows
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@@ -13,6 +13,8 @@
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'use strict';
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'use strict';
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const {Clutter} = imports.gi;
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const ExtensionUtils = imports.misc.extensionUtils;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.utils;
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const utils = Me.imports.utils;
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@@ -30,6 +32,8 @@ class Extension {
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// from GNOME Tweaks, when you log in or when the screen is unlocked.
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// from GNOME Tweaks, when you log in or when the screen is unlocked.
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enable() {
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enable() {
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// imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = 2000;
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// Store a reference to the settings object.
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// Store a reference to the settings object.
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// this._settings = ExtensionUtils.getSettings();
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// this._settings = ExtensionUtils.getSettings();
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@@ -38,12 +42,39 @@ class Extension {
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const transition = actor.get_transition(property);
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const transition = actor.get_transition(property);
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if (transition) {
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if (transition) {
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transition.set_to(value);
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transition.set_to(value);
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transition.set_progress_mode(Clutter.AnimationMode.EASE_OUT_QUAD);
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}
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}
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};
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};
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tweakTransition('opacity', 255);
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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tweakTransition('scale-y', 1);
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const shader = new Clutter.ShaderEffect({
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shader_type: Clutter.ShaderType.FRAGMENT_SHADER,
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});
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shader.set_shader_source(`
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uniform sampler2D texture;
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uniform float progress;
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const float BLEND_RANGE = 0.1;
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void main(void) {
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float t = cogl_tex_coord_in[0].t * (1 - BLEND_RANGE);
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float alpha = 1 - clamp((progress - t) / BLEND_RANGE, 0, 1);
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// This uses premultiplied alpha.
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cogl_color_out = texture2D(texture, cogl_tex_coord_in[0].st) * alpha;
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}
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`);
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actor.add_effect(shader);
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const transition = actor.get_transition('opacity');
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transition.connect('new-frame', (t) => {
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shader.set_uniform_value('progress', t.get_progress());
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});
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});
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});
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}
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}
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