🎉 Add Apparition effect
This commit is contained in:
@@ -0,0 +1,171 @@
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ) ( //
|
||||
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
||||
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
||||
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
||||
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
||||
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
|
||||
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
|
||||
// |__/ //
|
||||
// Copyright (c) 2021 Simon Schneegans //
|
||||
// Released under the GPLv3 or later. See LICENSE file for details. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
'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;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// This effect hides the actor by violently sucking it into the void of magic. //
|
||||
// towards the middle and then hiding the resulting line from left and right towards //
|
||||
// the center. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// The shader class for this effect is registered further down in this file.
|
||||
let Shader = null;
|
||||
|
||||
// The effect class is completely static. It 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 Apparition {
|
||||
|
||||
// ---------------------------------------------------------------------------- metadata
|
||||
|
||||
// The effect is available on all GNOME Shell versions supported by this extension.
|
||||
static getMinShellVersion() {
|
||||
return [3, 36];
|
||||
}
|
||||
|
||||
// This will be called in various places where a unique identifier for this effect is
|
||||
// required. It should match the prefix of the settings keys which store whether the
|
||||
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
|
||||
// (e.g. '*-animation-time').
|
||||
static 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.
|
||||
static getLabel() {
|
||||
return _('Apparition');
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------- API for prefs.js
|
||||
|
||||
// This is called by the preferences dialog. It loads the settings page for this effect,
|
||||
// binds all properties to the settings and appends the page to the main stack of the
|
||||
// preferences dialog.
|
||||
static getPreferences(dialog) {
|
||||
|
||||
// Add the settings page to the builder.
|
||||
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Apparition.ui`);
|
||||
|
||||
// Bind all properties.
|
||||
dialog.bindAdjustment('apparition-randomness');
|
||||
dialog.bindAdjustment('apparition-animation-time');
|
||||
dialog.bindAdjustment('apparition-twirl-intensity');
|
||||
dialog.bindAdjustment('apparition-shake-intensity');
|
||||
dialog.bindAdjustment('apparition-suction-intensity');
|
||||
|
||||
// Finally, return the new settings page.
|
||||
return dialog.getBuilder().get_object('apparition-prefs');
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- API for extension.js
|
||||
|
||||
// This is called from extension.js whenever a window is closed with this effect.
|
||||
static createShader(actor, settings, forOpening) {
|
||||
return new Shader(actor, settings, forOpening);
|
||||
}
|
||||
|
||||
// The tweakTransition() is called from extension.js to tweak a window's open / close
|
||||
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
|
||||
// The parameter 'forOpening' is set to true if this is called for a window-open
|
||||
// transition, for a window-close transition it is set to false. The modes can be set to
|
||||
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
|
||||
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
|
||||
// current value of the opacity transition is passed as uProgress to the shader.
|
||||
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
|
||||
|
||||
// For this effect, windows are set to twice their original size, so that we have
|
||||
// some space to draw the animation. We also set the animation mode to "Linear".
|
||||
static tweakTransition(actor, settings, forOpening) {
|
||||
return {
|
||||
'opacity': {from: 255, to: 255, mode: 1},
|
||||
'scale-x': {from: 2.0, to: 2.0, mode: 1},
|
||||
'scale-y': {from: 2.0, to: 2.0, mode: 1}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// The shader class for this effect will only be registered in GNOME Shell's process //
|
||||
// (not in the preferences process). It's done this way as Clutter may not be installed //
|
||||
// on the system and therefore the preferences would crash. //
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
if (utils.isInShellProcess()) {
|
||||
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const shaderSnippets = Me.imports.src.shaderSnippets;
|
||||
|
||||
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
|
||||
_init(actor, settings, forOpening) {
|
||||
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
|
||||
|
||||
// If we are currently performing integration test, the animation uses a fixed seed.
|
||||
const testMode = settings.get_boolean('test-mode');
|
||||
|
||||
// The math for the whirling is inspired by this post:
|
||||
// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
|
||||
this.set_shader_source(`
|
||||
|
||||
// Inject some common shader snippets.
|
||||
${shaderSnippets.standardUniforms()}
|
||||
|
||||
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
|
||||
${testMode ? 0 : Math.random()});
|
||||
const float SHAKE = ${settings.get_double('apparition-shake-intensity')};
|
||||
const float TWIRL = ${settings.get_double('apparition-twirl-intensity')};
|
||||
const float SUCTION = ${settings.get_double('apparition-suction-intensity')};
|
||||
const float RANDOMNESS = ${settings.get_double('apparition-randomness')};
|
||||
const float ACTOR_SCALE = 2.0;
|
||||
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
|
||||
|
||||
void main() {
|
||||
|
||||
// We simply inverse the progress for opening windows.
|
||||
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
|
||||
|
||||
// Choose a random suction center.
|
||||
vec2 center = SEED * RANDOMNESS + 0.5 * (1.0 - RANDOMNESS);
|
||||
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
|
||||
|
||||
// Add some shaking.
|
||||
coords.x += progress * 0.05 * SHAKE * sin((progress + SEED.x) * (1.0 + SEED.x) * SHAKE);
|
||||
coords.y += progress * 0.05 * SHAKE * cos((progress + SEED.y) * (1.0 + SEED.y) * SHAKE);
|
||||
|
||||
// "Suck" the texture into the center.
|
||||
float dist = length(coords) / sqrt(2);
|
||||
coords += progress * coords / dist * 0.5 * SUCTION;
|
||||
|
||||
// Apply some whirling.
|
||||
float angle = pow(1.0 - dist, 2.0) * TWIRL * progress;
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
|
||||
|
||||
// Fade out the window texture.
|
||||
cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress);
|
||||
}
|
||||
`);
|
||||
};
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user