📝 Add plenty of comments

This commit is contained in:
Simon Schneegans
2022-01-27 20:59:02 +01:00
parent acff1da6c2
commit e2d9015490
+151 -99
View File
@@ -67,8 +67,8 @@ class Extension {
// Store a reference to the settings object.
this._settings = ExtensionUtils.getSettings();
// This will store an item of ALL_EFFECTS which was used the last time a window was
// opened / closed.
// This will store an item of ALL_EFFECTS array which was used the last time a window
// was opened / closed.
this._currentEffect = 0;
// We will use extensionThis to refer to the extension inside the patched methods.
@@ -84,9 +84,52 @@ class Extension {
this._origWindowTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME;
this._origDialogTime = imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME;
// ------------------------------------------------ patching the window-open animation
// Here we add an effect to the window-open animation. This is done whenever a new
// window is created.
this._windowCreatedConnection =
global.display.connect('window-created', (d, metaWin) => {
let actor = metaWin.get_compositor_private();
// If we are currently in the overview, we add the effect to the original window
// actor. The window preview in the overview is basically a Clutter.Clone which
// shows the original window.
if (Main.overview.visible && !Main.overview.closing) {
const id = actor.connect('show', () => {
extensionThis._setupEffect(actor, true);
actor.disconnect(id);
});
}
// If a window is created outside of the overview, the transitions are set up in
// the async _mapWindow of the WindowManager which can defer the actual showing
// of the window significantly, especially when currently leaving the overview:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1449
// AFAIK, overriding this method is not possible as it's called by a signal to
// which it is bound via the bind() method. To tweak the async transition
// anyways, we override the actors ease() method once - the next time it will be
// called by the _mapWindow(), we will intercept it!
else {
const orig = actor.ease;
actor.ease = function(...params) {
orig.apply(actor, params);
actor.ease = orig;
extensionThis._setupEffect(actor, true);
};
}
});
// Some of the effects require that the window's actor is enlarged to provide a bigger
// canvas to draw the effects. Outside the overview we can simply increase the scale
// of the actor. However, if we are in the overview, we have to enlarge the clone of
// the window as well.
Workspace.prototype._addWindowClone = function(...params) {
const result = extensionThis._origAddWindowClone.apply(this, params);
// The parameters of this method changed a bit through the versions...
let realWindow, clone;
if (utils.shellVersionIs(3, 36)) {
@@ -121,6 +164,7 @@ class Extension {
});
}
// This is actually need for the window-close animation on GNOME Shell 3.36.
// On GNOME 3.36, the window clone's 'destroy' handler only calls _removeWindowClone
// but not _doRemoveWindow. The latter is required to trigger the repositioning of
// the overview window layout. Therefore we call this method in addition.
@@ -133,83 +177,28 @@ class Extension {
return result;
};
this._windowCreatedConnection =
global.display.connect('window-created', (d, metaWin) => {
let actor = metaWin.get_compositor_private();
if (Main.overview.visible && !Main.overview.closing) {
const id = actor.connect('show', () => {
extensionThis._setupEffect(actor, true);
actor.disconnect(id);
});
// ----------------------------------------------- patching the window-close animation
} else {
const orig = actor.ease;
actor.ease = function(...params) {
orig.apply(actor, params);
actor.ease = orig;
// The signal handler below is all which is required outside of the overview. All
// other hacks further below are just required to defer the window-hiding in the
// overview until the effect is finished.
extensionThis._setupEffect(actor, true);
};
}
});
// The close animation is set up in WindowManager's _destroyWindow:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549
// As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy'
// signal of the window manager and tweak the animation to our needs.
this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
this._setupEffect(actor, false);
});
// This class is only available in GNOME Shell 3.38+. So no overlay-hiding on
// GNOME Shell 3.36 for now.
if (WindowPreview) {
this._origDeleteAll = WindowPreview.prototype._deleteAll;
this._origRestack = WindowPreview.prototype._restack;
this._origInit = WindowPreview.prototype._init;
// This is required, else WindowPreview's _restack() which is called by the
// "this.overlayEnabled = false", sometimes tries to access an already delete
// WindowPreview.
WindowPreview.prototype._restack = function() {
if (!this._closeRequested) {
// Call the original method.
extensionThis._origRestack.apply(this);
}
};
WindowPreview.prototype._init = function(...params) {
// Call the original method.
extensionThis._origInit.apply(this, params);
const connectionID = this.metaWindow.connect('unmanaged', () => {
if (this.window_container) {
// Hide the window's icon, name, and close button.
this.overlayEnabled = false;
this._icon.visible = false;
}
});
// Make sure to not call the callback above if the Meta.Window was not unmanaged
// before leaving the overview.
this.connect('destroy', () => {
this.metaWindow.disconnect(connectionID);
});
};
// The _deleteAll is called when the user clicks the X in the overview. We should
// not attempt to close windows twice. Due to the animation in the overview, the
// close button can be clicked twice which normally would lead to a crash.
WindowPreview.prototype._deleteAll = function() {
if (!this._closeRequested) {
extensionThis._origDeleteAll.apply(this);
}
};
}
// These three method overrides are mega-hacky! They are only required to make the
// fire animation work in the overview. Usually, windows are not faded when closed
// from the overview (why?). With these overrides we make sure that they are actually
// faded out. To do this, _windowRemoved and _doRemoveWindow now check whether there
// is a transition ongoing (via extensionThis._shouldDestroy). If that's the case,
// these methods do nothing. Are the actors removed in the end? I hope so. The
// _destroyWindow of the WindowManager sets the transitions up and should take care of
// removing the actors at the end of the transitions.
// These three method overrides are mega-hacky! Usually, windows are not faded when
// closed from the overview (why?). With these overrides we make sure that they are
// actually faded out. To do this, _windowRemoved and _doRemoveWindow now check
// whether there is a transition ongoing (via extensionThis._shouldDestroy). If that's
// the case, these methods do nothing. Are the actors removed in the end? I hope so.
// The _destroyWindow of the WindowManager sets the transitions up and should take
// care of removing the actors at the end of the transitions.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1299
Workspace.prototype._windowRemoved = function(ws, metaWin) {
if (extensionThis._shouldDestroy(this, metaWin)) {
@@ -238,13 +227,54 @@ class Extension {
return extensionThis._origShouldAnimateActor.apply(this, params);
};
// The close animation is set up in WindowManager's _destroyWindow:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549
// As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy'
// signal of the window manager and tweak the animation to our needs.
this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
this._setupEffect(actor, false);
});
// With the code below, we hide the window-overlay (icon, label, close button) in the
// overview once the close-animation is running. As the WindowPreview class is only
// available on GNOME 3.38 and beyond, we cannot hide the overlay on GNOME 3.36.
if (WindowPreview) {
// We will monkey-patch these methods.
this._origDeleteAll = WindowPreview.prototype._deleteAll;
this._origRestack = WindowPreview.prototype._restack;
this._origInit = WindowPreview.prototype._init;
// Whenever a WindowPreview is created, we connect to the referenced Meta.Window's
// 'unmanaged' signal to hide the overlay.
WindowPreview.prototype._init = function(...params) {
extensionThis._origInit.apply(this, params);
// Hide the window's icon, name, and close button.
const connectionID = this.metaWindow.connect('unmanaged', () => {
if (this.window_container) {
this.overlayEnabled = false;
this._icon.visible = false;
}
});
// Make sure to not call the callback above if the Meta.Window was not unmanaged
// before leaving the overview.
this.connect('destroy', () => {
this.metaWindow.disconnect(connectionID);
});
};
// The _deleteAll is called when the user clicks the X in the overview. We should
// not attempt to close windows twice. Due to the animation in the overview, the
// close button can be clicked twice which normally would lead to a crash.
WindowPreview.prototype._deleteAll = function() {
if (!this._closeRequested) {
extensionThis._origDeleteAll.apply(this);
}
};
// This is required, else WindowPreview's _restack() which is called by the
// "this.overlayEnabled = false", sometimes tries to access an already delete
// WindowPreview.
WindowPreview.prototype._restack = function() {
if (!this._closeRequested) {
extensionThis._origRestack.apply(this);
}
};
}
}
// This function could be called after the extension is uninstalled, disabled in GNOME
@@ -277,7 +307,13 @@ class Extension {
// ----------------------------------------------------------------------- private stuff
// This method adds one of the configured effects to the given actor. If forOpening is
// set to true, a effect from the enabled window-open animations is chosen, else an
// enabled window-close animation is used. This will also tweak the transitions of the
// given actor (e.g. scale it up if required).
_setupEffect(actor, forOpening) {
// Only add effects to normal windows and dialog windows.
const isNormalWindow = actor.meta_window.window_type == Meta.WindowType.NORMAL;
const isDialogWindow =
actor.meta_window.window_type == Meta.WindowType.MODAL_DIALOG ||
@@ -290,7 +326,7 @@ class Extension {
// We do nothing if a dialog got closed and we should not burn them.
const shouldDestroyDialogs = this._settings.get_boolean('destroy-dialogs');
// If an effect is to be previewed, we have to affect dialogs es well. This is
// If an effect is to be previewed however, we have to affect dialogs es well. This is
// because the preview window is a dialog window...
const action = forOpening ? 'open' : 'close';
const previewNick = this._settings.get_string(action + '-preview-effect');
@@ -302,8 +338,10 @@ class Extension {
// ------------------------------------------------------------------ choose an effect
// Now we chose a random effect from all enabled effects.
this._currentEffect = null;
// First we check if an effect is to be previewed.
if (previewNick != '') {
this._currentEffect = ALL_EFFECTS.find(Effect => {
return Effect.getNick() == previewNick;
@@ -312,10 +350,11 @@ class Extension {
// Only preview the effect once.
this._settings.set_string(action + '-preview-effect', '');
} else {
}
// Else we choose a random effect from all enabled effects.
else {
// Else we choose a random effect from all enabled effects. Therefore, we first
// create a list of all currently enabled effects.
// Therefore, we first create a list of all currently enabled effects.
const enabled = ALL_EFFECTS.filter(Effect => {
return this._settings.get_boolean(`${Effect.getNick()}-${action}-effect`);
});
@@ -334,24 +373,27 @@ class Extension {
// ----------------------------------------------------------- tweak actor transitions
// This is used to tweak the ongoing transitions of a window actor. This is either the
// actual actor of the Meta.Window or a clone in the overview. Usually windows are
// faded in / out scaled up / down slightly by GNOME Shell. Here, we allow
// modifications to this behavior by the effects. The given config object is created
// by the effect's tweakTransition() method.
// The following is used to tweak the ongoing transitions of a window actor. Usually
// windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we allow
// modifications to this behavior by the effects.
const config = this._currentEffect.tweakTransition(actor, this._settings, forOpening);
const duration =
this._settings.get_int(this._currentEffect.getNick() + '-animation-time');
// All animations are relative to the window's center.
actor.set_pivot_point(0.5, 0.5);
// This goes through all properties given in the config object and tweaks any ongoing
// transitions accordingly. If there is no ongoing transition for a given property, a
// new one is set up.
for (const property in config) {
const from = config[property].from;
const to = config[property].to;
const mode = config[property].mode;
let transition = actor.get_transition(property);
// If there is currently no ongoing transition, we create a new one. Clutter does
// not like to create transitions with the same start and end value - however, we
// need at least one transition for our progress value in the shader. So we trick
// Clutter by creating an arbitrary transition first and then modifying the start
// and end values according to our config object.
if (!transition) {
actor.set_property(property, 0);
actor.save_easing_state();
@@ -359,20 +401,27 @@ class Extension {
actor.set_property(property, 1);
actor.restore_easing_state();
// Now there should be a transition!
transition = actor.get_transition(property);
}
// For some reason, there are rare cases, where no transition is set up. We do not
// try to continue here...
if (!transition) {
utils.debug('Failed to set up transitions.');
this._fixAnimationTimes(isDialogWindow, forOpening, null);
return;
}
// Tweak the transition according to the config object.
transition.set_duration(duration);
transition.set_to(to);
transition.set_from(from);
transition.set_progress_mode(mode);
transition.set_to(config[property].to);
transition.set_from(config[property].from);
transition.set_progress_mode(config[property].mode);
}
// There should always be a scale-y transitions. Once this is finished, we restore the
// original actor size.
const transition = actor.get_transition('scale-y');
transition.connect('completed', () => {
actor.scale_x = 1.0;
@@ -381,10 +430,11 @@ class Extension {
// -------------------------------------------------------------------- add the shader
// Add a cool shader to our window actor!
// Now add a cool shader to our window actor!
const shader = this._currentEffect.createShader(actor, this._settings, forOpening);
if (shader) {
// First remove any old effect.
actor.remove_effect_by_name(`burn-my-windows-effect`);
actor.add_effect_with_name(`burn-my-windows-effect`, shader);
@@ -401,6 +451,8 @@ class Extension {
});
}
// Finally, ensure that all animation times are set properly so that other extensions
// may guess how long it will take until windows are gone :)
this._fixAnimationTimes(isDialogWindow, forOpening, duration);
}