🚚 Move effect sources to separate directory

This commit is contained in:
Simon Schneegans
2023-01-29 12:42:06 +01:00
parent 764b8b9ffa
commit 6904762590
24 changed files with 43 additions and 43 deletions
+104
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect hides the actor by violently sucking it into the void of magic. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Apparition = class {
// 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(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uShake = shader.get_uniform_location('uShake');
shader._uTwirl = shader.get_uniform_location('uTwirl');
shader._uSuction = shader.get_uniform_location('uSuction');
shader._uRandomness = shader.get_uniform_location('uRandomness');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// If we are performing an integration tests, we use a fixed seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
shader.set_uniform_float(shader._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
shader.set_uniform_float(shader._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('apparition-randomness')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is not available on GNOME Shell 3.36 as it requires scaling of the window
// actor.
getMinShellVersion() {
return [3, 38];
}
// 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').
getNick() {
return 'apparition';
}
// 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.
getLabel() {
return _('Apparition');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('apparition-randomness');
dialog.bindAdjustment('apparition-animation-time');
dialog.bindAdjustment('apparition-twirl-intensity');
dialog.bindAdjustment('apparition-shake-intensity');
dialog.bindAdjustment('apparition-suction-intensity');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 2.0, y: 2.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect shatters the window into pieces. For an explanation how this works, look //
// further down in this file into the documentation of the Shader class. This effect is //
// not available on GNOME 3.3x, due to the limitation described in the documentation //
// of vfunc_paint_target further down in this file. //
// This shader creates a complex-looking effect with rather simple means. Here is how //
// it works: The window is drawn five times on top of each other (see the SHARD_LAYERS //
// constant in the GLSL code). Each layer only draws some of the shards, all layers //
// combined make up the entire window. The layers are then scaled, rotated, and moved //
// independently from each other - this creates the impression that all shards are //
// moving independently. In reality, there are only five groups of shards! Which shard //
// belongs to which layer is defined by the green channel of the texture //
// resources/img/shards.png. The red channel of the texture contains the distance to //
// the shard edges. This information is used to fade out the shards. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var BrokenGlass = class {
// 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(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._shardTexture) {
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
this._shardTexture = new Clutter.Image();
this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
shardData.width, shardData.height,
shardData.rowstride);
}
// Store all uniform locations.
shader._uShardTexture = shader.get_uniform_location('uShardTexture');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uEpicenter = shader.get_uniform_location('uEpicenter');
shader._uShardScale = shader.get_uniform_location('uShardScale');
shader._uBlowForce = shader.get_uniform_location('uBlowForce');
shader._uGravity = shader.get_uniform_location('uGravity');
// And update all uniforms at the start of each animation.
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// Usually, the shards fly away from the center of the window.
let epicenterX = 0.5;
let epicenterY = 0.5;
// However, if this option is set, we use the mouse pointer position.
if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
const [x, y] = global.get_pointer();
const [ok, localX, localY] = actor.transform_stage_point(x, y);
if (ok) {
epicenterX = localX / actor.width;
epicenterY = localY / actor.height;
}
}
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
// clang-format on
});
// This is required to bind the shard texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the shard texture.
pipeline.set_layer_texture(1, this._shardTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(shader._uShardTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
getMinShellVersion() {
return [40, 0];
}
// 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.
getNick() {
return 'broken-glass';
}
// 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.
getLabel() {
return _('Broken Glass');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('broken-glass-animation-time');
dialog.bindAdjustment('broken-glass-scale');
dialog.bindAdjustment('broken-glass-gravity');
dialog.bindAdjustment('broken-glass-blow-force');
dialog.bindSwitch('broken-glass-use-pointer');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 2.0, y: 2.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect melts your windows. Inspired by the legendary screen transitions of the //
// original Doom. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Doom = class {
// 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(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uActorScale = shader.get_uniform_location('uActorScale');
shader._uHorizontalScale = shader.get_uniform_location('uHorizontalScale');
shader._uVerticalScale = shader.get_uniform_location('uVerticalScale');
shader._uPixelSize = shader.get_uniform_location('uPixelSize');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// For this effect, we scale the actor vertically so that it covers the entire
// screen. This ensures that the melted window will not be cut off.
let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
// If we are currently performing integration test, nothing will be visible in the
// test images as the animation has passed the center of the window already. To
// fix this, we set the actor scale to a fixed low value when performing tests.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uActorScale, 1, [testMode ? 1.0 : actorScale]);
shader.set_uniform_float(shader._uHorizontalScale, 1, [testMode ? 50.0 :settings.get_double('doom-horizontal-scale')]);
shader.set_uniform_float(shader._uVerticalScale, 1, [testMode ? 150.0 : settings.get_double('doom-vertical-scale')]);
shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('doom-pixel-size')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is not available on GNOME Shell 3.36 as it requires scaling of the window
// actor.
getMinShellVersion() {
return [3, 38];
}
// 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').
getNick() {
return 'doom';
}
// 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.
getLabel() {
return _('Doom');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('doom-animation-time');
dialog.bindAdjustment('doom-horizontal-scale');
dialog.bindAdjustment('doom-vertical-scale');
dialog.bindAdjustment('doom-pixel-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+.
// For this effect, we scale the actor vertically so that it covers the entire screen.
// This ensures that the melted window will not be cut off.
getActorScale(settings, forOpening, actor) {
let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
return {x: 1.0, y: actorScale};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect looks a bit like the transporter effect from TOS. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var EnergizeA = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('energize-a-scale')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'energize-a';
}
// 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.
getLabel() {
return _('Energize A');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('energize-a-animation-time');
dialog.bindAdjustment('energize-a-scale');
dialog.bindColorButton('energize-a-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect looks a bit like the transporter effect from TNG. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var EnergizeB = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('energize-b-scale')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'energize-b';
}
// 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.
getLabel() {
return _('Energize B');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('energize-b-animation-time');
dialog.bindAdjustment('energize-b-scale');
dialog.bindColorButton('energize-b-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const {Gio} = imports.gi;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect is a homage to the good old Compiz days. However, it is implemented //
// quite differently. While Compiz used a particle system, this effect uses a noise //
// shader. The noise is moved vertically over time and mapped to a configurable color //
// gradient. It is faded to transparency towards the edges of the window. In addition, //
// there are a couple of moving gradients which fade-in or fade-out the fire 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.
var Fire = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store all uniform locations.
shader._uGradient = [
shader.get_uniform_location('uGradient1'),
shader.get_uniform_location('uGradient2'),
shader.get_uniform_location('uGradient3'),
shader.get_uniform_location('uGradient4'),
shader.get_uniform_location('uGradient5'),
];
shader._u3DNoise = shader.get_uniform_location('u3DNoise');
shader._uScale = shader.get_uniform_location('uScale');
shader._uMovementSpeed = shader.get_uniform_location('uMovementSpeed');
// And update all uniforms at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
for (let i = 1; i <= 5; i++) {
const c = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
shader.set_uniform_float(
shader._uGradient[i - 1], 4,
[c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
}
// clang-format off
shader.set_uniform_float(shader._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('flame-scale')]);
shader.set_uniform_float(shader._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'fire';
}
// 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.
getLabel() {
return _('Fire');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
// Bind all properties.
dialog.bindAdjustment('fire-animation-time');
dialog.bindAdjustment('flame-movement-speed');
dialog.bindAdjustment('flame-scale');
dialog.bindSwitch('flame-3d-noise');
dialog.bindColorButton('fire-color-1');
dialog.bindColorButton('fire-color-2');
dialog.bindColorButton('fire-color-3');
dialog.bindColorButton('fire-color-4');
dialog.bindColorButton('fire-color-5');
// The fire-gradient-reset button needs to be bound explicitly.
dialog.getBuilder().get_object('reset-fire-colors').connect('clicked', () => {
dialog.getProfileSettings().reset('fire-color-1');
dialog.getProfileSettings().reset('fire-color-2');
dialog.getProfileSettings().reset('fire-color-3');
dialog.getProfileSettings().reset('fire-color-4');
dialog.getProfileSettings().reset('fire-color-5');
});
// Initialize the fire-preset dropdown.
this._createFirePresets(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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
// ----------------------------------------------------------------------- private stuff
// This populates the preset dropdown menu for the fire options.
_createFirePresets(dialog) {
dialog.getBuilder().get_object('fire-prefs').connect('realize', (widget) => {
const presets = [
{
name: _('Default Fire'),
scale: 1.0,
speed: 0.5,
color1: 'rgba(76, 51, 25, 0.0)',
color2: 'rgba(180, 55, 30, 0.7)',
color3: 'rgba(255, 76, 38, 0.9)',
color4: 'rgba(255, 166, 25, 1)',
color5: 'rgba(255, 255, 255, 1)'
},
{
name: _('Hell Fire'),
scale: 1.5,
speed: 0.2,
color1: 'rgba(0,0,0,0)',
color2: 'rgba(103,7,80,0.5)',
color3: 'rgba(150,0,24,0.9)',
color4: 'rgb(255,200,0)',
color5: 'rgba(255, 255, 255, 1)'
},
{
name: _('Dark and Smutty'),
scale: 1.0,
speed: 0.5,
color1: 'rgba(0,0,0,0)',
color2: 'rgba(36,3,0,0.5)',
color3: 'rgba(150,0,24,0.9)',
color4: 'rgb(255,177,21)',
color5: 'rgb(255,238,166)'
},
{
name: _('Cold Breeze'),
scale: 1.5,
speed: -0.1,
color1: 'rgba(0,110,255,0)',
color2: 'rgba(30,111,180,0.24)',
color3: 'rgba(38,181,255,0.54)',
color4: 'rgba(34,162,255,0.84)',
color5: 'rgb(97,189,255)'
},
{
name: _('Santa is Coming'),
scale: 0.4,
speed: -0.5,
color1: 'rgba(0,110,255,0)',
color2: 'rgba(208,233,255,0.24)',
color3: 'rgba(207,235,255,0.84)',
color4: 'rgb(208,243,255)',
color5: 'rgb(255,255,255)'
}
];
const menu = Gio.Menu.new();
const group = Gio.SimpleActionGroup.new();
const groupName = 'presets';
// Add all presets.
presets.forEach((preset, i) => {
const actionName = 'fire' + i;
menu.append(preset.name, groupName + '.' + actionName);
let action = Gio.SimpleAction.new(actionName, null);
// Load the preset on activation.
action.connect('activate', () => {
dialog.getProfileSettings().set_double('flame-movement-speed', preset.speed);
dialog.getProfileSettings().set_double('flame-scale', preset.scale);
dialog.getProfileSettings().set_string('fire-color-1', preset.color1);
dialog.getProfileSettings().set_string('fire-color-2', preset.color2);
dialog.getProfileSettings().set_string('fire-color-3', preset.color3);
dialog.getProfileSettings().set_string('fire-color-4', preset.color4);
dialog.getProfileSettings().set_string('fire-color-5', preset.color5);
});
group.add_action(action);
});
dialog.getBuilder().get_object('fire-preset-button').set_menu_model(menu);
const root = utils.isGTK4() ? widget.get_root() : widget.get_toplevel();
root.insert_action_group(groupName, group);
});
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This very simple effect fades the window to transparency with subtle 3D effects. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Glide = class {
// 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(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uScale = shader.get_uniform_location('uScale');
shader._uSquish = shader.get_uniform_location('uSquish');
shader._uTilt = shader.get_uniform_location('uTilt');
shader._uShift = shader.get_uniform_location('uShift');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// clang-format off
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('glide-scale')]);
shader.set_uniform_float(shader._uSquish, 1, [settings.get_double('glide-squish')]);
shader.set_uniform_float(shader._uTilt, 1, [settings.get_double('glide-tilt')]);
shader.set_uniform_float(shader._uShift, 1, [settings.get_double('glide-shift')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'glide';
}
// 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.
getLabel() {
return _('Glide');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('glide-animation-time');
dialog.bindAdjustment('glide-scale');
dialog.bindAdjustment('glide-squish');
dialog.bindAdjustment('glide-tilt');
dialog.bindAdjustment('glide-shift');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect applies some intentional graphics issues to your windows. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Glitch = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
shader._uStrength = shader.get_uniform_location('uStrength');
shader._uSpeed = shader.get_uniform_location('uSpeed');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('glitch-color'))[1];
// If we are performing an integration tests, we use a fixed seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('glitch-scale')]);
shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('glitch-strength')]);
shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('glitch-speed')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'glitch';
}
// 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.
getLabel() {
return _('Glitch');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('glitch-animation-time');
dialog.bindAdjustment('glitch-scale');
dialog.bindAdjustment('glitch-speed');
dialog.bindAdjustment('glitch-strength');
dialog.bindColorButton('glitch-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect overlays a glowing hexagonal grid over the window. The grid cells then //
// gradually shrink until the window is fully dissolved. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Hexagon = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uAdditiveBlending = shader.get_uniform_location('uAdditiveBlending');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uScale = shader.get_uniform_location('uScale');
shader._uLineWidth = shader.get_uniform_location('uLineWidth');
shader._uGlowColor = shader.get_uniform_location('uGlowColor');
shader._uLineColor = shader.get_uniform_location('uLineColor');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// Get the two configurable colors. They are directly injected into the shader
// code below.
const gc =
Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1];
const lc =
Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]);
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('hexagon-scale')]);
shader.set_uniform_float(shader._uLineWidth, 1, [settings.get_double('hexagon-line-width')]);
shader.set_uniform_float(shader._uGlowColor, 4, [gc.red / 255, gc.green / 255, gc.blue / 255, gc.alpha / 255]);
shader.set_uniform_float(shader._uLineColor, 4, [lc.red / 255, lc.green / 255, lc.blue / 255, lc.alpha / 255]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'hexagon';
}
// 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.
getLabel() {
return _('Hexagon');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('hexagon-animation-time');
dialog.bindAdjustment('hexagon-scale');
dialog.bindAdjustment('hexagon-line-width');
dialog.bindColorButton('hexagon-line-color');
dialog.bindColorButton('hexagon-glow-color');
dialog.bindSwitch('hexagon-additive-blending');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect burns windows to ashes. The fire starts at a random position at the //
// window's boundary and then burns through the window in a circular shape. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Incinerate = class {
// 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(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter} = imports.gi;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
shader._uTurbulence = shader.get_uniform_location('uTurbulence');
shader._uStartPos = shader.get_uniform_location('uStartPos');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
let seed = [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()];
// If this option is set, we use the mouse pointer position. Because the actor
// position may change after the begin-animation signal is called, we set the
// uStartPos uniform during the update callback.
if (settings.get_boolean('incinerate-use-pointer')) {
this._startPointerPos = global.get_pointer();
this._actor = actor;
} else {
// Else, a random position along the window boundary is used as start position
// for the incinerate effect.
let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
[Math.floor(seed[0] + 0.5), seed[1]];
shader.set_uniform_float(shader._uStartPos, 2, startPos);
this._startPointerPos = null;
}
const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, seed);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
// clang-format on
});
// If the mouse pointer position is used as start position, we set the uStartPos
// uniform during the update callback as the actor position may not be set up
// properly before the begin animation callback.
shader.connect('update-animation', (shader) => {
if (this._startPointerPos) {
const [x, y] = this._startPointerPos;
const [ok, localX, localY] = this._actor.transform_stage_point(x, y);
if (ok) {
let startPos = [
Math.max(0.0, Math.min(1.0, localX / this._actor.width)),
Math.max(0.0, Math.min(1.0, localY / this._actor.height))
];
shader.set_uniform_float(shader._uStartPos, 2, startPos);
}
}
});
// Make sure to drop the reference to the actor.
shader.connect('end-animation', (shader) => {
shader._actor = null;
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is available on all supported GNOME Shell versions.
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').
getNick() {
return 'incinerate';
}
// 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.
getLabel() {
return _('Incinerate');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('incinerate-animation-time');
dialog.bindAdjustment('incinerate-scale');
dialog.bindAdjustment('incinerate-turbulence');
dialog.bindSwitch('incinerate-use-pointer');
dialog.bindColorButton('incinerate-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// The Matrix shader multiplies a grid of random letters with some gradients which are //
// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
// Also, there is a random delay making the gradients not drop all at the same time. //
// This effect is not available on GNOME 3.3x, due to the limitation described in the //
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Matrix = class {
// 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(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._fontTexture) {
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uFontTexture = shader.get_uniform_location('uFontTexture');
shader._uTrailColor = shader.get_uniform_location('uTrailColor');
shader._uTipColor = shader.get_uniform_location('uTipColor');
shader._uLetterSize = shader.get_uniform_location('uLetterSize');
shader._uRandomness = shader.get_uniform_location('uRandomness');
shader._uOverShoot = shader.get_uniform_location('uOverShoot');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c1 =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
shader.set_uniform_float(shader._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
shader.set_uniform_float(shader._uLetterSize, 1, [settings.get_int('matrix-scale')]);
shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('matrix-randomness')]);
shader.set_uniform_float(shader._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
// clang-format on
});
// This is required to bind the font texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Bind the font texture.
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
pipeline.set_uniform_1i(shader._uFontTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
getMinShellVersion() {
return [40, 0];
}
// 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').
getNick() {
return 'matrix';
}
// 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.
getLabel() {
return _('Matrix');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('matrix-animation-time');
dialog.bindAdjustment('matrix-scale');
dialog.bindAdjustment('matrix-randomness');
dialog.bindAdjustment('matrix-overshoot');
dialog.bindColorButton('matrix-trail-color');
dialog.bindColorButton('matrix-tip-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0 + settings.get_double('matrix-overshoot')};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This simple effect pixelates the window texture and hides the pixels in a wheel-like //
// fashion. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var PixelWheel = class {
// 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(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uPixelSize = shader.get_uniform_location('uPixelSize');
shader._uSpokeCount = shader.get_uniform_location('uSpokeCount');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// clang-format off
shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_double('pixel-wheel-pixel-size')]);
shader.set_uniform_float(shader._uSpokeCount, 1, [settings.get_int('pixel-wheel-spoke-count')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'pixel-wheel';
}
// 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.
getLabel() {
return _('Pixel Wheel');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('pixel-wheel-animation-time');
dialog.bindAdjustment('pixel-wheel-pixel-size');
dialog.bindAdjustment('pixel-wheel-spoke-count');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect pixelates the window texture and hides the pixels radially, starting //
// from the pointer position. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var PixelWipe = class {
// 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(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uPixelSize = shader.get_uniform_location('uPixelSize');
shader._uStartPos = shader.get_uniform_location('uStartPos');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// Because the actor position may change after the begin-animation signal is
// called, we set the uStartPos uniform during the update callback.
this._startPointerPos = global.get_pointer();
this._actor = actor;
// clang-format off
shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('pixel-wipe-pixel-size')]);
// clang-format on
});
// We set the uStartPos uniform during the update callback as the actor position
// may not be set up properly before the begin animation callback.
shader.connect('update-animation', (shader) => {
if (this._startPointerPos) {
const [x, y] = this._startPointerPos;
const [ok, localX, localY] = this._actor.transform_stage_point(x, y);
if (ok) {
let startPos = [
Math.max(0.0, Math.min(1.0, localX / this._actor.width)),
Math.max(0.0, Math.min(1.0, localY / this._actor.height))
];
shader.set_uniform_float(shader._uStartPos, 2, startPos);
}
}
});
// Make sure to drop the reference to the actor.
shader.connect('end-animation', (shader) => {
shader._actor = null;
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'pixel-wipe';
}
// 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.
getLabel() {
return _('Pixel Wipe');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('pixel-wipe-animation-time');
dialog.bindAdjustment('pixel-wipe-pixel-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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This very simple effect pixelates the window texture and randomly hides pixels until //
// the entire window is gone. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Pixelate = class {
// 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(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uNoise = shader.get_uniform_location('uNoise');
shader._uPixelSize = shader.get_uniform_location('uPixelSize');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// clang-format off
shader.set_uniform_float(shader._uNoise, 1, [settings.get_double('pixelate-noise')]);
shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('pixelate-pixel-size')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'pixelate';
}
// 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.
getLabel() {
return _('Pixelate');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('pixelate-animation-time');
dialog.bindAdjustment('pixelate-noise');
dialog.bindAdjustment('pixelate-pixel-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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This ridiculous effect teleports your windows from and to alternative dimensions. //
// It may resemble the portal from a well-known cartoon series... //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Portal = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uDetails = shader.get_uniform_location('uDetails');
shader._uRotationSpeed = shader.get_uniform_location('uRotationSpeed');
shader._uWhirling = shader.get_uniform_location('uWhirling');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('portal-color'))[1];
// If we are performing an integration tests, we use a fixed seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uDetails, 1, [settings.get_double('portal-details')]);
shader.set_uniform_float(shader._uRotationSpeed, 1, [settings.get_double('portal-rotation-speed')]);
shader.set_uniform_float(shader._uWhirling, 1, [settings.get_double('portal-whirling')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'portal';
}
// 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.
getLabel() {
return _('Portal');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('portal-animation-time');
dialog.bindAdjustment('portal-rotation-speed');
dialog.bindAdjustment('portal-whirling');
dialog.bindAdjustment('portal-details');
dialog.bindColorButton('portal-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effects dissolves your windows into a cloud of dust. For this, it uses an //
// approach similar to the Broken Glass effect. A dust texture is used to segment the //
// window texture into a set of layers. Each layer is then moved, sheared and scaled //
// randomly. Just a few layers are sufficient to create the illusion of many individual //
// dust particles. //
// This effect is not available on GNOME 3.3x, due to the limitation described in the //
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var SnapOfDisintegration = class {
// 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(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._dustTexture) {
const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
this._dustTexture = new Clutter.Image();
this._dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
dustData.width, dustData.height, dustData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uDustTexture = shader.get_uniform_location('uDustTexture');
shader._uDustColor = shader.get_uniform_location('uDustColor');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uDustScale = shader.get_uniform_location('uDustScale');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// The dust particles will fade to this color over time.
const c = Clutter.Color.from_string(settings.get_string('snap-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uDustScale, 1, [settings.get_double('snap-scale')]);
// clang-format on
});
// This is required to bind the dust texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the dust texture.
pipeline.set_layer_texture(1, this._dustTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(shader._uDustTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
getMinShellVersion() {
return [40, 0];
}
// 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').
getNick() {
return 'snap';
}
// 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.
getLabel() {
return _('Snap of Disintegration');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('snap-animation-time');
dialog.bindAdjustment('snap-scale');
dialog.bindColorButton('snap-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.2, y: 1.2};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect tears your windows apart with a series of violent scratches! //
// This effect is not available on GNOME 3.3x, due to the limitation described in the //
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var TRexAttack = class {
// 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(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._clawTexture) {
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
this._clawTexture = new Clutter.Image();
this._clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
clawData.width, clawData.height, clawData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uClawTexture = shader.get_uniform_location('uClawTexture');
shader._uFlashColor = shader.get_uniform_location('uFlashColor');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uClawSize = shader.get_uniform_location('uClawSize');
shader._uNumClaws = shader.get_uniform_location('uNumClaws');
shader._uWarpIntensity = shader.get_uniform_location('uWarpIntensity');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
shader.set_uniform_float(shader._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
shader.set_uniform_float(shader._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
// clang-format on
});
// This is required to bind the claw texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the claw texture.
pipeline.set_layer_texture(1, this._clawTexture.get_texture());
pipeline.set_uniform_1i(shader._uClawTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
getMinShellVersion() {
return [40, 0];
}
// 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').
getNick() {
return 'trex';
}
// 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.
getLabel() {
return _('T-Rex Attack');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('trex-animation-time');
dialog.bindColorButton('claw-scratch-color');
dialog.bindAdjustment('claw-scratch-scale');
dialog.bindAdjustment('claw-scratch-count');
dialog.bindAdjustment('claw-scratch-warp');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
const scale = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
return {x: scale, y: scale};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect hides the actor by making it first transparent from top and bottom //
// towards the middle and then hiding the resulting line from left and right towards //
// the center. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var TVEffect = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uColor = shader.get_uniform_location('uColor');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
shader.set_uniform_float(
shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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').
getNick() {
return 'tv';
}
// 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.
getLabel() {
return _('TV 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.
bindPreferences(dialog) {
dialog.bindAdjustment('tv-animation-time');
dialog.bindColorButton('tv-effect-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect combines the Glitch and the TV Effect. Credits go to Kurt Wilson //
// (https://github.com/Kurtoid) for this idea! //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var TVGlitch = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
shader._uStrength = shader.get_uniform_location('uStrength');
shader._uSpeed = shader.get_uniform_location('uSpeed');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('tv-glitch-color'))[1];
// If we are performing an integration tests, we use a fixed seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 1, [testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('tv-glitch-scale')]);
shader.set_uniform_float(shader._uStrength, 1, [settings.get_double('tv-glitch-strength')]);
shader.set_uniform_float(shader._uSpeed, 1, [settings.get_double('tv-glitch-speed')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
getNick() {
return 'tv-glitch';
}
// 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.
getLabel() {
return _('TV Glitch');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('tv-glitch-animation-time');
dialog.bindAdjustment('tv-glitch-scale');
dialog.bindAdjustment('tv-glitch-speed');
dialog.bindAdjustment('tv-glitch-strength');
dialog.bindColorButton('tv-glitch-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect lets your windows be carried to the realm of dreams by some little //
// fairies. It's implemented with several overlaid grids of randomly moving points. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
var Wisps = class {
// 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(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('wisps-scale')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
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. the '*-enable-effect').
getNick() {
return 'wisps';
}
// 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.
getLabel() {
return _('Wisps');
}
// -------------------------------------------------------------------- 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.
bindPreferences(dialog) {
dialog.bindAdjustment('wisps-animation-time');
dialog.bindAdjustment('wisps-scale');
dialog.bindColorButton('wisps-color');
}
// ---------------------------------------------------------------- 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}