diff --git a/README.md b/README.md index f7e5ee9..3dae2da 100644 --- a/README.md +++ b/README.md @@ -30,6 +30,7 @@ This extension is not only more useless than the cube, but it is also much more | Effect | Preview | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- | | **Apparition**
This effect hides your windows by violently sucking them into the void of magic! | | +| **Aura Glow**
A radiant edge-lit animation | | | **Broken Glass**
Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! | | | **Doom**
Melt your windows. Inspired by the legendary screen transitions of the original Doom. | | | **Energize A**
Beam your windows away! | | @@ -41,15 +42,19 @@ This extension is not only more useless than the cube, but it is also much more | **Hexagon**
With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | | | **Incinerate**
A less snappy but definitely more fancy take on the fire effect. | | | **Matrix**
Turn your windows into a shower of green letters! The color is actually configurable. | | +| **Mushroom**
Inspired by your favorite italian plumber! | | | **Paint Brush**
Paint or erase your windows with a thick paint brush. | | | **Pixelate**
Pixelate your windows and randomly hide pixels until the entire window is gone. | | | **Pixel Wheel**
This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | | | **Pixel Wipe**
This effect pixelates the window and hides the pixels radially, starting from the pointer position. | | | **Portal**
This ridiculous effect teleports your windows from and to alternative dimensions. It may resemble the portal from a well-known cartoon series... | | +| **RGB Warp**
Red Blue and Green go bye bye. | | | **Snap of Disintegration**
Dissolve your windows into a cloud of dust. | | +| **TeamRocket**
... is blasting off again! | | | **T-Rex Attack**
Destroy your windows with a series of violent slashes! | | | **TV Effect**
This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | | | **TV Glitch**
This effect combines the Glitch and the TV Effect. | | +| **Unicorn Fart**
Sniff the Rainbow! | | | **Wisps**
Let your windows be carried away to the realm of dreams by these little fairies! | | | **Your Effect!**
The extension is very modular and with a bit of creativity and GLSL knowledge, [you can easily create your own effects](docs/how-to-create-new-effects.md). | [![Create your own effects](docs/pics/custom.jpg)](docs/how-to-create-new-effects.md) | @@ -66,6 +71,7 @@ Below is a table which summarizes the current availability for all effects. 3.36 3.3840+5.25.0+ Apparition ✅ ✅ +Aura Glow ✅ ✅ ✅ ✅ Broken Glass ✅ Doom ✅ ✅ ✅ Energize A ✅ ✅ ✅ ✅ @@ -77,15 +83,19 @@ Below is a table which summarizes the current availability for all effects. Hexagon ✅ ✅ ✅ ✅ Incinerate ✅ ✅ ✅ ✅ Matrix ✅ +Mushroom ✅ ✅ ✅ ✅✅ Paint Brush ✅ Pixelate ✅ ✅ ✅ ✅ Pixel Wheel ✅ ✅ ✅ ✅ Pixel Wipe ✅ ✅ ✅ ✅ Portal ✅ ✅ ✅ ✅ +RGB Warp ✅ ✅ ✅ ✅ Snap of Disintegration ✅ +TeamRocket ✅ ✅ ✅ ✅ T-Rex Attack ✅ TV Effect ✅ ✅ ✅ ✅ TV Glitch ✅ ✅ ✅ ✅ +Unicorn Fart ✅ ✅ ✅ ✅ Wisps ✅ ✅ ✅ ✅ diff --git a/docs/how-to-create-new-effects.md b/docs/how-to-create-new-effects.md index 2a49b23..bab6f7d 100644 --- a/docs/how-to-create-new-effects.md +++ b/docs/how-to-create-new-effects.md @@ -394,3 +394,39 @@ make install && pkill -f '.Extensions' && sleep 2 ; gnome-extensions prefs burn- That's it! If you have any questions, feel free to [ask them on the discussions board](https://github.com/Schneegans/Burn-My-Windows/discussions). If you are happy with your effect, submit a pull request, and it may get included in the next version! + + +## Install Dependencies (if needed) +the list below might not be 100% correct, please pull request if changes need to be made + +### **Ubuntu** +```bash +sudo apt install make gettext libglib2.0-dev-bin clang-format +``` + +### **Fedora/RHEL** +```bash +sudo dnf install make gettext glib2-devel clang-format +``` + +### **Arch Linux** +```bash +sudo pacman -S base-devel gettext glib2 clang-format +``` + +### **openSUSE** +```bash +sudo zypper install make gettext-tools glib2-devel clang-format +``` + +### **Alpine Linux** +For minimal distributions like Alpine: +```bash +sudo apk add build-base gettext-dev glib-dev clang-format +``` + +### **Gentoo** +```bash +sudo emerge --ask sys-devel/make sys-devel/gettext dev-libs/glib clang-format +``` + diff --git a/docs/pics/README.md b/docs/pics/README.md index 3c7f422..1a13876 100644 --- a/docs/pics/README.md +++ b/docs/pics/README.md @@ -4,4 +4,13 @@ The preview GIFs are recorded with OBS Studio at 1920x1080, cut to a length of e ```bash gifski --fps 30 -W 320 -H 180 -o effect.gif effect.mp4 -``` \ No newline at end of file +``` + +# gif Info +GIF length: 2 second(s) +GIF width/height: 320×180 pixels +number of frames: 60 +number of colors: 256 +loop count: 0 (endless) + +The animation should starts 1s into the gif. diff --git a/docs/pics/aura-glow.gif b/docs/pics/aura-glow.gif new file mode 100644 index 0000000..e70f7da Binary files /dev/null and b/docs/pics/aura-glow.gif differ diff --git a/docs/pics/mushroom.gif b/docs/pics/mushroom.gif new file mode 100644 index 0000000..9007732 Binary files /dev/null and b/docs/pics/mushroom.gif differ diff --git a/docs/pics/rgbwarp.gif b/docs/pics/rgbwarp.gif new file mode 100644 index 0000000..9cb7506 Binary files /dev/null and b/docs/pics/rgbwarp.gif differ diff --git a/docs/pics/teamrocket.gif b/docs/pics/teamrocket.gif new file mode 100644 index 0000000..78ee982 Binary files /dev/null and b/docs/pics/teamrocket.gif differ diff --git a/docs/pics/unicorn-fart.gif b/docs/pics/unicorn-fart.gif new file mode 100644 index 0000000..55ee03c Binary files /dev/null and b/docs/pics/unicorn-fart.gif differ diff --git a/extension.js b/extension.js index cdc3ef6..7cd46bc 100644 --- a/extension.js +++ b/extension.js @@ -23,6 +23,7 @@ import {WindowPicker} from './src/WindowPicker.js'; import * as utils from './src/utils.js'; import Apparition from './src/effects/Apparition.js'; +import AuraGlow from './src/effects/AuraGlow.js'; import BrokenGlass from './src/effects/BrokenGlass.js'; import Doom from './src/effects/Doom.js'; import EnergizeA from './src/effects/EnergizeA.js'; @@ -34,18 +35,23 @@ import Glitch from './src/effects/Glitch.js'; import Hexagon from './src/effects/Hexagon.js'; import Incinerate from './src/effects/Incinerate.js'; import Matrix from './src/effects/Matrix.js'; +import Mushroom from './src/effects/Mushroom.js'; import PaintBrush from './src/effects/PaintBrush.js'; import Pixelate from './src/effects/Pixelate.js'; import PixelWheel from './src/effects/PixelWheel.js'; import PixelWipe from './src/effects/PixelWipe.js'; import Portal from './src/effects/Portal.js'; +import RGBWarp from './src/effects/RGBWarp.js'; import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js'; +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 * as Main from 'resource:///org/gnome/shell/ui/main.js'; import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js'; import {WindowPreview} from 'resource:///org/gnome/shell/ui/windowPreview.js'; @@ -71,14 +77,14 @@ export default class BurnMyWindows extends Extension { // New effects must be registered here and in prefs.js. this._ALL_EFFECTS = [ - new Apparition(), new BrokenGlass(), new Doom(), - new EnergizeA(), new EnergizeB(), new Fire(), - new Focus(), new Glide(), new Glitch(), - new Hexagon(), new Incinerate(), new Matrix(), - new PaintBrush(), new Pixelate(), new PixelWheel(), - new PixelWipe(), new Portal(), new SnapOfDisintegration(), - new TRexAttack(), new TVEffect(), new TVGlitch(), - new Wisps(), + new Apparition(), new AuraGlow(), new BrokenGlass(), new Doom(), + new EnergizeA(), new EnergizeB(), new Fire(), new Focus(), + new Glide(), new Glitch(), new Hexagon(), new Incinerate(), + 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(), + ]; // Load all of our resources. diff --git a/metadata.json b/metadata.json index 9053a09..bccda7b 100644 --- a/metadata.json +++ b/metadata.json @@ -15,5 +15,5 @@ "47" ], "url": "https://github.com/Schneegans/Burn-My-Windows", - "version": 45 -} \ No newline at end of file + "version": 47 +} diff --git a/prefs.js b/prefs.js index 04b2413..ea60c03 100644 --- a/prefs.js +++ b/prefs.js @@ -24,6 +24,7 @@ import * as utils from './src/utils.js'; import {ProfileManager} from './src/ProfileManager.js'; import Apparition from './src/effects/Apparition.js'; +import AuraGlow from './src/effects/AuraGlow.js'; import BrokenGlass from './src/effects/BrokenGlass.js'; import Doom from './src/effects/Doom.js'; import EnergizeA from './src/effects/EnergizeA.js'; @@ -35,17 +36,21 @@ import Glitch from './src/effects/Glitch.js'; import Hexagon from './src/effects/Hexagon.js'; import Incinerate from './src/effects/Incinerate.js'; import Matrix from './src/effects/Matrix.js'; +import Mushroom from './src/effects/Mushroom.js'; import PaintBrush from './src/effects/PaintBrush.js'; import Pixelate from './src/effects/Pixelate.js'; import PixelWheel from './src/effects/PixelWheel.js'; import PixelWipe from './src/effects/PixelWipe.js'; import Portal from './src/effects/Portal.js'; +import RGBWarp from './src/effects/RGBWarp.js'; import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js'; +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 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'; @@ -71,10 +76,15 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences { // New effects must be registered here and in extension.js. this._ALL_EFFECTS = [ - Apparition, BrokenGlass, Doom, EnergizeA, EnergizeB, Fire, - Focus, Glide, Glitch, Hexagon, Incinerate, Matrix, - PaintBrush, Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration, - TRexAttack, TVEffect, TVGlitch, Wisps, + Apparition, AuraGlow, BrokenGlass, + Doom, EnergizeA, EnergizeB, + Fire, Focus, Glide, + Glitch, Hexagon, Incinerate, + Matrix, Mushroom, PaintBrush, + Pixelate, PixelWheel, PixelWipe, + Portal, RGBWarp, SnapOfDisintegration, + TeamRocket, TRexAttack, TVEffect, + TVGlitch, Wisps, UnicornFart, ]; diff --git a/resources/shaders/aura-glow.frag b/resources/shaders/aura-glow.frag new file mode 100644 index 0000000..ad4d45d --- /dev/null +++ b/resources/shaders/aura-glow.frag @@ -0,0 +1,198 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // +// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // +// |__/ // +////////////////////////////////////////////////////////////////////////////////////////// + +// SPDX-FileCopyrightText: Justin Garza +// 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. +uniform float uColorSpeed; +uniform bool uRandomColorOffset; +uniform float uColorOffset; +uniform float uColorSaturation; +uniform float uFadeOut; +uniform float uBlur; +uniform vec2 uSeed; + + +/* +this controls the end shape +-5.0 large Star +-3.0 Star +1.0 Dimond +2.0 Circle +3.0 Squircle +5.0 Square +*/ +uniform float uEdgeShape; + +//the size of the edge color +uniform float uEdgeSize; + +//soft <--> hard +uniform float uEdgeHardness; + + +// A simple blur function +vec4 blur(vec2 uv, float radius, float samples) { + vec4 color = vec4(0.0); + + const float tau = 6.28318530718; + const float directions = 15.0; + + for (float d = 0.0; d < tau; d += tau / directions) { + for (float s = 0.0; s < 1.0; s += 1.0 / samples) { + vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize; + color += getInputColor(uv + offset); + } + } + + return color / samples / directions; +} + +void main() { + + // This gradually dissolves from [1..0] from the outside to the center. We + // switch the direction for opening and closing. + float progress = uForOpening ? uProgress : 1.0 - uProgress ; + + //adjusting for Gnome + if (uPadding > 0.0) + { + progress = remap( + progress, 0.0, ((uSize.x + (uPadding*2.0)) / uSize.x) + ,0.0, 1.0 + ); + } + + + // Get the color from the window texture. + vec4 oColor = getInputColor(iTexCoord.st); + + // 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,easeOutExpo(progress)); + + // 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(uEdgeShape,1000.0, + easeInExpo(progress) + ); + + //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 calculates the edge of the effect + float edge = abs(m-progress) ; + float e = mix(0.0,uEdgeSize,1.0 - progress); + edge = remap(edge,0.0,e,0.0,1.0); + edge = clamp(edge,0.0,1.0); + edge = 1.0 - edge; + + //this is the mask + float mask = (m > progress) ? 0.0 : 1.0 ; + + //we need two of these + float mask0 = mix(mask,mask+edge,1.0 - uEdgeHardness); + float mask1 = mix(edge,edge*mask,uEdgeHardness); + + //calculate color + vec3 color = cos(progress*uColorSpeed+uv.xyx+vec3(0,2,4)).xyz; + //coloroffset + float colorOffset = (uRandomColorOffset) ? hash12(uSeed) : uColorOffset ; + color = offsetHue(color, colorOffset + 0.10); + //clamp and saturate + color = clamp(color * uColorSaturation,vec3(0.0),vec3(1.0)); + + //save this for later + float oColorAlpha = oColor.a; + + //blur-ify + if (uBlur > 0.0) + { + //used for blur later ... + //calculate this before saturating it + float b = (color.r + color.g + color.b)/3.0; + + + oColor = blur( iTexCoord.st, b * uBlur * mask1, 7.0); + } + + //apply masks and colors + oColor.a *= mask0; + + //i was doing this to try to adjust for light mode + // i don;t like the way these make the effect look + // ...maybe a toggle for it later + /* + float oColorPercent = (oColor.r + oColor.g + oColor.b)/3.0; + oColor.r = mix(oColor.r , 1.0 - oColor.r, mask1 * oColorPercent); + oColor.g = mix(oColor.g , 1.0 - oColor.g, mask1 * oColorPercent); + oColor.b = mix(oColor.b , 1.0 - oColor.b, mask1 * oColorPercent); + // --or + oColor.r = mix(oColor.r , 0.0, mask1 * oColorPercent); + oColor.g = mix(oColor.g , 0.0, mask1 * oColorPercent); + oColor.b = mix(oColor.b , 0.0, mask1 * oColorPercent); + */ + + oColor += mask1 * vec4(color.rgb,1.0); + oColor.a *= oColorAlpha; + + //i want to fade out the last ~10% of the animation + float lastfade = remap(progress,0.0,uFadeOut,0.0,1.0); + lastfade = clamp(lastfade,0.0,1.0); + lastfade = easeInSine(lastfade); + + //apply the lastfade + oColor.a *= lastfade; + + setOutputColor(oColor); + +} \ No newline at end of file diff --git a/resources/shaders/common.glsl b/resources/shaders/common.glsl index 73cf20c..0ed9395 100644 --- a/resources/shaders/common.glsl +++ b/resources/shaders/common.glsl @@ -185,6 +185,55 @@ vec3 darken(vec3 color, float fac) { return color * (1.0 - fac); } // color will be white. vec3 lighten(vec3 color, float fac) { return color + (vec3(1.0) - color) * fac; } + +//change the color based on an offset amount +vec3 offsetHue(vec3 color, float hueOffset) { + // Convert RGB to HSV + float maxC = max(max(color.r, color.g), color.b); + float minC = min(min(color.r, color.g), color.b); + float delta = maxC - minC; + + float hue = 0.0; + if (delta > 0.0) { + if (maxC == color.r) { + hue = mod((color.g - color.b) / delta, 6.0); + } else if (maxC == color.g) { + hue = (color.b - color.r) / delta + 2.0; + } else { + hue = (color.r - color.g) / delta + 4.0; + } + } + hue /= 6.0; + + float saturation = (maxC > 0.0) ? (delta / maxC) : 0.0; + float value = maxC; + + // Offset the hue + hue = mod(hue + hueOffset, 1.0); + + // Convert HSV back to RGB + float c = value * saturation; + float x = c * (1.0 - abs(mod(hue * 6.0, 2.0) - 1.0)); + float m = value - c; + + vec3 rgb; + if (hue < 1.0 / 6.0) { + rgb = vec3(c, x, 0.0); + } else if (hue < 2.0 / 6.0) { + rgb = vec3(x, c, 0.0); + } else if (hue < 3.0 / 6.0) { + rgb = vec3(0.0, c, x); + } else if (hue < 4.0 / 6.0) { + rgb = vec3(0.0, x, c); + } else if (hue < 5.0 / 6.0) { + rgb = vec3(x, 0.0, c); + } else { + rgb = vec3(c, 0.0, x); + } + + return rgb + m; +} + // ---------------------------------------------------------------------- easing functions // Here are some basic easing function. More can be added if required! @@ -202,6 +251,119 @@ float easeOutBack(float x, float e) { return p * p * ((e + 1.0) * p + e) + 1.0; } + +// https://easings.net/ +/* +Easing functions define the rate of change of a parameter over time, commonly used in animations, UI transitions, and game development. They provide a way to make movements more natural or visually appealing rather than linear and mechanical. Popular categories of easing functions include: + +Linear: Constant speed from start to finish. +Quadratic (Ease In, Ease Out, Ease In Out): Changes at varying rates, with smoother starts or stops. +Cubic: Similar to quadratic but allows for even more nuanced transitions. +Exponential: Drastic changes at the start or end, often used for dramatic effects. +Bounce: Mimics a bouncing object with oscillations. +Elastic: Simulates the behavior of a spring, with overshooting and oscillations. +Below are text-based "graphs" of some easing functions, where the horizontal axis represents time and the vertical axis represents progress. +*/ + + +// Quadratic Easing +// Smooth acceleration and deceleration using quadratic (t^2) curves. + +float easeInOutQuad(float t) { + // Accelerates for the first half, decelerates for the second half. + return t < 0.5 ? 2.0 * t * t : -1.0 + (4.0 - 2.0 * t) * t; +} + +// Cubic Easing +// Smoother transitions compared to quadratic easing using cubic (t^3) curves. + +float easeInCubic(float t) { + // Starts slow and accelerates as t increases. + return t * t * t; +} + +float easeOutCubic(float t) { + // Starts fast and decelerates as t approaches 1.0. + float f = t - 1.0; + return f * f * f + 1.0; +} + +float easeInOutCubic(float t) { + // Combines easeIn and easeOut cubic behavior for smooth transitions. + return t < 0.5 ? 4.0 * t * t * t : (t - 1.0) * (2.0 * t - 2.0) * (2.0 * t - 2.0) + 1.0; +} + +// Quartic Easing +// Even smoother transitions than cubic, using quartic (t^4) curves. + +float easeInQuart(float t) { + // Starts very slow and accelerates steeply. + return t * t * t * t; +} + +float easeOutQuart(float t) { + // Starts steeply and slows down dramatically. + float f = t - 1.0; + return 1.0 - f * f * f * f; +} + +float easeInOutQuart(float t) { + // Combines easeIn and easeOut quartic behavior for very smooth transitions. + return t < 0.5 ? 8.0 * t * t * t * t : 1.0 - 8.0 * (t - 1.0) * (t - 1.0) * (t - 1.0) * (t - 1.0); +} + +// Sine Easing +// Smooth, wave-like acceleration and deceleration using sine curves. + +float easeInSine(float t) { + // Starts very slow, following a sine wave curve. + return 1.0 - cos((t * 3.141592653589793) / 2.0); +} + +float easeOutSine(float t) { + // Starts fast and slows down following a sine wave curve. + return sin((t * 3.141592653589793) / 2.0); +} + +float easeInOutSine(float t) { + // Smooth start and end, mimicking half a sine wave. + return -0.5 * (cos(3.141592653589793 * t) - 1.0); +} + +// Exponential Easing +// Sharp transitions with rapid acceleration and deceleration. + +float easeInExpo(float t) { + // Very slow start, accelerates exponentially. + return t == 0.0 ? 0.0 : pow(2.0, 10.0 * (t - 1.0)); +} + +float easeOutExpo(float t) { + // Starts fast and slows down exponentially. + return t == 1.0 ? 1.0 : 1.0 - pow(2.0, -10.0 * t); +} + +float easeInOutExpo(float t) { + // Combines easeIn and easeOut exponential for sharp transitions. + if (t == 0.0) return 0.0; + if (t == 1.0) return 1.0; + return t < 0.5 ? 0.5 * pow(2.0, 20.0 * t - 10.0) : 1.0 - 0.5 * pow(2.0, -20.0 * t + 10.0); +} + +// Back Easing +// Creates an overshooting effect for more dynamic animations. + +float easeInOutBack(float t) { + // Uses constants to define the overshooting magnitude. + const float c1 = 1.70158; + const float c2 = c1 * 1.525; + return t < 0.5 + ? (pow(2.0 * t, 2.0) * ((c2 + 1.0) * 2.0 * t - c2)) / 2.0 + : (pow(2.0 * t - 2.0, 2.0) * ((c2 + 1.0) * (t * 2.0 - 2.0) + c2) + 2.0) / 2.0; +} + + + // --------------------------------------------------------------------- edge mask helpers // This method returns a mask which smoothly transitions towards zero when approaching @@ -266,7 +428,19 @@ float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; } // Rotates the given 2D vector a clockwise by the angle alpha (given in radians). vec2 rotate(vec2 a, float angle) { - return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle)); + return vec2( + a.x * cos(angle) - a.y * sin(angle), + a.x * sin(angle) + a.y * cos(angle) + ); +} + +//rotates a given 2d vector, around a given center (angle is in radians) +vec2 rotate(vec2 a, float angle, vec2 center) +{ + return vec2( + cos(angle) * (a.x - center.x) + sin(angle) * (a.y - center.y) + center.x, + cos(angle) * (a.y - center.y) - sin(angle) * (a.x - center.x) + center.y + ); } // --------------------------------------------------------------------------------- noise @@ -470,3 +644,69 @@ float simplex3DFractal(vec3 m) { return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) + 0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m); } + + +// --------------------------------------------------------------------------------- remap + + +/* +These functions remap a given value from one range to another. +The remap operation is particularly useful in shader programming +to scale or normalize data, ensuring compatibility across various +input ranges. Each version of the remap function supports a +different data type: + +1. float: Remap a single scalar value. +2. vec2: Remap a 2D vector. +3. vec3: Remap a 3D vector. +4. vec4: Remap a 4D vector. + +The general formula used is: + newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin) + +This ensures a linear transformation from the old range to the new range. +*/ + +// Remap for float +// Maps a float value from one range [oldMin, oldMax] to another range [newMin, newMax]. +// This is useful for normalizing or scaling scalar values to fit within a desired range. +float remap(float value, float oldMin, float oldMax, float newMin, float newMax) { + return clamp( + newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), + newMin, + newMax + ); +} + +// Remap for vec2 +// Maps a 2D vector (vec2) from one range [oldMin, oldMax] to another range [newMin, newMax]. +// Each component of the vec2 is individually scaled and transformed. +vec2 remap(vec2 value, vec2 oldMin, vec2 oldMax, vec2 newMin, vec2 newMax) { + return clamp( + newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), + newMin, + newMax + ); +} + +// Remap for vec3 +// Maps a 3D vector (vec3) from one range [oldMin, oldMax] to another range [newMin, newMax]. +// Each component of the vec3 is individually scaled and transformed. +vec3 remap(vec3 value, vec3 oldMin, vec3 oldMax, vec3 newMin, vec3 newMax) { + return clamp( + newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), + newMin, + newMax + ); +} + +// Remap for vec4 +// Maps a 4D vector (vec4) from one range [oldMin, oldMax] to another range [newMin, newMax]. +// Each component of the vec4 is individually scaled and transformed. +vec4 remap(vec4 value, vec4 oldMin, vec4 oldMax, vec4 newMin, vec4 newMax) { + return clamp( + newMin + (value - oldMin) * (newMax - newMin) / (oldMax - oldMin), + newMin, + newMax + ); +} diff --git a/resources/shaders/focus.frag b/resources/shaders/focus.frag index 5082499..887987f 100644 --- a/resources/shaders/focus.frag +++ b/resources/shaders/focus.frag @@ -30,57 +30,69 @@ // vec4 getInputColor(vec2 coords) // void setOutputColor(vec4 outColor) - -// Ease-in-out cubic for alpha -float easeInOutCubic(float x) { - return x < 0.5 ? 4.0 * x * x * x : 1.0 - pow(-2.0 * x + 2.0, 3.0) / 2.0; -} - -// Ease-in-out sine for blur -float easeInOutSine(float x) { - return -(cos(3.14159265 * x) - 1.0) / 2.0; -} - // A simple blur function vec4 blur(vec2 uv, float radius, float samples) { + // Initialize the color accumulator to zero. vec4 color = vec4(0.0); - const float tau = 6.28318530718; + // Define a constant for 2 * PI (tau), which represents a full circle in radians. + const float tau = 6.28318530718; + + // 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; } + // The width of the fading effect is loaded from the settings. uniform float uBlurAmount; uniform float uBlurQuality; void main() { + // Calculate the progression value based on the animation direction. + // If opening, use uProgress as-is; if closing, invert the progression. float progl = uForOpening ? uProgress : 1.0 - uProgress; - float easedProgressBlur = easeInOutSine(progl); // Blur easing - float easedProgressAlpha = easeInOutCubic(progl); // Alpha easing + // Apply easing functions to the progression value: + // - easedProgressBlur: Used for controlling the blur effect smoothly. + // - easedProgressAlpha: Used for controlling the alpha (opacity) transition. + float easedProgressBlur = easeInOutSine(progl); // Sine-based smooth easing for blur. + float easedProgressAlpha = easeInOutCubic(progl); // Cubic-based smooth easing for alpha. - // Control blur amount using easedProgressBlur + // Calculate the blur amount by interpolating (mixing) between the maximum blur (uBlurAmount) + // and zero blur based on the eased progression value. float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur); - // Apply blur - vec4 texColor = blur( iTexCoord.st, blurAmount, uBlurQuality); + // Apply the calculated blur effect to the texture at the current texture coordinates. + // The blur function uses the blur amount and quality (uBlurQuality) for sampling. + vec4 texColor = blur(iTexCoord.st, blurAmount, uBlurQuality); - // Control alpha using easedProgressAlpha + // Calculate the alpha value for the transition using eased progress. + // This determines how transparent the final color will appear. float alpha = easedProgressAlpha; - // Set final color with alpha transition + // Apply the alpha transition to the final texture color. + // Multiply the texture's alpha channel by the computed alpha value. texColor.a *= alpha; + // Output the final color with the applied blur and alpha transition. setOutputColor(texColor); -} \ No newline at end of file +} diff --git a/resources/shaders/mushroom.frag b/resources/shaders/mushroom.frag new file mode 100644 index 0000000..d7905f8 --- /dev/null +++ b/resources/shaders/mushroom.frag @@ -0,0 +1,457 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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. + +// use 8BitStyle or not (sliding scale) +uniform float uScaleStyle; + +//these are for the sparks +uniform float uSparkCount; +uniform vec4 uSparkColor; +uniform float uSparkRotation; + +//these are for the Rays +uniform vec4 uRaysColor; + +//these are for the stars +uniform float uRingCount; +uniform float uRingRotation; +uniform float uStarCount; + +// and the colors they change over time +uniform vec4 uStarColor0; +uniform vec4 uStarColor1; +uniform vec4 uStarColor2; +uniform vec4 uStarColor3; +uniform vec4 uStarColor4; +uniform vec4 uStarColor5; + +//seed +uniform vec2 uSeed; + +//helps to find the angle +vec3 getPosByAngle(float angle) +{ + return vec3(cos(angle), sin(angle), 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 PI = 3.1415926; + 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) +} + + +//use to scale the window +vec2 scaleUV(vec2 uv, vec2 scale) +{ + // Put texture coordinate origin to center of window. + uv = uv * 2.0 - 1.0; + + //scale + uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale); + + // scale from center + uv = uv * 0.5 + 0.5; + + return uv; +} + + +//this returns the Spark +float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) +{ + brightness = clamp(brightness,0.001,1.0); + size = clamp(size,0.001,1.0); + float bn = mix(0.0,0.07,brightness); //recalculate size + + uv = (uv + vec2(0.5)) ; + uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size + uv = scaleUV(uv, vec2(1.0 - size)); + uv = rotate(uv, rotation, vec2(0.5)); //rotate the UV + + //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 + ) + ); + + + float mask = easeInSine(1.0 - (m - bn)) - 0.004 ; + mask = clamp(mask,0.0,1.0); + + return mask; + +} + + +//returns the star's color +vec4 getStarColor(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); +} + + + +// 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 zeroStartEnd(float t, float max_size, float power) +{ + float s = -1.0 * pow((t-0.5)/(0.5),power)+1.0; + s = clamp(s,0.0,1.0) * max_size; + return s; +} + +//this gives us the jerky 8bit growth effect. +float eightBitScale(float progress) +{ + float scale = 1.0; + if (progress <= 0.1) + { + scale = 0.25; + } + else if (progress <= 0.2) + { + scale = 0.5; + } + else if (progress <= 0.3) + { + scale = 0.25; + } + else if (progress <= 0.4) + { + scale = 0.5; + } + else if (progress <= 0.5) + { + scale = 0.25; + } + else if (progress <= 0.6) + { + scale = 0.5; + } + else if (progress <= 0.7) + { + scale = 1.0; + } + else if (progress <= 0.8) + { + scale = 0.25; + } + else if (progress <= 0.9) + { + scale = 0.5; + } + return scale; +} + + +//gets all the sparks +vec4 getSparks(float progress) +{ + //the UV for this function + float aspect = uSize.x / uSize.y; + vec2 uv = iTexCoord.st * vec2(aspect,1.0); + + //this will be the result to return + vec4 result = vec4(0.0); + + // 0 at the edges + float xEdge = -1.0 * pow((uv.x-(aspect*0.5))/(aspect*0.5),8.0)+1.0; + xEdge = clamp(xEdge,0.0,1.0); + + //declare some variables before the loop + vec2 h = vec2(0.0); + float y = 0.0; + float x = 0.0; + + //loop for each spart + for (float xusp = 0.0; xusp < uSparkCount; ++xusp) + { + //calculate some variables + h = hash21(xusp + uSeed.x); + y = mix( 0.0 - h.y , 1.0+(1.0-h.y) , progress); + y = clamp(y,0.0,1.0); + + x = 0.66 * sin(h.x * 6.28) ; + x += 0.5 * aspect; + + //here we get the mask for the spark + float a4ps = getSpark( + uv, + vec2( x , y), //position (x, y) + zeroStartEnd(y,1.0 ,4.0) * xEdge ,//Brightness + zeroStartEnd(y,0.5 ,4.0) * xEdge,//Size + progress * 6.28 * float(uSparkRotation) //rotation + ); + + //set it to the results + result = alphaOver( + result, + vec4(uSparkColor.r,uSparkColor.g,uSparkColor.b,uSparkColor.a * a4ps) + ); + } + + // and we are returning the result + return result; +} + +//gets the Rays +vec4 getRays(float progress) +{ + //create the UV for it + vec2 rayUV = iTexCoord.st; + rayUV *= vec2(10.0,0.5); + rayUV.y += progress * -1.0; + rayUV.x += uSeed.y; + + //gets the ray + float ray = simplex2D(rayUV); + //0 around the edges + ray *= zeroStartEnd(iTexCoord.t,1.0,8.0); + ray *= zeroStartEnd(iTexCoord.s,1.0,8.0); + // 0 at the begining and end of the animation + ray *= zeroStartEnd(progress,1.0,8.0); + + //adjust the numbers and clamp + ray = remap( + ray * 1.10, + 0.0,1.0, + -5.0,1.0 + ); + + float alpha = clamp(uRaysColor.a * ray,0.0,1.0); + + //return + return vec4(uRaysColor.r,uRaysColor.g,uRaysColor.b,alpha); + +} + +//returns the stars +vec4 getStars(vec2 starUV, float aspect, float progress, float oColorAlpha) +{ + //this will be the result to return + vec4 result = vec4(0.0); + + vec2 h = vec2(0.0); + float y = 0.0; + + //for each ring + for (float r = 0.0; r < uRingCount; ++r) + { + + float spread = r*(1.0/uRingCount); + y = mix( 0.0 - spread , 1.0+(1.0-spread) , 1.0 - progress); + y = clamp(y,0.00001,0.99999); + + //each star in each ring + for (float s = 0.0; s < uStarCount; ++s) + { + float a5ps = getStar( + starUV, + vec2( sin(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount))) * aspect * 0.33 , y), //position (x, y) + 5.0, //nPoints + 0.5, //radiusRatio + zeroStartEnd(y,0.1,2.0), //Size + 0.0 //rotation + ); + a5ps = clamp(a5ps,0.0,1.0); + + // //put the star in back or the front of the window + float depth = cos(progress * uRingRotation * 6.28 + (s*(6.28/uStarCount)) ); + if (depth < 0.0) + { + result = alphaOver(result,getStarColor(y,a5ps)); + } + else + { + result = alphaOver(getStarColor(y,a5ps) * (1.0 - oColorAlpha),result); + } + } + + + } + + // and we are returning the result + return result; +} + + + + +void main() { + + // Calculate the animation progress, flipping direction if opening + // 'uProgress' varies from 0 to 1, depending on the animation phase + float progress = uForOpening ? 1.0 - uProgress : uProgress; + + // Initialize the output color to fully transparent black + vec4 oColor = vec4(0.0, 0.0, 0.0, 0.0); + + + //get scales + float scale8bit = eightBitScale(progress); + vec2 scaleV2 = vec2(easeInOutSine(progress), easeInQuad(progress)); + + vec2 fscale = mix(vec2(scale8bit),scaleV2,uScaleStyle); + + // Fetch the color based on the scaled texture coordinates + oColor = getInputColor( + scaleUV(iTexCoord.st, fscale) + ); + + // Store the alpha value of the fetched color for later use + float oColorAlpha = oColor.a; + + // Calculate the aspect ratio of the render area + float aspect = uSize.x / uSize.y; + + // Transform UV coordinates for star effects + // starUV.x [-0.5 , 0.5] + // starUV.y [1.0 , 0.0] + vec2 starUV = vec2(iTexCoord.s - 0.5, 1.0 - iTexCoord.t) * vec2(aspect, 1.0); + + // If four-point stars are enabled, overlay them on the current color + if (uSparkCount > 0.0) + { + oColor = alphaOver(oColor, getSparks(progress)); + } + + // If rays are enabled, overlay them on the current color + if (uRaysColor.a > 0.0) + { + oColor = alphaOver(oColor, getRays(progress)); + } + + + // If five-point stars are enabled, overlay them using stored alpha + if (uRingCount > 0.0 && uStarCount > 0.0) + { + oColor = alphaOver(oColor, getStars(starUV, aspect, progress, oColorAlpha)); + } + + + // Set the final output color to the computed value + setOutputColor(oColor); + +} diff --git a/resources/shaders/rgbwarp.frag b/resources/shaders/rgbwarp.frag new file mode 100644 index 0000000..18885f4 --- /dev/null +++ b/resources/shaders/rgbwarp.frag @@ -0,0 +1,91 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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) + +uniform float uWavesize; +uniform float uBrightness; +uniform float uStretchR; +uniform float uStretchG; +uniform float uStretchB; + + +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; +} + + + + +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 ? uProgress : 1.0 - uProgress; + + //progress will now go from 0.5 to 1.0 + progress = mix(0.5,1.0,progress); + + // the UV + vec2 uv = iTexCoord.st; + //flipped the uv + vec2 f = vec2(uv.x,1.0 - uv.y); + + // w is the wave + float w = 0.0; + + float p = mix(0.0, 1.0 + uWavesize, progress); + w = 1.0 - abs(p - f.y); + w = clamp(w,0.0,1.0); + + w = pow(w, mix(100.0,1.0,uWavesize) ); + + float mask = 1.0; + if (p - f.y < 0.0) + { + mask = 0.0; + w = 0.0; + } + + vec4 oColor = vec4(0.0); + + oColor.r = getInputColor(uv + vec2(0.0,w * uStretchR ) ).r * mix(1.0, uBrightness, FadeInOut(progress,4)); + oColor.g = getInputColor(uv + vec2(0.0,w * uStretchG ) ).g * mix(1.0, uBrightness, FadeInOut(progress,4)); + oColor.b = getInputColor(uv + vec2(0.0,w * uStretchB ) ).b * mix(1.0, uBrightness, FadeInOut(progress,4)); + + //if you can think of a better way to handle the alpha ... try that + oColor.a = getInputColor(uv).a * easeInOutSine(progress) * mask; + + + setOutputColor(oColor); +} diff --git a/resources/shaders/team-rocket.frag b/resources/shaders/team-rocket.frag new file mode 100644 index 0000000..e21a1f1 --- /dev/null +++ b/resources/shaders/team-rocket.frag @@ -0,0 +1,213 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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. +// uniform float uFadeWidth; + +uniform float uWT; +uniform float uXpos; +uniform float uYpos; +uniform float uSparkleRot; +uniform float uSparkleSize; +uniform bool uWinRot; +uniform vec2 uSeed; + +//use to scale the window +vec2 scaleUV(vec2 uv, vec2 scale, vec2 centerOffset) +{ + // Put texture coordinate origin to center of window. + uv -= centerOffset; + uv = uv * 2.0 - 1.0; + + //scale + uv /= mix(vec2(1.0,1.0), vec2(0.0,0.0), scale); + + // scale from center + uv = uv * 0.5 + 0.5; + + + return uv; +} + + +//this returns the Spark +float getSpark(vec2 uv, vec2 center, float brightness, float size, float rotation) +{ + //the brightness of the spark + brightness = clamp(brightness,0.001,1.0); + //the size + size = clamp(size,0.001,1.0); + + float bn = mix(0.0,0.07,brightness); //recalculate size + + uv = (uv + vec2(0.5)) ; //set center + uv = (uv - center) ;//Center UV coordinates, then scale to fit the star size + uv = scaleUV(uv, vec2(1.0 - size), vec2(0.0)); + uv = rotate(uv, rotation, vec2(0.5)); //rotate the UV + + //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; + +} + + +//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; +} + +//2x pi ... don't think too much about it +float TAU = 6.28; + +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 ; + + // scale progress ... the first half of the animation + float scalep = remap( + progress, + 0.0,uWT+0.1, + 0.0,1.0 + ); + + // scalep = easeInOutSine(scalep); + scalep = easeOutQuad(scalep); + + // sparkle progress ... the second half of the animation + float sparkp = remap( + progress, + uWT-0.1,1.0, + 0.0,1.0 + ); + sparkp = easeInOutSine(sparkp); + + /* + the window will scale between 0.0 and 0.6 (of the progress) + the sparkle will bet between 0.4 and 1.0 (of the progress) + ... so there is a tab bit of over lap + */ + + // // this is the offset of the window... don't let them go too far each way + vec2 offset = vec2(uXpos,uYpos*-1.0) * 0.20; + vec2 scaleOffset = mix( + vec2(0.0), + vec2(uXpos,uYpos*-1.0) * 0.50, + scalep + ); + + //the UV for this function + float aspect = uSize.x / uSize.y; + vec2 uv = iTexCoord.st * vec2(aspect,1.0); + + //get and adjust + vec2 uv2 = iTexCoord.st; + uv2 = uv2 * 2.0 - 1.0; + + //offset + uv2 -= ( scaleOffset/ vec2(aspect,1.0) ) *scalep; + + //scale + uv2 /= mix(1.0, 0.0, scalep); + + //rotation and if we are gonna rotate or not + vec3 rot = vec3(0.0); + if (uWinRot) + { + rot = hash32(uSeed); + rot *= 2.0; + rot -= 1.0; + rot *= 0.1; + } + + //rotate around x, y , and z + uv2.x /= mix(1.0, rot.x * TAU * uv2.y, scalep); + uv2.y /= mix(1.0, rot.y * TAU * uv2.x, scalep); + uv2 = rotate(uv2,rot.z*TAU*scalep); + + //re-center + uv2 = uv2 * 0.5 + 0.5; + + //gets the window + vec4 oColor = getInputColor( uv2) ; + + //the sparksize will bet between 25.0 and 50.0 + float size = mix(25.0,50.0,uSparkleSize); + + //get the sparkle + float sparkle = getSpark( + uv, + offset + vec2(0.5 * aspect,0.5), + FadeInOut(sparkp,2) * uSparkleSize, + FadeInOut(sparkp,2) * size, + sparkp * TAU * float(uSparkleRot) + ); + //fade out at the edges + sparkle *= FadeInOut(iTexCoord.t,8); + sparkle *= FadeInOut(iTexCoord.s,8); + + //set it to the results + oColor = alphaOver( + oColor, + vec4(1.0,1.0,1.0,sparkle) + ); + + //output the color + setOutputColor(oColor); +} \ No newline at end of file diff --git a/resources/shaders/unicorn-fart.frag b/resources/shaders/unicorn-fart.frag new file mode 100644 index 0000000..7a63590 --- /dev/null +++ b/resources/shaders/unicorn-fart.frag @@ -0,0 +1,521 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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. + +uniform float uSparkCount; +uniform vec2 uSparkStartEnd; +uniform float uSparkOffset; +uniform float uStarCount; +uniform float uStarRot; +uniform float uStarSize; +uniform vec2 uStarStartEnd; +uniform float uBlurQuality; +uniform float uSeed; + + +//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))); + } + + setOutputColor(oColor); +} \ No newline at end of file diff --git a/resources/ui/adw/aura-glow.ui b/resources/ui/adw/aura-glow.ui new file mode 100644 index 0000000..8336196 --- /dev/null +++ b/resources/ui/adw/aura-glow.ui @@ -0,0 +1,366 @@ + + + + + + + + + + Animation Time [ms] + + + center + 1 + 0 + left + 300 + + + 3000 + 100 + 10 + 100 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + Random Color + aura-glow-random-color + + + center + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Color Offset + Red + + + + center + 1 + 2 + left + 300 + + + 1.0 + 0.0 + 0.1 + 0.33 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Color Speed + + + center + 1 + 2 + left + 300 + + + 10.0 + -10.0 + 0.25 + 1.0 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Color Saturation + + + center + 1 + 2 + left + 300 + + + 5.0 + 0.0 + 0.10 + 0.25 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Edge Size + + + center + 1 + 2 + left + 300 + + + 1.0 + 0.0 + 0.05 + 0.10 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Edge Shape + -1.0 (Star-ish) to 2.0 (Square) + + + center + 1 + 2 + left + 300 + + + 2.0 + -1.0 + 0.10 + 0.25 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Edge Hardness + 0.0 (soft/blurry) to 1.0 (sharp/hard) + + + center + 1 + 2 + left + 300 + + + 1.0 + 0.0 + 0.10 + 0.25 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Blur Amount + 0 is Off + + + center + 1 + 2 + left + 300 + + + 100.0 + 0.0 + 0.50 + 1.00 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Fade Out + + + center + 1 + 2 + left + 300 + + + 0.75 + 0.0 + 0.10 + 0.25 + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + \ No newline at end of file diff --git a/resources/ui/adw/mushroom.ui b/resources/ui/adw/mushroom.ui new file mode 100644 index 0000000..e8275fd --- /dev/null +++ b/resources/ui/adw/mushroom.ui @@ -0,0 +1,439 @@ + + + + + + + + + + + + + + Animation Time [ms] + + + + center + 1 + 0 + left + 300 + + + + 5000 + 100 + 10 + 100 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Effect Presets + mushroom-star-color-preset-button + + + + center + Choose a Preset + + + + + + + + + + Scale Style + 8Bit --- Smooth + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.0 + 0.1 + 0.25 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Spark Count + + + + center + 1 + 0 + left + 300 + + + + 25 + 0 + 1 + 5 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Spark Rotation + + + + center + 1 + 2 + left + 300 + + + + 3.0 + -3.0 + 0.5 + 0.25 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Spark Color + + + + + + + 1 + 1 + center + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Rays Color + + + + + + + 1 + 1 + center + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Star Rings Count + + + + center + 1 + 0 + left + 300 + + + + 5 + 0 + 1 + 3 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Star Ring Rotation + + + + center + 1 + 2 + left + 300 + + + + 3.0 + -3.0 + 0.25 + 1.0 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Stars Count Per Ring + + + + center + 1 + 0 + left + 300 + + + + 7 + 0 + 1 + 3 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + Star Gradient + + + + + + + + 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 Value + + + + + + + + + + diff --git a/resources/ui/adw/rgbwarp.ui b/resources/ui/adw/rgbwarp.ui new file mode 100644 index 0000000..07fb495 --- /dev/null +++ b/resources/ui/adw/rgbwarp.ui @@ -0,0 +1,245 @@ + + + + + + + + + + + + + + Animation Time [ms] + + + + center + 1 + 0 + left + 300 + + + + 5000 + 100 + 10 + 100 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + WaveSize + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.0 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + Brightness + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.0 + 0.1 + 0.25 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + OffsetRed + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.0 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + OffsetGreen + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.0 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + OffsetBlue + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.0 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + diff --git a/resources/ui/adw/team-rocket.ui b/resources/ui/adw/team-rocket.ui new file mode 100644 index 0000000..fb5156f --- /dev/null +++ b/resources/ui/adw/team-rocket.ui @@ -0,0 +1,267 @@ + + + + + + + + + + + + + + Animation Time [ms] + + + + center + 1 + 0 + left + 300 + + + + 5000 + 100 + 10 + 100 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + Animation Split + + + + + center + 1 + 2 + left + 300 + + + + 0.8 + 0.2 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + + X + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + -1.0 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + Y + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + -1.0 + 0.01 + 0.1 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + Rotate Window + team-rocket-win-rot + + + center + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + Sparkle Size + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + 0.5 + 0.1 + 0.25 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + Sparkle Rotation + + + + + center + 1 + 2 + left + 300 + + + + 1.0 + -1.0 + 0.1 + 0.25 + + + + + + + + edit-clear-symbolic + center + Reset to Default Value + + + + + + + + + + diff --git a/resources/ui/adw/unicorn-fart.ui b/resources/ui/adw/unicorn-fart.ui new file mode 100644 index 0000000..9450b81 --- /dev/null +++ b/resources/ui/adw/unicorn-fart.ui @@ -0,0 +1,535 @@ + + + + + + + + + + + + + + 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 f7682cc..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 @@ -823,7 +823,7 @@ SPDX-License-Identifier: CC0-1.0 - + @@ -850,6 +850,449 @@ SPDX-License-Identifier: CC0-1.0 The Quality of the Blur (Setting this too high may increase GPU load and affect performance) + + + + + + false + mushroom Enable Effect + Use the mushroom effect. + + + + 1500 + mushroom Animation Time + The time the mushroom effect takes. + + + + + + 1.0 + 8Bit or Smooth Scaling + How the window scales + + + + 4 + The Number of Sparks + The Number of Sparks + + + + "rgba(255, 255, 255, 1.0)" + The Sparks Color + The Sparks Color + + + + 0.3 + The Number of Rotations the Sparks do + The Number of Rotations the Sparks do + + + + "rgba(255, 255, 255, 1.0)" + The Rays Color + The Rays Color + + + + 3 + Number of Rings + Number of Rings + + + + 1.33 + The Number of Rotations/Cycles the Stars do + The Number of Rotations/Cycles the Stars do + + + + 5 + The Number of Stars in each Ring + The Number of Stars in each Ring + + + + "rgba(233, 249, 1, 1.0)" + Star Color 1 + The Nth color of the Star gradient. + + + + "rgba(233, 249, 1, 1.0)" + Star Color 1 + The Nth color of the Star gradient. + + + + "rgba(91, 255, 1, 1.0)" + Star Color 1 + The Nth color of the Star gradient. + + + + "rgba(91, 255, 1, 1.0)" + Star Color 1 + The Nth color of the Star gradient. + + + + "rgba(0, 240, 236, 1.0)" + Star Color 1 + The Nth color of the Star gradient. + + + + "rgba(0, 240, 236, 1.0)" + Star Color 1 + The Nth color of the Star gradient. + + + + + + + + + + false + Aura Glow Enable Effect + Use the Aura Glow effect. + + + + 1500 + Aura Glow Animation Time + The time the Aura Glow effect takes. + + + + false + Aura Glow Random Color Offset + Ramdomize the color offset + + + + 0.0 + Aura Glow Color Offset + Changes the inital color of the glow + + + + 1.0 + Aura Glow Color Speed + The Speed at which the color changes + + + + 1.0 + Aura Glow Color Saturation + Amount of color in the effect + + + + + + 1.0 + Aura Glow Size of the Color Edge + Size of the Color Edge + + + + -1.0 + Aura Glow Edge Shape + The Shape at the end of the animation + + + + 0.0 + Aura Glow Edge Hardness + The Hardness of the Edge + + + + 50.0 + Aura Glow Blur + Changes the Blue Amount + + + + 0.0 + Aura Glow Fade Out + The Percent at which the window will fade out + + + + + + + + false + RGBWarp Enable Effect + Use the RGBWarp. + + + + 1500 + RGBWarp Animation Time + The time the RGBWarp effect takes. + + + + 1.0 + RGBWarp Width + Width of the effect. + + + + 1.0 + RGBWarp Brightness + brightness of the effect. + + + + 1.0 + RGBWarp Red Offset + Red offset of the effect. + + + + 0.90 + RGBWarp Green Offset + Green offset of the effect. + + + + 0.80 + RGBWarp Blue Offset + Blue offset of the effect. + + + + + + + + false + Team Rocket Enable Effect + Use the Team Rocket effect. + + + + 1500 + Team Rocket Animation Time + The time the Team Rocket effect takes. + + + + 0.5 + Window vs Sparkle split + Window vs Sparkle split + + + + 0.0 + Team Rocket X + X position + + + + 0.0 + Team Rocket Y + Y position + + + + false + Rotate the Window + Rotate the Window + + + + 0.33 + Sparkle Rotation + Sparkle Rotation + + + + 0.75 + Sparkle Size + Sparkle Size + + + + + + + + + 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. + + - \ No newline at end of file + diff --git a/src/Shader.js b/src/Shader.js index 2d53afe..f115f75 100644 --- a/src/Shader.js +++ b/src/Shader.js @@ -47,166 +47,164 @@ import * as utils from './utils.js'; // used to clean up any resources. ////////////////////////////////////////////////////////////////////////////////////////// -export var Shader = GObject.registerClass( - { - Signals: { - 'begin-animation': { - param_types: [ - Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN, - Clutter.Actor.$gtype - ] - }, - 'update-animation': {param_types: [GObject.TYPE_DOUBLE]}, - 'end-animation': {} - } - }, - class Shader extends Shell.GLSLEffect { // -------------------------------------------- - // The constructor automagically loads the shader's source code (in - // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl - // resolving any #includes in this file. - _init(nick) { - this._nick = nick; +export var Shader = GObject.registerClass({ + Signals: { + 'begin-animation': { + param_types: [ + Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN, + Clutter.Actor.$gtype + ] + }, + 'update-animation': {param_types: [GObject.TYPE_DOUBLE]}, + 'end-animation': {} + } +}, + class Shader extends Shell.GLSLEffect{ + // -------------------------------------------- + // The constructor automagically loads the shader's source code (in + // vfunc_build_pipeline()) from the resource file resources/shaders/.glsl + // resolving any #includes in this file. + _init(nick) { + this._nick = nick; - // This will call vfunc_build_pipeline(). - super._init(); + // This will call vfunc_build_pipeline(). + super._init(); - // These will be updated during the animation. - this._progress = 0; - this._time = 0; + // These will be updated during the animation. + this._progress = 0; + this._time = 0; - // Store standard uniform locations. - this._uForOpening = this.get_uniform_location('uForOpening'); - this._uIsFullscreen = this.get_uniform_location('uIsFullscreen'); - this._uProgress = this.get_uniform_location('uProgress'); - this._uDuration = this.get_uniform_location('uDuration'); - this._uSize = this.get_uniform_location('uSize'); - this._uPadding = this.get_uniform_location('uPadding'); + // Store standard uniform locations. + this._uForOpening = this.get_uniform_location('uForOpening'); + this._uIsFullscreen = this.get_uniform_location('uIsFullscreen'); + this._uProgress = this.get_uniform_location('uProgress'); + this._uDuration = this.get_uniform_location('uDuration'); + this._uSize = this.get_uniform_location('uSize'); + this._uPadding = this.get_uniform_location('uPadding'); - // Create a timeline to drive the animation. - this._timeline = new Clutter.Timeline(); + // Create a timeline to drive the animation. + this._timeline = new Clutter.Timeline(); - // Call updateAnimation() once a frame. - this._timeline.connect('new-frame', (t) => { - if (this._testMode) { - this.updateAnimation(0.5); - } else { - this.updateAnimation(t.get_progress()); - } - }); - - // Clean up if the animation finished or was interrupted. - this._timeline.connect('stopped', (t, finished) => { - this.endAnimation(); - }); - } - - // This is called once each time the shader is used. - beginAnimation(settings, forOpening, testMode, duration, actor) { - if (this._timeline.is_playing()) { - this._timeline.stop(); + // Call updateAnimation() once a frame. + this._timeline.connect('new-frame', (t) => { + if (this._testMode) { + this.updateAnimation(0.5); + } else { + this.updateAnimation(t.get_progress()); } + }); - // On GNOME 3.36 this method was not yet available. - if (this._timeline.set_actor) { - this._timeline.set_actor(actor); - } + // Clean up if the animation finished or was interrupted. + this._timeline.connect('stopped', (t, finished) => { + this.endAnimation(); + }); + } - this._timeline.set_duration(duration); - this._timeline.start(); - - // Make sure that no fullscreen window is drawn over our animations. - Meta.disable_unredirect_for_display(global.display); - global.begin_work(); - - // Reset progress value. - this._progress = 0; - this._testMode = testMode; - - // This is not necessarily symmetric, but I haven't figured out a way to - // get the actual values... - const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2; - const isFullscreen = - actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH || - actor.meta_window.fullscreen; - - this.set_uniform_float(this._uPadding, 1, [padding]); - this.set_uniform_float(this._uForOpening, 1, [forOpening]); - this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]); - this.set_uniform_float(this._uDuration, 1, [duration * 0.001]); - this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]); - - this.emit('begin-animation', settings, forOpening, testMode, actor); + // This is called once each time the shader is used. + beginAnimation(settings, forOpening, testMode, duration, actor) { + if (this._timeline.is_playing()) { + this._timeline.stop(); } - // This is called at each frame during the animation. - updateAnimation(progress) { - // Store the current progress value. The corresponding signal is emitted each frame - // in vfunc_paint_target. We do not emit it here, as the pipeline which may be used - // by handlers must not have been created yet. - this._progress = progress; - - this.queue_repaint(); + // On GNOME 3.36 this method was not yet available. + if (this._timeline.set_actor) { + this._timeline.set_actor(actor); } - // This will stop any running animation and emit the end-animation signal. - endAnimation() { - // This will call endAnimation() again, so we can return for now. - if (this._timeline.is_playing()) { - this._timeline.stop(); - return; - } + this._timeline.set_duration(duration); + this._timeline.start(); - // Restore unredirecting behavior for fullscreen windows. - Meta.enable_unredirect_for_display(global.display); - global.end_work(); + // Make sure that no fullscreen window is drawn over our animations. + Meta.disable_unredirect_for_display(global.display); + global.begin_work(); - this.emit('end-animation'); + // Reset progress value. + this._progress = 0; + this._testMode = testMode; + + // This is not necessarily symmetric, but I haven't figured out a way to + // get the actual values... + const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2; + const isFullscreen = actor.meta_window.get_maximized() === Meta.MaximizeFlags.BOTH || + actor.meta_window.fullscreen; + + this.set_uniform_float(this._uPadding, 1, [padding]); + this.set_uniform_float(this._uForOpening, 1, [forOpening]); + this.set_uniform_float(this._uIsFullscreen, 1, [isFullscreen]); + this.set_uniform_float(this._uDuration, 1, [duration * 0.001]); + this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]); + + this.emit('begin-animation', settings, forOpening, testMode, actor); + } + + // This is called at each frame during the animation. + updateAnimation(progress) { + // Store the current progress value. The corresponding signal is emitted each frame + // in vfunc_paint_target. We do not emit it here, as the pipeline which may be used + // by handlers must not have been created yet. + this._progress = progress; + + this.queue_repaint(); + } + + // This will stop any running animation and emit the end-animation signal. + endAnimation() { + // This will call endAnimation() again, so we can return for now. + if (this._timeline.is_playing()) { + this._timeline.stop(); + return; } - // This is called by the constructor. This means, it's only called when the - // effect is used for the first time. - vfunc_build_pipeline() { + // Restore unredirecting behavior for fullscreen windows. + Meta.enable_unredirect_for_display(global.display); + global.end_work(); - // Shell.GLSLEffect requires the declarations and the main source code as separate - // strings. As it's more convenient to store the in one GLSL file, we use a regex - // here to split the source code in two parts. - const code = this._loadShaderResource(`/shaders/${this._nick}.frag`); + this.emit('end-animation'); + } - // Match anything between the curly brackets of "void main() {...}". - const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}'); - const match = regex.exec(code); + // This is called by the constructor. This means, it's only called when the + // effect is used for the first time. + vfunc_build_pipeline() { + // Shell.GLSLEffect requires the declarations and the main source code as separate + // strings. As it's more convenient to store the in one GLSL file, we use a regex + // here to split the source code in two parts. + const code = this._loadShaderResource(`/shaders/${this._nick}.frag`); - const declarations = code.substr(0, match.index); - const main = match[1]; + // Match anything between the curly brackets of "void main() {...}". + const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}'); + const match = regex.exec(code); - this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true); - } + const declarations = code.substr(0, match.index); + const main = match[1]; - // We use this vfunc to trigger the update as it allows calling this.get_pipeline() in - // the handler. This could still be null if called from the updateAnimation() above. - vfunc_paint_target(...params) { - this.emit('update-animation', this._progress); + this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true); + } - // Starting with GNOME 44.2, the alpha channel is not written to by default. We need - // to undo this. It is a pity that we have to do this here, as it is not really - // required to be done each frame. But it's the only place where we can do it. - // https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650 - this.get_pipeline().set_blend( - 'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))'); + // We use this vfunc to trigger the update as it allows calling this.get_pipeline() in + // the handler. This could still be null if called from the updateAnimation() above. + vfunc_paint_target(...params) { + this.emit('update-animation', this._progress); - this.set_uniform_float(this._uProgress, 1, [this._progress]); - super.vfunc_paint_target(...params); - } + // Starting with GNOME 44.2, the alpha channel is not written to by default. We need + // to undo this. It is a pity that we have to do this here, as it is not really + // required to be done each frame. But it's the only place where we can do it. + // https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2650 + this.get_pipeline().set_blend( + 'RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))'); - // --------------------------------------------------------------------- private stuff + this.set_uniform_float(this._uProgress, 1, [this._progress]); + super.vfunc_paint_target(...params); + } - // This loads a GLSL file from the extension's resources to a JavaScript string. The - // code from "common.glsl" is prepended automatically. - _loadShaderResource(path) { - let common = utils.getStringResource('/shaders/common.glsl'); - let code = utils.getStringResource(path); + // --------------------------------------------------------------------- private stuff - // Add a trailing newline. Else the GLSL compiler complains... - return common + '\n' + code + '\n'; - } - }); + // This loads a GLSL file from the extension's resources to a JavaScript string. The + // code from "common.glsl" is prepended automatically. + _loadShaderResource(path) { + let common = utils.getStringResource('/shaders/common.glsl'); + let code = utils.getStringResource(path); + + // Add a trailing newline. Else the GLSL compiler complains... + return common + '\n' + code + '\n'; + } +}); diff --git a/src/ShaderFactory.js b/src/ShaderFactory.js index c73e2fe..b828e86 100644 --- a/src/ShaderFactory.js +++ b/src/ShaderFactory.js @@ -61,7 +61,7 @@ export default class ShaderFactory { // Only try to register the new type once. if (GObject.type_from_name(typeName) == null) { const outerThis = this; - GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader { + GObject.registerClass({GTypeName: typeName}, class ShaderImp extends Shader{ // This will actually load the GLSL source code from the resources. _init() { super._init(outerThis._nick); diff --git a/src/effects/AuraGlow.js b/src/effects/AuraGlow.js new file mode 100644 index 0000000..a6028ba --- /dev/null +++ b/src/effects/AuraGlow.js @@ -0,0 +1,254 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // +// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // +// |__/ // +////////////////////////////////////////////////////////////////////////////////////////// + +// SPDX-FileCopyrightText: Justin Garza +// SPDX-License-Identifier: GPL-3.0-or-later + +'use strict'; + +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(); + +////////////////////////////////////////////////////////////////////////////////////////// +// This effect was inspired by apple's new siri effect. // +////////////////////////////////////////////////////////////////////////////////////////// + +// 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._uColorSpeed = shader.get_uniform_location('uColorSpeed'); + shader._uRandomColorOffset = shader.get_uniform_location('uRandomColorOffset'); + shader._uColorOffset = shader.get_uniform_location('uColorOffset'); + shader._uColorSaturation = shader.get_uniform_location('uColorSaturation'); + + shader._uEdgeSize = shader.get_uniform_location('uEdgeSize'); + shader._uEdgeShape = shader.get_uniform_location('uEdgeShape'); + shader._uEdgeHardness = shader.get_uniform_location('uEdgeHardness'); + + shader._uBlur = shader.get_uniform_location('uBlur'); + shader._uFadeOut = shader.get_uniform_location('uFadeOut'); + shader._uSeed = shader.get_uniform_location('uSeed'); + + + // Write all uniform values at the start of each animation. + shader.connect('begin-animation', (shader, settings) => { + shader.set_uniform_float(shader._uColorSpeed, 1, [ + settings.get_double('aura-glow-color-speed'), + ]); + + shader.set_uniform_float(shader._uRandomColorOffset, 1, + [settings.get_boolean('aura-glow-random-color')]); + + shader.set_uniform_float(shader._uColorOffset, 1, [ + settings.get_double('aura-glow-color-offset'), + ]); + + shader.set_uniform_float(shader._uColorSaturation, 1, [ + settings.get_double('aura-glow-color-saturation'), + ]); + + shader.set_uniform_float(shader._uEdgeSize, 1, [ + settings.get_double('aura-glow-edge-size'), + ]); + shader.set_uniform_float(shader._uEdgeShape, 1, [ + settings.get_double('aura-glow-edge-shape'), + ]); + shader.set_uniform_float(shader._uEdgeHardness, 1, [ + settings.get_double('aura-glow-edge-hardness'), + ]); + + shader.set_uniform_float(shader._uBlur, 1, [ + settings.get_double('aura-glow-blur'), + ]); + + shader.set_uniform_float(shader._uFadeOut, 1, [ + settings.get_double('aura-glow-fade-out'), + ]); + + // shader.set_uniform_float(shader._uLightTheme, 1, [ + // Effect.getCurrentThemeMode(), + // ]); + + // this will be used with a has function to get a random number + // clang-format off + shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]); + // clang-format on + }); + }); + } + + + + // ---------------------------------------------------------------------------- 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 'aura-glow'; + } + + // 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 _('Aura Glow'); + } + + // -------------------------------------------------------------------- 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('aura-glow-animation-time'); + dialog.bindAdjustment('aura-glow-color-speed'); + dialog.bindSwitch('aura-glow-random-color'); + dialog.bindAdjustment('aura-glow-color-offset'); + dialog.bindAdjustment('aura-glow-color-saturation'); + + dialog.bindAdjustment('aura-glow-edge-size'); + dialog.bindAdjustment('aura-glow-edge-shape'); + dialog.bindAdjustment('aura-glow-edge-hardness'); + + dialog.bindAdjustment('aura-glow-blur'); + dialog.bindAdjustment('aura-glow-fade-out'); + + // enable and disable the one slider + function EnableDisablePref(dialog, state) { + dialog.getBuilder() + .get_object('aura-glow-color-offset-scale') + .set_sensitive(!state); + } + + // if we use a checkbox instead of a switch + /* + const randColor = dialog.getBuilder().get_object('aura-glow-random-color'); + if (randColor) { + // Connect to the "toggled" signal to update preferences dynamically + randColor.connect('toggled', (widget) => { + const state = widget.get_active(); // Retrieve the state directly + EnableDisablePref(dialog, state); // Update sensitivity when the state changes + }); + + // Manually call the update function on startup, using the initial state of the + // switch + const initialState = + randColor.get_active(); // Get the initial state of the check button + EnableDisablePref(dialog, initialState); + } else { + // Log an error if the switch widget is not found in the UI + log('Error: \'aura-glow-random-color\' switch widget not found.'); + } + */ + + // if we use a switch instead of a checkbox + + const switchWidget = dialog.getBuilder().get_object('aura-glow-random-color'); + if (switchWidget) { + // Connect to the "state-set" signal to update preferences dynamically based on + // the switch state. + switchWidget.connect('state-set', (widget, state) => { + EnableDisablePref(dialog, state); // Update sensitivity when the state changes. + }); + + // Manually call the update function on startup, using the initial state of the + // switch. + const initialState = + switchWidget.get_active(); // Get the current state of the switch. + EnableDisablePref(dialog, initialState); + } else { + // Log an error if the switch widget is not found in the UI. + log('Error: \'aura-glow-random-color\' switch widget not found.'); + } + + + // Retrieve the necessary objects + const colorOffset = dialog.getBuilder().get_object('aura-glow-color-offset-scale'); + const actionRow = dialog.getBuilder().get_object('aura-glow-action-row'); + + if (colorOffset == null) { + log('colorOffset is null'); + } + + + // Define an array of color names based on the slider value + const colorNames = [ + 'Red', // 0.00 + 'Reddish-Orange', // 0.05 + 'Orange', // 0.10 + 'Yellow-Orange', // 0.15 + 'Yellow-Green', // 0.20 + 'Lime Green', // 0.25 + 'Green', // 0.30 + 'Greenish-Cyan', // 0.35 + 'Aqua', // 0.40 + 'Light Cyan', // 0.45 + 'Cyan', // 0.50 + 'Sky Cyan', // 0.55 + 'Sky Blue', // 0.60 + 'Light Blue', // 0.65 + 'Blue', // 0.70 + 'Indigo', // 0.75 + 'Purple', // 0.80 + 'Magenta', // 0.85 + 'Pinkish-Red', // 0.90 + 'Crimson', // 0.95 + 'Red' // 1.00 (wraps around) + ]; + + // Function to update the subtitle based on the slider value + const updateSubtitle = () => { + const value = colorOffset.get_value(); // Get the current slider value + const index = Math.round(value * 20); // Map value [0.0, 1.0] to index [0, 10] + actionRow.set_subtitle( + colorNames[index]); // Update subtitle with the corresponding color + }; + + // Connect the value-changed signal to the updateSubtitle function + // Connect the value-changed signal to the updateSubtitle function + colorOffset.connect('value-changed', updateSubtitle); + + // Initialize the subtitle on load + updateSubtitle(); + } + + // ---------------------------------------------------------------- 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: 1.0, y: 1.0}; + } +} \ No newline at end of file diff --git a/src/effects/Fire.js b/src/effects/Fire.js index 6ea498d..b325fac 100644 --- a/src/effects/Fire.js +++ b/src/effects/Fire.js @@ -195,6 +195,17 @@ export default class Effect { color3: 'rgba(207,235,255,0.84)', color4: 'rgb(208,243,255)', color5: 'rgb(255,255,255)' + }, + // i don't think he'll notice if i sneak this in + { + name: _('Nuclear ☢️'), + scale: 1.5, + speed: 0.5, + color1: 'rgba(0,0,0,0)', + color2: 'rgba(2, 40, 0, 0.3)', + color3: 'rgba(0, 200, 50, 0.9)', + color4: 'rgba(255, 255, 0, 1.0)', + color5: 'rgba(255, 255, 255, 1.0)' } ]; diff --git a/src/effects/Mushroom.js b/src/effects/Mushroom.js new file mode 100644 index 0000000..8a2f027 --- /dev/null +++ b/src/effects/Mushroom.js @@ -0,0 +1,389 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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(); + +////////////////////////////////////////////////////////////////////////////////////////// +// This effect is inspired by the old 8bit mario video games and the New Super Mario // +// Bros 2 specifically when mario gets the mushroom. i hope you enjoy this little blast // +// from the past. // +////////////////////////////////////////////////////////////////////////////////////////// + +// 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) => { + // very basic effect... so nothing here + + shader._uGradient = [ + 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._uScaleStyle = shader.get_uniform_location('uScaleStyle'); + + shader._uSparkCount = shader.get_uniform_location('uSparkCount'); + shader._uSparkColor = shader.get_uniform_location('uSparkColor'); + shader._uSparkRotation = shader.get_uniform_location('uSparkRotation'); + + shader._uRaysColor = shader.get_uniform_location('uRaysColor'); + + shader._uRingCount = shader.get_uniform_location('uRingCount'); + shader._uRingRotation = shader.get_uniform_location('uRingRotation'); + shader._uStarCount = shader.get_uniform_location('uStarCount'); + + shader._uSeed = shader.get_uniform_location('uSeed'); + + // And update all uniforms at the start of each animation. + shader.connect('begin-animation', (shader, settings) => { + for (let i = 0; i <= 5; i++) { + shader.set_uniform_float( + shader._uGradient[i], 4, + utils.parseColor(settings.get_string('mushroom-star-color-' + i))); + } + + // clang-format off + + shader.set_uniform_float(shader._uScaleStyle, 1, [settings.get_double('mushroom-scale-style')]); + + shader.set_uniform_float(shader._uSparkCount, 1, [settings.get_int('mushroom-spark-count')]); + shader.set_uniform_float(shader._uSparkColor, 4, utils.parseColor(settings.get_string('mushroom-spark-color'))); + shader.set_uniform_float(shader._uSparkRotation, 1, [settings.get_double('mushroom-spark-rotation')]); + + shader.set_uniform_float(shader._uRaysColor, 4, utils.parseColor(settings.get_string('mushroom-rays-color'))); + + shader.set_uniform_float(shader._uRingCount, 1, [settings.get_int('mushroom-ring-count')]); + shader.set_uniform_float(shader._uRingRotation, 1, [settings.get_double('mushroom-ring-rotation')]); + shader.set_uniform_float(shader._uStarCount, 1, [settings.get_int('mushroom-star-count')]); + + shader.set_uniform_float(shader._uSeed, 2, [Math.random(), Math.random()]); + + // clang-format on + }); + }); + } + + // ---------------------------------------------------------------------------- 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 'mushroom'; + } + + // 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 _('Mushroom'); + } + + // -------------------------------------------------------------------- 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('mushroom-animation-time'); + // dialog.bindSwitch('mushroom-8bit-enable'); + + dialog.bindAdjustment('mushroom-scale-style'); + + dialog.bindAdjustment('mushroom-spark-count'); + dialog.bindColorButton('mushroom-spark-color'); + dialog.bindAdjustment('mushroom-spark-rotation'); + + dialog.bindColorButton('mushroom-rays-color'); + + dialog.bindAdjustment('mushroom-ring-count'); + dialog.bindAdjustment('mushroom-ring-rotation'); + dialog.bindAdjustment('mushroom-star-count'); + + dialog.bindColorButton('mushroom-star-color-0'); + dialog.bindColorButton('mushroom-star-color-1'); + dialog.bindColorButton('mushroom-star-color-2'); + dialog.bindColorButton('mushroom-star-color-3'); + dialog.bindColorButton('mushroom-star-color-4'); + dialog.bindColorButton('mushroom-star-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-star-colors" button to reset all star colors to their default + // values. + dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => { + // Reset each mushroom star color setting. + dialog.getProfileSettings().reset('mushroom-star-color-0'); + dialog.getProfileSettings().reset('mushroom-star-color-1'); + dialog.getProfileSettings().reset('mushroom-star-color-2'); + dialog.getProfileSettings().reset('mushroom-star-color-3'); + dialog.getProfileSettings().reset('mushroom-star-color-4'); + dialog.getProfileSettings().reset('mushroom-star-color-5'); + }); + + + // Initialize the preset dropdown menu for mushroom star colors. + Effect._createMushroomPresets(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: 1.0, y: 1.0}; + } + + // ---------------------------------------------------------------- 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 _createMushroomPresets(dialog) { + // Retrieve the builder object for the dialog and connect to the "realize" event of + // the button. + dialog.getBuilder() + .get_object('mushroom-star-color-preset-button') + .connect('realize', (widget) => { + // Define an array of color presets, each with a name and six color values (RGBA + // format). + const presets = [ + { + name: _('8Bit Plumber (Default)'), + ScaleStyle: 0.0, + SparkCount: 0, + SparkColor: 'rgba(255,255,255,0.0)', + SparkRotation: 0.33, + RayColor: 'rgba(255,255,255,0.0)', + RingCount: 0, + RingRotation: 0.0, + StarCount: 0, + color0: 'rgba(233,249,0,1.0)', + color1: 'rgba(233,249,0,1.0)', + color2: 'rgba(91,255,0,1.0)', + color3: 'rgba(91,255,0,1.0)', + color4: 'rgba(0,240,236,1.0)', + color5: 'rgba(0,240,236,1.0)', + }, + { + name: _('New Bros 2 🍄'), + ScaleStyle: 1.0, + SparkCount: 4, + SparkColor: 'rgba(255,255,255,1.0)', + SparkRotation: 0.3, + RayColor: 'rgba(255,255,255,1.0)', + RingCount: 3, + RingRotation: 1.33, + StarCount: 5, + color0: 'rgba(233,249,0,1.0)', + color1: 'rgba(233,249,0,1.0)', + color2: 'rgba(91,255,0,1.0)', + color3: 'rgba(91,255,0,1.0)', + color4: 'rgba(0,240,236,1.0)', + color5: 'rgba(0,240,236,1.0)', + }, + { + name: + _('Red White and Blue 🇺🇸'), // A patriotic palette of red, white, and blue + ScaleStyle: 1.0, + SparkCount: 4, + SparkColor: 'rgba(255,255,255,1.0)', + SparkRotation: 0.3, + RayColor: 'rgba(255,255,255,0.0)', + RingCount: 3, + RingRotation: 1.33, + StarCount: 5, + color0: 'rgba(255, 0, 0, 1.0)', + color1: 'rgba(255, 0, 0, 1.0)', + color2: 'rgba(255,255,255, 1.0)', + color3: 'rgba(255,255,255, 1.0)', + color4: 'rgba(0,0,255, 1.0)', + color5: 'rgba(0,0,255, 1.0)' + }, + { + name: _('Rainbow 🌈'), // A vivid rainbow spectrum of colors + ScaleStyle: 1.0, + SparkCount: 4, + SparkColor: 'rgba(255,255,255,1.0)', + SparkRotation: 0.3, + RayColor: 'rgba(255,255,255,0.0)', + RingCount: 3, + RingRotation: 2.0, + StarCount: 7, + color0: 'rgba(255, 69, 58, 1.0)', // Bold Red + color1: 'rgba(255, 140, 0, 1.0)', // Bold Orange + color2: 'rgba(255, 223, 0, 1.0)', // Bold Yellow + color3: 'rgba(50, 205, 50, 1.0)', // Bold Green + color4: 'rgba(30, 144, 255, 1.0)', // Bold Blue + color5: 'rgba(148, 0, 211, 1.0)' // Bold Purple + }, + { + name: _('Cattuccino 😺'), // A soft pastel palette inspired by a + // cappuccino theme + ScaleStyle: 1.0, + SparkCount: 4, + SparkColor: 'rgba(255,255,255,1.0)', + SparkRotation: 0.3, + RayColor: 'rgba(255,255,255,0.0)', + RingCount: 3, + RingRotation: 2.0, + StarCount: 7, + color0: 'rgba(239, 146, 160, 1.0)', + color1: 'rgba(246, 178, 138, 1.0)', + color2: 'rgba(240, 217, 169, 1.0)', + color3: 'rgba(175, 223, 159, 1.0)', + color4: 'rgba(149, 182, 246, 1.0)', + color5: 'rgba(205, 170, 247, 1.0)' + }, + { + name: _('Dracula 🦇'), // A dark palette inspired by the Dracula theme + ScaleStyle: 1.0, + SparkCount: 0, + SparkColor: 'rgba(255,255,255,1.0)', + SparkRotation: 0.3, + RayColor: 'rgba(255,255,255,0.0)', + RingCount: 3, + RingRotation: 2.0, + StarCount: 7, + color0: 'rgba(40, 42, 54, 1.0)', // Dark Grey + color1: 'rgba(68, 71, 90, 1.0)', // Medium Grey + color2: 'rgba(90, 94, 119, 1.0)', // Light Grey + color3: 'rgba(90, 94, 119, 1.0)', // Light Grey + color4: 'rgba(68, 71, 90, 1.0)', // Medium Grey + color5: 'rgba(40, 42, 54, 1.0)' // Dark Grey + }, + { + name: _('Sparkle ✨'), // A dark palette inspired by the Dracula theme + ScaleStyle: 1.0, + SparkCount: 25, + SparkColor: 'rgba(255,255,255,1.0)', + SparkRotation: 0.3, + RayColor: 'rgba(255,255,255,0.0)', + RingCount: 0, + RingRotation: 1.33, + StarCount: 7, + color0: 'rgba(255,255,255,0.0)', + color1: 'rgba(255,255,255,0.0)', + color2: 'rgba(255,255,255,0.0)', + color3: 'rgba(255,255,255,0.0)', + color4: 'rgba(255,255,255,0.0)', + color5: 'rgba(255,255,255,0.0)', + } + ]; + + // 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 = 'mushroom' + 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_double('mushroom-scale-style', + preset.ScaleStyle); + dialog.getProfileSettings().set_int('mushroom-spark-count', + preset.SparkCount); + dialog.getProfileSettings().set_string('mushroom-spark-color', + preset.SparkColor); + dialog.getProfileSettings().set_double('mushroom-spark-rotation', + preset.SparkRotation); + dialog.getProfileSettings().set_string('mushroom-rays-color', + preset.RayColor); + dialog.getProfileSettings().set_int('mushroom-ring-count', preset.RingCount); + dialog.getProfileSettings().set_double('mushroom-ring-rotation', + preset.RingRotation); + dialog.getProfileSettings().set_int('mushroom-star-count', preset.StarCount); + + dialog.getProfileSettings().set_string('mushroom-star-color-0', + preset.color0); + dialog.getProfileSettings().set_string('mushroom-star-color-1', + preset.color1); + dialog.getProfileSettings().set_string('mushroom-star-color-2', + preset.color2); + dialog.getProfileSettings().set_string('mushroom-star-color-3', + preset.color3); + dialog.getProfileSettings().set_string('mushroom-star-color-4', + preset.color4); + dialog.getProfileSettings().set_string('mushroom-star-color-5', + preset.color5); + }); + + // Add the action to the action group. + group.add_action(action); + }); + + // Assign the populated menu to the preset button. + dialog.getBuilder() + .get_object('mushroom-star-color-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); + }); + } +} diff --git a/src/effects/RGBWarp.js b/src/effects/RGBWarp.js new file mode 100644 index 0000000..bc87b77 --- /dev/null +++ b/src/effects/RGBWarp.js @@ -0,0 +1,117 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // +// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // +// |__/ // +////////////////////////////////////////////////////////////////////////////////////////// + +// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com +// SPDX-License-Identifier: GPL-3.0-or-later + +'use strict'; + +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(); + +////////////////////////////////////////////////////////////////////////////////////////// +// This effect warps the Red Green Blue values // +////////////////////////////////////////////////////////////////////////////////////////// + +// 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._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'); + shader._uStretchB = shader.get_uniform_location('uStretchB'); + + // 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'), + ]); + + shader.set_uniform_float(shader._uStretchR, 1, [ + settings.get_double('rgbwarp-offset-r'), + ]); + + shader.set_uniform_float(shader._uStretchG, 1, [ + settings.get_double('rgbwarp-offset-g'), + ]); + + shader.set_uniform_float(shader._uStretchB, 1, [ + settings.get_double('rgbwarp-offset-b'), + ]); + }); + }); + } + + // ---------------------------------------------------------------------------- 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 'rgbwarp'; + } + + // 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'); + } + + // -------------------------------------------------------------------- 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('rgbwarp-animation-time'); + dialog.bindAdjustment('rgbwarp-wavesize'); + dialog.bindAdjustment('rgbwarp-brightness'); + dialog.bindAdjustment('rgbwarp-offset-r'); + dialog.bindAdjustment('rgbwarp-offset-g'); + dialog.bindAdjustment('rgbwarp-offset-b'); + } + + // ---------------------------------------------------------------- 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: 1.0, y: 1.0}; + } +} \ No newline at end of file diff --git a/src/effects/TeamRocket.js b/src/effects/TeamRocket.js new file mode 100644 index 0000000..c1ecd4b --- /dev/null +++ b/src/effects/TeamRocket.js @@ -0,0 +1,131 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // +// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // +// |__/ // +////////////////////////////////////////////////////////////////////////////////////////// + +// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com +// SPDX-License-Identifier: GPL-3.0-or-later + +'use strict'; + +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(); + +////////////////////////////////////////////////////////////////////////////////////////// +// This effect was inspired by Team Rocket Blasting Off again! // +// https://c.tenor.com/0ag0MVXUaQEAAAAd/tenor.gif // +////////////////////////////////////////////////////////////////////////////////////////// + +// 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._uWT = shader.get_uniform_location('uWT'); + shader._uXpos = shader.get_uniform_location('uXpos'); + shader._uYpos = shader.get_uniform_location('uYpos'); + shader._uWinRot = shader.get_uniform_location('uWinRot'); + shader._uSparkleRot = shader.get_uniform_location('uSparkleRot'); + shader._uSparkleSize = shader.get_uniform_location('uSparkleSize'); + + shader._uSeed = shader.get_uniform_location('uSeed'); + + // Write all uniform values at the start of each animation. + shader.connect('begin-animation', (shader, settings) => { + shader.set_uniform_float(shader._uWT, 1, [ + settings.get_double('team-rocket-window-time'), + ]); + + shader.set_uniform_float(shader._uXpos, 1, [ + settings.get_double('team-rocket-x'), + ]); + + shader.set_uniform_float(shader._uYpos, 1, [ + settings.get_double('team-rocket-y'), + ]); + + shader.set_uniform_float(shader._uWinRot, 1, + [settings.get_boolean('team-rocket-win-rot')]); + + shader.set_uniform_float(shader._uSparkleRot, 1, [ + settings.get_double('team-rocket-sparkle-rot'), + ]); + + shader.set_uniform_float(shader._uSparkleSize, 1, [ + settings.get_double('team-rocket-sparkle-size'), + ]); + + // this will be used with a has function to get a random number + // clang-format off + shader.set_uniform_float(shader._uSeed, 2, [Math.random(), 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 'team-rocket'; + } + + // 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'); + } + + // -------------------------------------------------------------------- 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('team-rocket-animation-time'); + dialog.bindAdjustment('team-rocket-window-time'); + dialog.bindAdjustment('team-rocket-x'); + dialog.bindAdjustment('team-rocket-y'); + + dialog.bindSwitch('team-rocket-win-rot'); + + dialog.bindAdjustment('team-rocket-sparkle-rot'); + dialog.bindAdjustment('team-rocket-sparkle-size'); + } + + // ---------------------------------------------------------------- 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: 1.0, y: 1.0}; + } +} \ No newline at end of file diff --git a/src/effects/UnicornFart.js b/src/effects/UnicornFart.js new file mode 100644 index 0000000..de1d9aa --- /dev/null +++ b/src/effects/UnicornFart.js @@ -0,0 +1,471 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 diff --git a/src/utils.js b/src/utils.js index 73ad404..9da0f29 100644 --- a/src/utils.js +++ b/src/utils.js @@ -173,3 +173,20 @@ export function parseColor(string) { return [color.red / 255, color.green / 255, color.blue / 255, color.alpha / 255]; } + + +// used for searching +// Simple fuzzy match function +// NOTE: i'll improve the fuzzy function before rolling this out +/* +function fuzzyMatch(text, query) { + let queryIndex = 0; + for (let i = 0; i < text.length && queryIndex < query.length; i++) { + if (text[i] === query[queryIndex]) { + queryIndex++; + } + } + return queryIndex === query.length; // Returns true if all chars in query matched in +order +} +*/ \ No newline at end of file