🔧 Pass testMode flag to shaders
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+9
-5
@@ -29,7 +29,7 @@ const utils = Me.imports.src.utils;
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// main benefit when compared to Clutter.ShaderEffect is that setting uniforms of types //
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// vec2, vec3 or vec4 is supported via the API (with Clutter.ShaderEffect the GJS //
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// binding does not work properly). However, there are two drawbacks: On the one hand, //
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// the shader source code is cached statically - this mean if we want to have a //
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// the shader source code is cached statically - this means if we want to have a //
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// different shader, we have to derive a new class. Therefore, each effect has to //
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// derive its own class from the class below. This is encapsulated in the //
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// ShaderFactory, however it is some really awkward code. The other drawback is the //
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@@ -47,8 +47,12 @@ const utils = Me.imports.src.utils;
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var Shader = GObject.registerClass(
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{
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Signals: {
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'begin-animation':
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{param_types: [Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, Clutter.Actor.$gtype]},
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'begin-animation': {
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param_types: [
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Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, GObject.TYPE_BOOLEAN,
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Clutter.Actor.$gtype
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]
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},
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'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
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'end-animation': {}
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}
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@@ -76,7 +80,7 @@ var Shader = GObject.registerClass(
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}
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// This is called once each time the shader is used.
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beginAnimation(settings, forOpening, duration, actor) {
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beginAnimation(settings, forOpening, testMode, duration, actor) {
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// Reset progress value.
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this._progress = 0;
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@@ -90,7 +94,7 @@ var Shader = GObject.registerClass(
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this.set_uniform_float(this._uDuration, 1, [duration]);
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this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
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this.emit('begin-animation', settings, forOpening, actor);
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this.emit('begin-animation', settings, forOpening, testMode, actor);
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}
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// This is called at each frame during the animation.
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