🚚 Move effect sources to separate directory
This commit is contained in:
@@ -0,0 +1,154 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user