🚚 Move effect sources to separate directory
This commit is contained in:
@@ -9,7 +9,7 @@ DOMAIN := schneegans.github.com
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ZIP_NAME := $(NAME)@$(DOMAIN).zip
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ZIP_NAME := $(NAME)@$(DOMAIN).zip
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# Some of the recipes below depend on some of these files.
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# Some of the recipes below depend on some of these files.
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JS_FILES = $(wildcard src/*.js extension.js prefs.js)
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JS_FILES = $(wildcard src/*.js src/*/*.js extension.js prefs.js)
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UI_FILES = $(shell find resources -type f -and \( -name "*.ui" \))
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UI_FILES = $(shell find resources -type f -and \( -name "*.ui" \))
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RESOURCE_FILES = $(shell find resources -mindepth 2 -type f)
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RESOURCE_FILES = $(shell find resources -mindepth 2 -type f)
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LOCALES_PO = $(wildcard po/*.po)
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LOCALES_PO = $(wildcard po/*.po)
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@@ -78,7 +78,7 @@ Just remember to replace `simple-fade` with your custom name!
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### 2. Creating the Effect Class
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### 2. Creating the Effect Class
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You will have to create a new GLSL file called `resources/shaders/simple-fade.frag` and a new JavaScript source file called `src/SimpleFade.js`.
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You will have to create a new GLSL file called `resources/shaders/simple-fade.frag` and a new JavaScript source file called `src/effects/SimpleFade.js`.
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Simply paste the following source code to the respective file.
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Simply paste the following source code to the respective file.
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Please study this code carefully, all of it is explained with inline comments.
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Please study this code carefully, all of it is explained with inline comments.
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@@ -239,7 +239,7 @@ Like this:
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```javascript
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```javascript
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const ALL_EFFECTS = [
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const ALL_EFFECTS = [
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...
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...
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new Me.imports.src.SimpleFade.SimpleFade(),
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new Me.imports.src.effects.SimpleFade.SimpleFade(),
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...
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...
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];
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];
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```
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```
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+20
-20
@@ -51,26 +51,26 @@ class Extension {
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// New effects must be registered here and in prefs.js.
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// New effects must be registered here and in prefs.js.
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this._ALL_EFFECTS = [
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this._ALL_EFFECTS = [
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new Me.imports.src.Apparition.Apparition(),
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new Me.imports.src.effects.Apparition.Apparition(),
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new Me.imports.src.BrokenGlass.BrokenGlass(),
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new Me.imports.src.effects.BrokenGlass.BrokenGlass(),
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new Me.imports.src.Doom.Doom(),
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new Me.imports.src.effects.Doom.Doom(),
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new Me.imports.src.EnergizeA.EnergizeA(),
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new Me.imports.src.effects.EnergizeA.EnergizeA(),
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new Me.imports.src.EnergizeB.EnergizeB(),
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new Me.imports.src.effects.EnergizeB.EnergizeB(),
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new Me.imports.src.Fire.Fire(),
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new Me.imports.src.effects.Fire.Fire(),
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new Me.imports.src.Glide.Glide(),
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new Me.imports.src.effects.Glide.Glide(),
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new Me.imports.src.Glitch.Glitch(),
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new Me.imports.src.effects.Glitch.Glitch(),
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new Me.imports.src.Hexagon.Hexagon(),
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new Me.imports.src.effects.Hexagon.Hexagon(),
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new Me.imports.src.Incinerate.Incinerate(),
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new Me.imports.src.effects.Incinerate.Incinerate(),
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new Me.imports.src.Matrix.Matrix(),
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new Me.imports.src.effects.Matrix.Matrix(),
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new Me.imports.src.Pixelate.Pixelate(),
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new Me.imports.src.effects.Pixelate.Pixelate(),
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new Me.imports.src.PixelWheel.PixelWheel(),
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new Me.imports.src.effects.PixelWheel.PixelWheel(),
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new Me.imports.src.PixelWipe.PixelWipe(),
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new Me.imports.src.effects.PixelWipe.PixelWipe(),
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new Me.imports.src.Portal.Portal(),
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new Me.imports.src.effects.Portal.Portal(),
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new Me.imports.src.SnapOfDisintegration.SnapOfDisintegration(),
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new Me.imports.src.effects.SnapOfDisintegration.SnapOfDisintegration(),
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new Me.imports.src.TRexAttack.TRexAttack(),
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new Me.imports.src.effects.TRexAttack.TRexAttack(),
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new Me.imports.src.TVEffect.TVEffect(),
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new Me.imports.src.effects.TVEffect.TVEffect(),
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new Me.imports.src.TVGlitch.TVGlitch(),
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new Me.imports.src.effects.TVGlitch.TVGlitch(),
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new Me.imports.src.Wisps.Wisps(),
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new Me.imports.src.effects.Wisps.Wisps(),
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];
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];
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// Load all of our resources.
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// Load all of our resources.
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@@ -48,26 +48,26 @@ var PreferencesDialog = class PreferencesDialog {
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// New effects must be registered here and in extension.js.
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// New effects must be registered here and in extension.js.
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this._ALL_EFFECTS = [
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this._ALL_EFFECTS = [
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new Me.imports.src.Apparition.Apparition(),
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new Me.imports.src.effects.Apparition.Apparition(),
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new Me.imports.src.BrokenGlass.BrokenGlass(),
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new Me.imports.src.effects.BrokenGlass.BrokenGlass(),
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new Me.imports.src.Doom.Doom(),
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new Me.imports.src.effects.Doom.Doom(),
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new Me.imports.src.EnergizeA.EnergizeA(),
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new Me.imports.src.effects.EnergizeA.EnergizeA(),
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new Me.imports.src.EnergizeB.EnergizeB(),
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new Me.imports.src.effects.EnergizeB.EnergizeB(),
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new Me.imports.src.Fire.Fire(),
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new Me.imports.src.effects.Fire.Fire(),
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new Me.imports.src.Glide.Glide(),
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new Me.imports.src.effects.Glide.Glide(),
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new Me.imports.src.Glitch.Glitch(),
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new Me.imports.src.effects.Glitch.Glitch(),
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new Me.imports.src.Hexagon.Hexagon(),
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new Me.imports.src.effects.Hexagon.Hexagon(),
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new Me.imports.src.Incinerate.Incinerate(),
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new Me.imports.src.effects.Incinerate.Incinerate(),
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new Me.imports.src.Matrix.Matrix(),
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new Me.imports.src.effects.Matrix.Matrix(),
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new Me.imports.src.Pixelate.Pixelate(),
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new Me.imports.src.effects.Pixelate.Pixelate(),
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new Me.imports.src.PixelWheel.PixelWheel(),
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new Me.imports.src.effects.PixelWheel.PixelWheel(),
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new Me.imports.src.PixelWipe.PixelWipe(),
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new Me.imports.src.effects.PixelWipe.PixelWipe(),
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new Me.imports.src.Portal.Portal(),
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new Me.imports.src.effects.Portal.Portal(),
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new Me.imports.src.SnapOfDisintegration.SnapOfDisintegration(),
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new Me.imports.src.effects.SnapOfDisintegration.SnapOfDisintegration(),
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new Me.imports.src.TRexAttack.TRexAttack(),
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new Me.imports.src.effects.TRexAttack.TRexAttack(),
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new Me.imports.src.TVEffect.TVEffect(),
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new Me.imports.src.effects.TVEffect.TVEffect(),
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new Me.imports.src.TVGlitch.TVGlitch(),
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new Me.imports.src.effects.TVGlitch.TVGlitch(),
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new Me.imports.src.Wisps.Wisps(),
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new Me.imports.src.effects.Wisps.Wisps(),
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];
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];
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// Load all of our resources.
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// Load all of our resources.
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