🔧 Make doom effect work for opening windows

This commit is contained in:
Simon Schneegans
2022-08-27 20:52:57 +02:00
parent 9a63fdeb9d
commit cc6750a595
4 changed files with 23 additions and 9 deletions
+6 -1
View File
@@ -46,7 +46,10 @@ var Doom = class {
// 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);
// clang-format off
shader.set_uniform_float(shader._uActorScale, 1, [actorScale]);
shader.set_uniform_float(shader._uHorizontalScale, 1, [settings.get_double('doom-horizontal-scale')]);
@@ -103,7 +106,9 @@ var Doom = class {
// 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, 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.
getActorScale(settings, forOpening, actor) {
let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
return {x: 1.0, y: actorScale};
}