🔧 Use an array of effect instances
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+16
-21
@@ -69,10 +69,6 @@ class Extension {
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// Store a reference to the settings object.
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this._settings = ExtensionUtils.getSettings();
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// This will store an item of ALL_EFFECTS array which was used the last time a window
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// was opened / closed.
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this._currentEffect = 0;
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// We will use extensionThis to refer to the extension inside the patched methods.
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const extensionThis = this;
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@@ -352,11 +348,11 @@ class Extension {
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// ------------------------------------------------------------------ choose an effect
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// Now we chose a random effect from all enabled effects.
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this._currentEffect = null;
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let effect = null;
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// First we check if an effect is to be previewed.
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if (previewNick != '') {
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this._currentEffect = ALL_EFFECTS.find(Effect => {
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effect = ALL_EFFECTS.find(Effect => {
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return Effect.getNick() == previewNick;
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});
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@@ -374,12 +370,12 @@ class Extension {
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// And then choose a random effect.
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if (enabled.length > 0) {
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this._currentEffect = enabled[Math.floor(Math.random() * enabled.length)];
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effect = enabled[Math.floor(Math.random() * enabled.length)];
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}
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}
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// If nothing was enabled, we have to do nothing :)
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if (this._currentEffect == null) {
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if (effect == null) {
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this._fixAnimationTimes(isDialogWindow, forOpening, null);
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return;
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}
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@@ -393,10 +389,9 @@ class Extension {
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// The following is used to tweak the ongoing transitions of a window actor. Usually
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// windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we allow
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// modifications to this behavior by the effects.
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const config = this._currentEffect.tweakTransition(actor, this._settings, forOpening);
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const duration = testMode ?
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5000 :
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this._settings.get_int(this._currentEffect.getNick() + '-animation-time');
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const config = effect.tweakTransition(actor, this._settings, forOpening);
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const duration =
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testMode ? 5000 : this._settings.get_int(effect.getNick() + '-animation-time');
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// All animations are relative to the window's center.
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actor.set_pivot_point(0.5, 0.5);
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@@ -447,7 +442,7 @@ class Extension {
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// -------------------------------------------------------------------- add the shader
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// Now add a cool shader to our window actor!
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const shader = this._currentEffect.getShader(actor, this._settings, forOpening);
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const shader = effect.getShader(actor, this._settings, forOpening);
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if (shader) {
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// There should always be an opacity transition going on...
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@@ -459,9 +454,7 @@ class Extension {
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return;
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}
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// First remove any old effect.
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actor.remove_effect_by_name(`burn-my-windows-effect`);
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actor.add_effect_with_name(`burn-my-windows-effect`, shader);
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actor.add_effect_with_name('burn-my-windows-effect', shader);
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// Update uniforms at each frame.
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transition.connect('new-frame', (t) => {
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@@ -476,11 +469,13 @@ class Extension {
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});
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// Remove the effect if the animation finished or was interrupted.
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if (forOpening) {
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transition.connect('stopped', () => {
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actor.remove_effect_by_name(`burn-my-windows-effect`);
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});
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}
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transition.connect('stopped', () => {
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if (forOpening) {
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actor.remove_effect_by_name('burn-my-windows-effect');
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}
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effect.returnShader(shader);
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});
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}
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// Finally, ensure that all animation times are set properly so that other extensions
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+23
-10
@@ -30,10 +30,12 @@ const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, shaderInstance will store one instance of
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// ShaderClass which will be used whenever this effect is used.
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let ShaderClass = null;
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let shaderInstance = null;
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the shaderInstances array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let availableShaders = [];
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -101,15 +103,26 @@ var Fire = class Fire {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is opened or closed with this
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// effect.
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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if (shaderInstance == null) {
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shaderInstance = new ShaderClass();
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let shader;
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if (availableShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = availableShaders.pop();
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}
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shaderInstance.setUniforms(settings, forOpening);
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shader.setUniforms(settings, forOpening);
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return shaderInstance;
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return shader;
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}
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// This will be called from extension.js once a shader which was previously acquired via
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// getShader() is not used anymore.
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static returnShader(shader) {
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availableShaders.push(shader);
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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@@ -133,7 +146,7 @@ var Fire = class Fire {
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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shaderInstance = null;
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availableShaders = [];
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}
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// ----------------------------------------------------------------------- private stuff
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+22
-9
@@ -27,10 +27,12 @@ const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, shaderInstance will store one instance of
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// ShaderClass which will be used whenever this effect is used.
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let ShaderClass = null;
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let shaderInstance = null;
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the shaderInstances array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let availableShaders = [];
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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@@ -83,15 +85,26 @@ var Hexagon = class Hexagon {
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is opened or closed with this
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// effect.
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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if (shaderInstance == null) {
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shaderInstance = new ShaderClass();
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let shader;
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if (availableShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = availableShaders.pop();
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}
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shaderInstance.setUniforms(settings, forOpening);
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shader.setUniforms(settings, forOpening);
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return shaderInstance;
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return shader;
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}
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// This will be called from extension.js once a shader which was previously acquired via
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// getShader() is not used anymore.
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static returnShader(shader) {
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availableShaders.push(shader);
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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