20250120
resync with master ... hoping it works
This commit is contained in:
@@ -30,6 +30,7 @@ This extension is not only more useless than the cube, but it is also much more
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| Effect | Preview |
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| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------- |
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| **Apparition** <br> This effect hides your windows by violently sucking them into the void of magic! | <img src ="docs/pics/apparition.gif" /> |
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| **Aura Glow** <br> A radiant edge-lit animation | <img src ="docs/pics/aura-glow.gif" /> |
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| **Broken Glass** <br> Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! | <img src ="docs/pics/broken-glass.gif" /> |
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| **Doom** <br> Melt your windows. Inspired by the legendary screen transitions of the original Doom. | <img src ="docs/pics/doom.gif" /> |
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| **Energize A** <br> Beam your windows away! | <img src ="docs/pics/energize-a.gif" /> |
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@@ -41,15 +42,19 @@ This extension is not only more useless than the cube, but it is also much more
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| **Hexagon** <br> With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | <img src ="docs/pics/hexagon.gif" /> |
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| **Incinerate** <br> A less snappy but definitely more fancy take on the fire effect. | <img src ="docs/pics/incinerate.gif" /> |
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| **Matrix** <br> Turn your windows into a shower of green letters! The color is actually configurable. | <img src ="docs/pics/matrix.gif" /> |
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| **Mushroom** <br> Inspired by your favorite italian plumber! | <img src ="docs/pics/mushroom.gif" /> |
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| **Paint Brush** <br> Paint or erase your windows with a thick paint brush. | <img src ="docs/pics/paint-brush.gif" /> |
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| **Pixelate** <br> Pixelate your windows and randomly hide pixels until the entire window is gone. | <img src ="docs/pics/pixelate.gif" /> |
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| **Pixel Wheel** <br> This simple effect pixelates the window and hides the pixels in a wheel-like fashion. | <img src ="docs/pics/pixel-wheel.gif" /> |
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| **Pixel Wipe** <br> This effect pixelates the window and hides the pixels radially, starting from the pointer position. | <img src ="docs/pics/pixel-wipe.gif" /> |
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| **Portal** <br> This ridiculous effect teleports your windows from and to alternative dimensions. It may resemble the portal from a well-known cartoon series... | <img src ="docs/pics/portal.gif" /> |
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| **RGB Warp** <br> Red Blue and Green go bye bye. | <img src ="docs/pics/rgbwarp.gif" /> |
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| **Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. | <img src ="docs/pics/snap.gif" /> |
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| **TeamRocket** <br> ... is blasting off again! | <img src ="docs/pics/teamrocket.gif" /> |
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| **T-Rex Attack** <br> Destroy your windows with a series of violent slashes! | <img src ="docs/pics/trex.gif" /> |
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| **TV Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" /> |
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| **TV Glitch** <br> This effect combines the Glitch and the TV Effect. | <img src ="docs/pics/tv-glitch.gif" /> |
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| **Unicorn Fart** <br> Sniff the Rainbow! | <img src ="docs/pics/unicorn-fart.gif" /> |
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| **Wisps** <br> Let your windows be carried away to the realm of dreams by these little fairies! | <img src ="docs/pics/wisps.gif" /> |
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| **Your Effect!** <br> 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). | [](docs/how-to-create-new-effects.md) |
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@@ -66,6 +71,7 @@ Below is a table which summarizes the current availability for all effects.
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</tr>
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<tr><td></td> <td>3.36</td> <td>3.38</td><td>40+</td><td>5.25.0+</td></tr>
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<tr><td>Apparition</td> <td> </td> <td>✅</td> <td>✅</td> <td> </td> </tr>
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<tr><td>Aura Glow</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Broken Glass</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>Doom</td> <td> </td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Energize A</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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@@ -77,15 +83,19 @@ Below is a table which summarizes the current availability for all effects.
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<tr><td>Hexagon</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Incinerate</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Matrix</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>Mushroom</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td>✅</tr>
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<tr><td>Paint Brush</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>Pixelate</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Pixel Wheel</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Pixel Wipe</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Portal</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>RGB Warp</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>TeamRocket</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td> <td> </td> </tr>
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<tr><td>TV Effect</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>TV Glitch</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Unicorn Fart</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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<tr><td>Wisps</td> <td>✅</td> <td>✅</td> <td>✅</td> <td>✅</td> </tr>
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</table>
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@@ -394,3 +394,39 @@ make install && pkill -f '.Extensions' && sleep 2 ; gnome-extensions prefs burn-
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That's it!
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If you have any questions, feel free to [ask them on the discussions board](https://github.com/Schneegans/Burn-My-Windows/discussions).
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If you are happy with your effect, submit a pull request, and it may get included in the next version!
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## Install Dependencies (if needed)
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the list below might not be 100% correct, please pull request if changes need to be made
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### **Ubuntu**
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```bash
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sudo apt install make gettext libglib2.0-dev-bin clang-format
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```
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### **Fedora/RHEL**
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```bash
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sudo dnf install make gettext glib2-devel clang-format
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```
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### **Arch Linux**
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```bash
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sudo pacman -S base-devel gettext glib2 clang-format
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```
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### **openSUSE**
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```bash
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sudo zypper install make gettext-tools glib2-devel clang-format
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```
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### **Alpine Linux**
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For minimal distributions like Alpine:
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```bash
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sudo apk add build-base gettext-dev glib-dev clang-format
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```
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### **Gentoo**
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```bash
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sudo emerge --ask sys-devel/make sys-devel/gettext dev-libs/glib clang-format
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```
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+10
-1
@@ -4,4 +4,13 @@ The preview GIFs are recorded with OBS Studio at 1920x1080, cut to a length of e
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```bash
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gifski --fps 30 -W 320 -H 180 -o effect.gif effect.mp4
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```
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```
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# gif Info
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GIF length: 2 second(s)
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GIF width/height: 320×180 pixels
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number of frames: 60
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number of colors: 256
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loop count: 0 (endless)
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The animation should starts 1s into the gif.
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Binary file not shown.
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After Width: | Height: | Size: 248 KiB |
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After Width: | Height: | Size: 100 KiB |
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After Width: | Height: | Size: 180 KiB |
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After Width: | Height: | Size: 101 KiB |
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After Width: | Height: | Size: 190 KiB |
+14
-8
@@ -23,6 +23,7 @@ import {WindowPicker} from './src/WindowPicker.js';
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import * as utils from './src/utils.js';
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import Apparition from './src/effects/Apparition.js';
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import AuraGlow from './src/effects/AuraGlow.js';
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import BrokenGlass from './src/effects/BrokenGlass.js';
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import Doom from './src/effects/Doom.js';
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import EnergizeA from './src/effects/EnergizeA.js';
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@@ -34,18 +35,23 @@ import Glitch from './src/effects/Glitch.js';
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import Hexagon from './src/effects/Hexagon.js';
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import Incinerate from './src/effects/Incinerate.js';
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import Matrix from './src/effects/Matrix.js';
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import Mushroom from './src/effects/Mushroom.js';
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import PaintBrush from './src/effects/PaintBrush.js';
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import Pixelate from './src/effects/Pixelate.js';
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import PixelWheel from './src/effects/PixelWheel.js';
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import PixelWipe from './src/effects/PixelWipe.js';
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import Portal from './src/effects/Portal.js';
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import RGBWarp from './src/effects/RGBWarp.js';
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import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
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import TeamRocket from './src/effects/TeamRocket.js';
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import TRexAttack from './src/effects/TRexAttack.js';
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import TVEffect from './src/effects/TVEffect.js';
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import TVGlitch from './src/effects/TVGlitch.js';
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import UnicornFart from './src/effects/UnicornFart.js';
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import Wisps from './src/effects/Wisps.js';
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import * as Main from 'resource:///org/gnome/shell/ui/main.js';
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import {Workspace} from 'resource:///org/gnome/shell/ui/workspace.js';
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import {WindowPreview} from 'resource:///org/gnome/shell/ui/windowPreview.js';
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@@ -71,14 +77,14 @@ export default class BurnMyWindows extends Extension {
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// New effects must be registered here and in prefs.js.
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this._ALL_EFFECTS = [
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new Apparition(), new BrokenGlass(), new Doom(),
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new EnergizeA(), new EnergizeB(), new Fire(),
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new Focus(), new Glide(), new Glitch(),
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new Hexagon(), new Incinerate(), new Matrix(),
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new PaintBrush(), new Pixelate(), new PixelWheel(),
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new PixelWipe(), new Portal(), new SnapOfDisintegration(),
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new TRexAttack(), new TVEffect(), new TVGlitch(),
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new Wisps(),
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new Apparition(), new AuraGlow(), new BrokenGlass(), new Doom(),
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new EnergizeA(), new EnergizeB(), new Fire(), new Focus(),
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new Glide(), new Glitch(), new Hexagon(), new Incinerate(),
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new Matrix(), new PaintBrush(), new Pixelate(), new PixelWheel(),
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new PixelWipe(), new Portal(), new RGBWarp(), new SnapOfDisintegration(),
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new TeamRocket(), new TRexAttack(), new TVEffect(), new TVGlitch(),
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new Wisps(), new Mushroom(), new UnicornFart(),
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];
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// Load all of our resources.
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+2
-2
@@ -15,5 +15,5 @@
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"47"
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],
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"url": "https://github.com/Schneegans/Burn-My-Windows",
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"version": 45
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}
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"version": 47
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}
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@@ -24,6 +24,7 @@ import * as utils from './src/utils.js';
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import {ProfileManager} from './src/ProfileManager.js';
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import Apparition from './src/effects/Apparition.js';
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import AuraGlow from './src/effects/AuraGlow.js';
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import BrokenGlass from './src/effects/BrokenGlass.js';
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import Doom from './src/effects/Doom.js';
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import EnergizeA from './src/effects/EnergizeA.js';
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@@ -35,17 +36,21 @@ import Glitch from './src/effects/Glitch.js';
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import Hexagon from './src/effects/Hexagon.js';
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import Incinerate from './src/effects/Incinerate.js';
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import Matrix from './src/effects/Matrix.js';
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import Mushroom from './src/effects/Mushroom.js';
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import PaintBrush from './src/effects/PaintBrush.js';
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import Pixelate from './src/effects/Pixelate.js';
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import PixelWheel from './src/effects/PixelWheel.js';
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import PixelWipe from './src/effects/PixelWipe.js';
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import Portal from './src/effects/Portal.js';
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import RGBWarp from './src/effects/RGBWarp.js';
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import SnapOfDisintegration from './src/effects/SnapOfDisintegration.js';
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import TeamRocket from './src/effects/TeamRocket.js';
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import TRexAttack from './src/effects/TRexAttack.js';
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import TVEffect from './src/effects/TVEffect.js';
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import TVGlitch from './src/effects/TVGlitch.js';
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import Wisps from './src/effects/Wisps.js';
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import UnicornFart from './src/effects/UnicornFart.js';
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import {ExtensionPreferences, gettext as _} from 'resource:///org/gnome/Shell/Extensions/js/extensions/prefs.js';
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@@ -71,10 +76,15 @@ export default class BurnMyWindowsPreferences extends ExtensionPreferences {
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// New effects must be registered here and in extension.js.
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this._ALL_EFFECTS = [
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Apparition, BrokenGlass, Doom, EnergizeA, EnergizeB, Fire,
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Focus, Glide, Glitch, Hexagon, Incinerate, Matrix,
|
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PaintBrush, Pixelate, PixelWheel, PixelWipe, Portal, SnapOfDisintegration,
|
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TRexAttack, TVEffect, TVGlitch, Wisps,
|
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Apparition, AuraGlow, BrokenGlass,
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Doom, EnergizeA, EnergizeB,
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Fire, Focus, Glide,
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Glitch, Hexagon, Incinerate,
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Matrix, Mushroom, PaintBrush,
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Pixelate, PixelWheel, PixelWipe,
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Portal, RGBWarp, SnapOfDisintegration,
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TeamRocket, TRexAttack, TVEffect,
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TVGlitch, Wisps, UnicornFart,
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];
|
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|
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|
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|
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@@ -0,0 +1,198 @@
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//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
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// 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
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// provides the standard input:
|
||||
|
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// 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);
|
||||
|
||||
}
|
||||
@@ -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
|
||||
);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -0,0 +1,366 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<!--
|
||||
SPDX-FileCopyrightText: Justin Garza <JGarza9788@gmail.com>
|
||||
SPDX-License-Identifier: GPL-3.0-or-later
|
||||
-->
|
||||
|
||||
<interface domain="burn-my-windows">
|
||||
<object class="AdwExpanderRow" id="aura-glow-prefs">
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Animation Time [ms]</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-animation-time">
|
||||
<property name="upper">3000</property>
|
||||
<property name="lower">100</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-animation-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Random Color</property>
|
||||
<property name="activatable-widget">aura-glow-random-color</property>
|
||||
<child>
|
||||
<object class="GtkSwitch" id="aura-glow-random-color">
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-random-color">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow" id="aura-glow-action-row">
|
||||
<property name="title" translatable="yes">Color Offset</property>
|
||||
<property name="subtitle" translatable="yes">Red</property>
|
||||
<!-- <child>
|
||||
<object class="GtkCheckButton" id="aura-glow-random-color">
|
||||
<property name="label" translatable="yes">random</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="active">true</property>
|
||||
</object>
|
||||
</child> -->
|
||||
<child>
|
||||
<object class="GtkScale" id="aura-glow-color-offset-scale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-color-offset">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.33</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-color-offset">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Color Speed</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-color-speed">
|
||||
<property name="upper">10.0</property>
|
||||
<property name="lower">-10.0</property>
|
||||
<property name="step-increment">0.25</property>
|
||||
<property name="page-increment">1.0</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-color-speed">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Color Saturation</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-color-saturation">
|
||||
<property name="upper">5.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.10</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-color-saturation">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- <child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Adjust For Light Theme</property>
|
||||
<property name="activatable-widget">aura-glow-adjust-light-theme</property>
|
||||
<child>
|
||||
<object class="GtkSwitch" id="aura-glow-adjust-light-theme">
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-adjust-light-theme">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child> -->
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Edge Size</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-edge-size">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.05</property>
|
||||
<property name="page-increment">0.10</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-edge-size">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Edge Shape</property>
|
||||
<property name="subtitle" translatable="yes">-1.0 (Star-ish) to 2.0 (Square)</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-edge-shape">
|
||||
<property name="upper">2.0</property>
|
||||
<property name="lower">-1.0</property>
|
||||
<property name="step-increment">0.10</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-edge-shape">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Edge Hardness</property>
|
||||
<property name="subtitle" translatable="yes">0.0 (soft/blurry) to 1.0 (sharp/hard)</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-edge-hardness">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.10</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-edge-hardness">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Blur Amount</property>
|
||||
<property name="subtitle" translatable="yes">0 is Off</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-blur">
|
||||
<property name="upper">100.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.50</property>
|
||||
<property name="page-increment">1.00</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-blur">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Fade Out</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="aura-glow-fade-out">
|
||||
<property name="upper">0.75</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.10</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-aura-glow-fade-out">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
|
||||
</interface>
|
||||
@@ -0,0 +1,439 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<!--
|
||||
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
|
||||
SPDX-License-Identifier: GPL-3.0-or-later
|
||||
-->
|
||||
|
||||
<interface domain="burn-my-windows">
|
||||
|
||||
<!-- Main container for the mushroom preferences section -->
|
||||
<object class="AdwExpanderRow" id="mushroom-prefs">
|
||||
|
||||
<!-- Animation Time Adjustment Section -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Animation Time [ms]</property>
|
||||
<child>
|
||||
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-animation-time">
|
||||
<property name="upper">5000</property>
|
||||
<property name="lower">100</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-animation-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Star Color Presets -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Effect Presets</property>
|
||||
<property name="activatable-widget">mushroom-star-color-preset-button</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkMenuButton" id="mushroom-star-color-preset-button">
|
||||
<property name="valign">center</property>
|
||||
<property name="label" translatable="yes">Choose a Preset</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Scale Style</property>
|
||||
<property name="subtitle" translatable="yes">8Bit --- Smooth</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" id="mushroom-scale-style-scale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-scale-style">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-scale-style">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Adjustment for 4-Point Stars Count -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Spark Count</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" id="mushroom-spark-count-scale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-spark-count">
|
||||
<property name="upper">25</property>
|
||||
<property name="lower">0</property>
|
||||
<property name="step-increment">1</property>
|
||||
<property name="page-increment">5</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-spark-count">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Adjustment for 4-Point Stars Count -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Spark Rotation</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-spark-rotation">
|
||||
<property name="upper">3.0</property>
|
||||
<property name="lower">-3.0</property>
|
||||
<property name="step-increment">0.5</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-spark-rotation">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Color Picker for 4-Point Stars -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Spark Color</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<style>
|
||||
<class name="linked" />
|
||||
</style>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-spark-color">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-spark-color">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Rays Color Picker -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Rays Color</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<style>
|
||||
<class name="linked" />
|
||||
</style>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-rays-color">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-rays-color">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Star Rings Count Adjustment -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Star Rings Count</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" id="mushroom-ring-count-scale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-ring-count">
|
||||
<property name="upper">5</property>
|
||||
<property name="lower">0</property>
|
||||
<property name="step-increment">1</property>
|
||||
<property name="page-increment">3</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-ring-count">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Star Rings Rotation Adjustment -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Star Ring Rotation</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" id="mushroom-ring-rotation-scale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-ring-rotation">
|
||||
<property name="upper">3.0</property>
|
||||
<property name="lower">-3.0</property>
|
||||
<property name="step-increment">0.25</property>
|
||||
<property name="page-increment">1.0</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-ring-rotation">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Stars Per Star Ring Count Adjustment -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Stars Count Per Ring</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" id="mushroom-star-count-scale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="mushroom-star-count">
|
||||
<property name="upper">7</property>
|
||||
<property name="lower">0</property>
|
||||
<property name="step-increment">1</property>
|
||||
<property name="page-increment">3</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-mushroom-star-count">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Star Gradient Color Adjustment -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Star Gradient</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<style>
|
||||
<class name="linked" />
|
||||
</style>
|
||||
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-star-color-0">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-star-color-1">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-star-color-2">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-star-color-3">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-star-color-4">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="mushroom-star-color-5">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-star-colors">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
|
||||
|
||||
</interface>
|
||||
@@ -0,0 +1,245 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<!--
|
||||
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
|
||||
SPDX-License-Identifier: GPL-3.0-or-later
|
||||
-->
|
||||
|
||||
<interface domain="burn-my-windows">
|
||||
|
||||
<!-- Main container for the rgbwarp preferences section -->
|
||||
<object class="AdwExpanderRow" id="rgbwarp-prefs">
|
||||
|
||||
<!-- Animation Time Adjustment Section -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Animation Time [ms]</property>
|
||||
<child>
|
||||
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="rgbwarp-animation-time">
|
||||
<property name="upper">5000</property>
|
||||
<property name="lower">100</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-rgbwarp-animation-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">WaveSize</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="rgbwarp-wavesize">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-rgbwarp-wavesize">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Brightness</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="rgbwarp-brightness">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-rgbwarp-brightness">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">OffsetRed</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="rgbwarp-offset-r">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-rgbwarp-offset-r">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">OffsetGreen</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="rgbwarp-offset-g">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-rgbwarp-offset-g">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">OffsetBlue</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="rgbwarp-offset-b">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-rgbwarp-offset-b">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
|
||||
|
||||
</interface>
|
||||
@@ -0,0 +1,267 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<!--
|
||||
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
|
||||
SPDX-License-Identifier: GPL-3.0-or-later
|
||||
-->
|
||||
|
||||
<interface domain="burn-my-windows">
|
||||
|
||||
<!-- Main container for the team-rocket preferences section -->
|
||||
<object class="AdwExpanderRow" id="team-rocket-prefs">
|
||||
|
||||
<!-- Animation Time Adjustment Section -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Animation Time [ms]</property>
|
||||
<child>
|
||||
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="team-rocket-animation-time">
|
||||
<property name="upper">5000</property>
|
||||
<property name="lower">100</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-animation-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Animation Split</property>
|
||||
<property name="subtitle" translatable="yes"></property>
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="team-rocket-window-time">
|
||||
<property name="upper">0.8</property>
|
||||
<property name="lower">0.2</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-window-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">X</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="team-rocket-x">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">-1.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-x">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Y</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="team-rocket-y">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">-1.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-y">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Rotate Window</property>
|
||||
<property name="activatable-widget">team-rocket-win-rot</property>
|
||||
<child>
|
||||
<object class="GtkSwitch" id="team-rocket-win-rot">
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-win-rot">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Sparkle Size</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="team-rocket-sparkle-size">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.5</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-sparkle-size">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Sparkle Rotation</property>
|
||||
<!-- <property name="subtitle" translatable="yes"></property> -->
|
||||
|
||||
<child>
|
||||
<object class="GtkScale" >
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="team-rocket-sparkle-rot">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">-1.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-team-rocket-sparkle-rot">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
|
||||
|
||||
</interface>
|
||||
@@ -0,0 +1,535 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<!--
|
||||
SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
|
||||
SPDX-License-Identifier: GPL-3.0-or-later
|
||||
-->
|
||||
|
||||
<interface domain="burn-my-windows">
|
||||
|
||||
<!-- Main container for the unicorn-fart preferences section -->
|
||||
<object class="AdwExpanderRow" id="unicorn-fart-prefs">
|
||||
|
||||
<!-- Animation Time Adjustment Section -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Animation Time [ms]</property>
|
||||
<child>
|
||||
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-animation-time">
|
||||
<property name="upper">5000</property>
|
||||
<property name="lower">100</property>
|
||||
<property name="step-increment">10</property>
|
||||
<property name="page-increment">100</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-animation-time">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
|
||||
<property name="title" translatable="yes">Effect Presets</property>
|
||||
<property name="activatable-widget">unicorn-fart-preset-button</property>
|
||||
|
||||
<child>
|
||||
<object class="GtkMenuButton" id="unicorn-fart-preset-button">
|
||||
<property name="valign">center</property>
|
||||
<property name="label" translatable="yes">Choose a Preset</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Spark Count</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-spark-count">
|
||||
<property name="upper">100</property>
|
||||
<property name="lower">0</property>
|
||||
<property name="step-increment">1</property>
|
||||
<property name="page-increment">10</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-spark-count">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Spark Start</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-spark-start">
|
||||
<property name="upper">0.5</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-spark-start">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Spark End</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-spark-end">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.5</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-spark-end">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Spark offset</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-spark-offset">
|
||||
<property name="upper">0.5</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.25</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-spark-offset">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Star Count</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">0</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-star-count">
|
||||
<property name="upper">25</property>
|
||||
<property name="lower">0</property>
|
||||
<property name="step-increment">1</property>
|
||||
<property name="page-increment">5</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-star-count">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Star Rotation</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-star-rotation">
|
||||
<property name="upper">3.0</property>
|
||||
<property name="lower">-3.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.5</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-star-rotation">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Star Size</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-star-size">
|
||||
<property name="upper">0.1</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.1</property>
|
||||
<property name="page-increment">0.5</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-star-size">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Star Start</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-star-start">
|
||||
<property name="upper">0.5</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-star-start">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Star End</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-star-end">
|
||||
<property name="upper">1.0</property>
|
||||
<property name="lower">0.5</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-star-end">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Blur Quality</property>
|
||||
<child>
|
||||
<object class="GtkScale">
|
||||
<property name="valign">center</property>
|
||||
<property name="draw-value">1</property>
|
||||
<property name="digits">2</property>
|
||||
<property name="value-pos">left</property>
|
||||
<property name="width-request">300</property>
|
||||
<property name="adjustment">
|
||||
<object class="GtkAdjustment" id="unicorn-fart-blur-quality">
|
||||
<property name="upper">10.0</property>
|
||||
<property name="lower">0.0</property>
|
||||
<property name="step-increment">0.01</property>
|
||||
<property name="page-increment">0.1</property>
|
||||
</object>
|
||||
</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-blur-quality">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
|
||||
<!-- Particle Colors -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Particle Colors</property>
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<style>
|
||||
<class name="linked" />
|
||||
</style>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-spark-color-0">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-spark-color-1">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-spark-color-2">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-spark-color-3">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-spark-color-4">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-spark-color-5">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-spark-colors">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Values</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
<!-- Star Gradient Colors -->
|
||||
<child>
|
||||
<object class="AdwActionRow">
|
||||
<property name="title" translatable="yes">Star Colors</property>
|
||||
<child>
|
||||
<object class="GtkBox">
|
||||
<style>
|
||||
<class name="linked" />
|
||||
</style>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-star-color-0">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-star-color-1">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-star-color-2">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-star-color-3">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-star-color-4">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkColorButton" id="unicorn-fart-star-color-5">
|
||||
<property name="use_alpha">1</property>
|
||||
<property name="show_editor">1</property>
|
||||
<property name="valign">center</property>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
<child>
|
||||
<object class="GtkButton" id="reset-unicorn-fart-star-colors">
|
||||
<property name="icon-name">edit-clear-symbolic</property>
|
||||
<property name="valign">center</property>
|
||||
<property name="tooltip-text" translatable="yes">Reset to Default Values</property>
|
||||
<style>
|
||||
<class name="flat" />
|
||||
</style>
|
||||
</object>
|
||||
</child>
|
||||
</object>
|
||||
</child>
|
||||
|
||||
</object>
|
||||
|
||||
</interface>
|
||||
|
||||
@@ -823,7 +823,7 @@ SPDX-License-Identifier: CC0-1.0
|
||||
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- Simple Fade Effect Options -->
|
||||
<!-- Focus Effect Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="focus-enable-effect" type="b">
|
||||
@@ -850,6 +850,449 @@ SPDX-License-Identifier: CC0-1.0
|
||||
<description>The Quality of the Blur (Setting this too high may increase GPU load and affect performance)</description>
|
||||
</key>
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- Mushroom Effect Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="mushroom-enable-effect" type="b">
|
||||
<default>false</default>
|
||||
<summary>mushroom Enable Effect</summary>
|
||||
<description>Use the mushroom effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-animation-time" type="i">
|
||||
<default>1500</default>
|
||||
<summary>mushroom Animation Time</summary>
|
||||
<description>The time the mushroom effect takes.</description>
|
||||
</key>
|
||||
|
||||
<!-- <key name="mushroom-8bit-enable" type="b">
|
||||
<default>true</default>
|
||||
<summary>mushroom 8Bit Animation</summary>
|
||||
<description>use the old style.</description>
|
||||
</key> -->
|
||||
|
||||
<key name="mushroom-scale-style" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>8Bit or Smooth Scaling</summary>
|
||||
<description>How the window scales</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-spark-count" type="i">
|
||||
<default>4</default>
|
||||
<summary>The Number of Sparks</summary>
|
||||
<description>The Number of Sparks</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-spark-color" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>The Sparks Color</summary>
|
||||
<description>The Sparks Color</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-spark-rotation" type="d">
|
||||
<default>0.3</default>
|
||||
<summary>The Number of Rotations the Sparks do</summary>
|
||||
<description>The Number of Rotations the Sparks do</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-rays-color" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>The Rays Color</summary>
|
||||
<description>The Rays Color</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-ring-count" type="i">
|
||||
<default>3</default>
|
||||
<summary>Number of Rings</summary>
|
||||
<description>Number of Rings</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-ring-rotation" type="d">
|
||||
<default>1.33</default>
|
||||
<summary>The Number of Rotations/Cycles the Stars do</summary>
|
||||
<description>The Number of Rotations/Cycles the Stars do</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-count" type="i">
|
||||
<default>5</default>
|
||||
<summary>The Number of Stars in each Ring</summary>
|
||||
<description>The Number of Stars in each Ring</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-color-0" type="s">
|
||||
<default>"rgba(233, 249, 1, 1.0)"</default>
|
||||
<summary>Star Color 1</summary>
|
||||
<description>The Nth color of the Star gradient.</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-color-1" type="s">
|
||||
<default>"rgba(233, 249, 1, 1.0)"</default>
|
||||
<summary>Star Color 1</summary>
|
||||
<description>The Nth color of the Star gradient.</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-color-2" type="s">
|
||||
<default>"rgba(91, 255, 1, 1.0)"</default>
|
||||
<summary>Star Color 1</summary>
|
||||
<description>The Nth color of the Star gradient.</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-color-3" type="s">
|
||||
<default>"rgba(91, 255, 1, 1.0)"</default>
|
||||
<summary>Star Color 1</summary>
|
||||
<description>The Nth color of the Star gradient.</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-color-4" type="s">
|
||||
<default>"rgba(0, 240, 236, 1.0)"</default>
|
||||
<summary>Star Color 1</summary>
|
||||
<description>The Nth color of the Star gradient.</description>
|
||||
</key>
|
||||
|
||||
<key name="mushroom-star-color-5" type="s">
|
||||
<default>"rgba(0, 240, 236, 1.0)"</default>
|
||||
<summary>Star Color 1</summary>
|
||||
<description>The Nth color of the Star gradient.</description>
|
||||
</key>
|
||||
|
||||
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- Aura Glow Effect Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="aura-glow-enable-effect" type="b">
|
||||
<default>false</default>
|
||||
<summary>Aura Glow Enable Effect</summary>
|
||||
<description>Use the Aura Glow effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-animation-time" type="i">
|
||||
<default>1500</default>
|
||||
<summary>Aura Glow Animation Time</summary>
|
||||
<description>The time the Aura Glow effect takes.</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-random-color" type="b">
|
||||
<default>false</default>
|
||||
<summary>Aura Glow Random Color Offset</summary>
|
||||
<description>Ramdomize the color offset</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-color-offset" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Aura Glow Color Offset</summary>
|
||||
<description>Changes the inital color of the glow</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-color-speed" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>Aura Glow Color Speed</summary>
|
||||
<description>The Speed at which the color changes</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-color-saturation" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>Aura Glow Color Saturation</summary>
|
||||
<description>Amount of color in the effect</description>
|
||||
</key>
|
||||
|
||||
<!-- <key name="aura-glow-adjust-light-theme" type="b">
|
||||
<default>false</default>
|
||||
<summary>Aura Glow Adjust for light theme</summary>
|
||||
<description>darken the window before adding color for light theme</description>
|
||||
</key> -->
|
||||
|
||||
<key name="aura-glow-edge-size" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>Aura Glow Size of the Color Edge</summary>
|
||||
<description>Size of the Color Edge</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-edge-shape" type="d">
|
||||
<default>-1.0</default>
|
||||
<summary>Aura Glow Edge Shape</summary>
|
||||
<description>The Shape at the end of the animation</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-edge-hardness" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Aura Glow Edge Hardness</summary>
|
||||
<description>The Hardness of the Edge</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-blur" type="d">
|
||||
<default>50.0</default>
|
||||
<summary>Aura Glow Blur</summary>
|
||||
<description>Changes the Blue Amount</description>
|
||||
</key>
|
||||
|
||||
<key name="aura-glow-fade-out" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Aura Glow Fade Out</summary>
|
||||
<description>The Percent at which the window will fade out</description>
|
||||
</key>
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- RGBWarp Effect Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="rgbwarp-enable-effect" type="b">
|
||||
<default>false</default>
|
||||
<summary>RGBWarp Enable Effect</summary>
|
||||
<description>Use the RGBWarp.</description>
|
||||
</key>
|
||||
|
||||
<key name="rgbwarp-animation-time" type="i">
|
||||
<default>1500</default>
|
||||
<summary>RGBWarp Animation Time</summary>
|
||||
<description>The time the RGBWarp effect takes.</description>
|
||||
</key>
|
||||
|
||||
<key name="rgbwarp-wavesize" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>RGBWarp Width</summary>
|
||||
<description>Width of the effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="rgbwarp-brightness" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>RGBWarp Brightness</summary>
|
||||
<description>brightness of the effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="rgbwarp-offset-r" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>RGBWarp Red Offset</summary>
|
||||
<description>Red offset of the effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="rgbwarp-offset-g" type="d">
|
||||
<default>0.90</default>
|
||||
<summary>RGBWarp Green Offset</summary>
|
||||
<description>Green offset of the effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="rgbwarp-offset-b" type="d">
|
||||
<default>0.80</default>
|
||||
<summary>RGBWarp Blue Offset</summary>
|
||||
<description>Blue offset of the effect.</description>
|
||||
</key>
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- Team Rocket Effect Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="team-rocket-enable-effect" type="b">
|
||||
<default>false</default>
|
||||
<summary>Team Rocket Enable Effect</summary>
|
||||
<description>Use the Team Rocket effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-animation-time" type="i">
|
||||
<default>1500</default>
|
||||
<summary>Team Rocket Animation Time</summary>
|
||||
<description>The time the Team Rocket effect takes.</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-window-time" type="d">
|
||||
<default>0.5</default>
|
||||
<summary>Window vs Sparkle split</summary>
|
||||
<description>Window vs Sparkle split</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-x" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Team Rocket X</summary>
|
||||
<description>X position</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-y" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Team Rocket Y</summary>
|
||||
<description>Y position</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-win-rot" type="b">
|
||||
<default>false</default>
|
||||
<summary>Rotate the Window</summary>
|
||||
<description>Rotate the Window</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-sparkle-rot" type="d">
|
||||
<default>0.33</default>
|
||||
<summary>Sparkle Rotation</summary>
|
||||
<description>Sparkle Rotation</description>
|
||||
</key>
|
||||
|
||||
<key name="team-rocket-sparkle-size" type="d">
|
||||
<default>0.75</default>
|
||||
<summary>Sparkle Size</summary>
|
||||
<description>Sparkle Size</description>
|
||||
</key>
|
||||
|
||||
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
<!-- Unicorn Fart Options -->
|
||||
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
|
||||
|
||||
<key name="unicorn-fart-enable-effect" type="b">
|
||||
<default>false</default>
|
||||
<summary>Unicorn Fart Enable Effect</summary>
|
||||
<description>Use the Unicorn Fart effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-animation-time" type="i">
|
||||
<default>1500</default>
|
||||
<summary>Unicorn Fart Animation Time</summary>
|
||||
<description>The time the Unicorn Fart effect takes.</description>
|
||||
</key>
|
||||
|
||||
|
||||
<!-- sparks -->
|
||||
<key name="unicorn-fart-spark-count" type="i">
|
||||
<default>25</default>
|
||||
<summary>Number of Sparks</summary>
|
||||
<description>Set the total number of sparks generated.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-start" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Spark Start Point</summary>
|
||||
<description>Define the starting position for sparks.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-end" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>Spark End Point</summary>
|
||||
<description>Define the ending position for sparks.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-offset" type="d">
|
||||
<default>0.5</default>
|
||||
<summary>Spark Offset</summary>
|
||||
<description>Set the positional offset for sparks.</description>
|
||||
</key>
|
||||
|
||||
<!-- stars -->
|
||||
<key name="unicorn-fart-star-count" type="i">
|
||||
<default>6</default>
|
||||
<summary>Number of Stars</summary>
|
||||
<description>Set the total number of stars displayed.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-rotation" type="d">
|
||||
<default>0.33</default>
|
||||
<summary>Star Rotation</summary>
|
||||
<description>Control the rotational angle of stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-size" type="d">
|
||||
<default>0.1</default>
|
||||
<summary>Star Size</summary>
|
||||
<description>Set the size of the stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-start" type="d">
|
||||
<default>0.0</default>
|
||||
<summary>Star Start Point</summary>
|
||||
<description>Define the starting position for stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-end" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>Star End Point</summary>
|
||||
<description>Define the ending position for stars.</description>
|
||||
</key>
|
||||
|
||||
<!-- blur -->
|
||||
<key name="unicorn-fart-blur-quality" type="d">
|
||||
<default>5.0</default>
|
||||
<summary>Blur Quality</summary>
|
||||
<description>Set the quality level for the blur effect.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-seed" type="d">
|
||||
<default>1.0</default>
|
||||
<summary>Random Seed</summary>
|
||||
<description>Define the seed value for random effects.</description>
|
||||
</key>
|
||||
|
||||
<!-- particle colors -->
|
||||
<key name="unicorn-fart-spark-color-0" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>Primary Particle Color</summary>
|
||||
<description>Set the first color used for particles.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-color-1" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>Secondary Particle Color</summary>
|
||||
<description>Set the second color used for particles.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-color-2" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>Tertiary Particle Color</summary>
|
||||
<description>Set the third color used for particles.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-color-3" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>Quaternary Particle Color</summary>
|
||||
<description>Set the fourth color used for particles.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-color-4" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>Quinary Particle Color</summary>
|
||||
<description>Set the fifth color used for particles.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-spark-color-5" type="s">
|
||||
<default>"rgba(255, 255, 255, 1.0)"</default>
|
||||
<summary>Senary Particle Color</summary>
|
||||
<description>Set the sixth color used for particles.</description>
|
||||
</key>
|
||||
|
||||
<!-- star colors -->
|
||||
<key name="unicorn-fart-star-color-0" type="s">
|
||||
<default>"rgba(255, 0, 0, 1.0)"</default>
|
||||
<summary>Primary Star Color</summary>
|
||||
<description>Set the first color used for stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-color-1" type="s">
|
||||
<default>"rgba(255, 255, 0, 1.0)"</default>
|
||||
<summary>Secondary Star Color</summary>
|
||||
<description>Set the second color used for stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-color-2" type="s">
|
||||
<default>"rgba(0, 255, 0, 1.0)"</default>
|
||||
<summary>Tertiary Star Color</summary>
|
||||
<description>Set the third color used for stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-color-3" type="s">
|
||||
<default>"rgba(0, 255, 255, 1.0)"</default>
|
||||
<summary>Quaternary Star Color</summary>
|
||||
<description>Set the fourth color used for stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-color-4" type="s">
|
||||
<default>"rgba(0, 0, 255, 1.0)"</default>
|
||||
<summary>Quinary Star Color</summary>
|
||||
<description>Set the fifth color used for stars.</description>
|
||||
</key>
|
||||
|
||||
<key name="unicorn-fart-star-color-5" type="s">
|
||||
<default>"rgba(255, 0, 255, 1.0)"</default>
|
||||
<summary>Senary Star Color</summary>
|
||||
<description>Set the sixth color used for stars.</description>
|
||||
</key>
|
||||
|
||||
</schema>
|
||||
|
||||
</schemalist>
|
||||
</schemalist>
|
||||
|
||||
+135
-137
@@ -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/<nick>.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/<nick>.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';
|
||||
}
|
||||
});
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -0,0 +1,254 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 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/<nick>.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};
|
||||
}
|
||||
}
|
||||
@@ -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)'
|
||||
}
|
||||
];
|
||||
|
||||
|
||||
@@ -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/<nick>.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);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -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/<nick>.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};
|
||||
}
|
||||
}
|
||||
@@ -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/<nick>.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};
|
||||
}
|
||||
}
|
||||
@@ -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/<nick>.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);
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
*/
|
||||
Reference in New Issue
Block a user