🔀 Merge pull request #195 from Schneegans/feature/incinerate-from-pointer

This commit is contained in:
Simon Schneegans
2022-07-21 13:11:07 +02:00
committed by GitHub
29 changed files with 203 additions and 13 deletions
+12
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@@ -1,5 +1,17 @@
# Changelog of the Burn-My-Windows Extension
## [Burn My Windows 19](https://github.com/schneegans/Burn-My-Windows/releases/tag/v19)
**Release Date:** TBD
#### New Features
* On GNOME, the incinerate effect now uses the current mouse pointer position as starting position of the burn effect. The old random behaviour can be enabled in the settings.
#### Enhancements
* On GNOME, effects can now execute code whenever an animation ended. This is useful for cleaning up resources.
## [Burn My Windows 18](https://github.com/schneegans/Burn-My-Windows/releases/tag/v18)
**Release Date:** 2022-06-30
+3
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@@ -229,6 +229,7 @@ class Extension {
const shader = actor.get_effect('burn-my-windows-effect');
if (shader) {
actor.remove_effect(shader);
shader.endAnimation();
shader.returnToFactory();
}
}
@@ -385,6 +386,7 @@ class Extension {
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.endAnimation();
oldShader.returnToFactory();
}
@@ -520,6 +522,7 @@ class Extension {
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.endAnimation();
oldShader.returnToFactory();
}
});
+6 -1
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@@ -1,4 +1,9 @@
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever a window is closed or opened.
effect.setUniform(this.shader, 'uSeed', [Math.random(), Math.random()]);
let seed = [Math.random(), Math.random()];
let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
[Math.floor(seed[0] + 0.5), seed[1]];
effect.setUniform(this.shader, 'uSeed', seed);
effect.setUniform(this.shader, 'uStartPos', startPos);
+3 -5
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@@ -17,6 +17,7 @@ uniform vec2 uSeed;
uniform vec3 uColor;
uniform float uScale;
uniform float uTurbulence;
uniform vec2 uStartPos;
// This maps a given value in [0..1] to a color from the rgba color ramp
// [transparent black ... semi-transparent uColor ... opaque white].
@@ -75,11 +76,8 @@ void main() {
// Now we compute a 2D gradient in [0..1] which covers the entire window. The dark
// regions will be burned first, the bright regions in the end. We mix a radial gradient
// with some noise. The center of the radial gradient is positioned somewhere at the
// window boundary.
vec2 center = uSeed.x > uSeed.y ? vec2(uSeed.x, floor(uSeed.y + 0.5))
: vec2(floor(uSeed.x + 0.5), uSeed.y);
float circle = length(iTexCoord - center);
// with some noise. The center of the radial gradient is positioned at uStartPos.
float circle = length(iTexCoord - uStartPos);
vec2 uv = iTexCoord / uScale * uSize / 1.5;
float smokeNoise =
+62
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@@ -181,6 +181,68 @@
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
<property name="margin-end">10</property>
<property name="margin-top">10</property>
<property name="margin-bottom">10</property>
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Start at Pointer</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">If disabled, a random location will be chosen.</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
<style>
<class name="dim-label" />
<class name="caption" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="GtkSwitch" id="incinerate-use-pointer">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-use-pointer">
<child>
<object class="GtkImage">
<property name="icon-name">edit-clear-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
+53
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@@ -152,6 +152,59 @@
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Start at Pointer</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">If disabled, a random location will be chosen.</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
<style>
<class name="dim-label" />
<class name="caption" />
</style>
</object>
</child>
</object>
</child>
<child>
<object class="GtkSwitch" id="incinerate-use-pointer">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-use-pointer">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
@@ -371,6 +371,12 @@
<description>The color of the effect.</description>
</key>
<key name="incinerate-use-pointer" type="b">
<default>true</default>
<summary>Incinerate Use Pointer</summary>
<description>Use the pointer location for the incinerate effect.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Energize A Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
+50 -6
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@@ -47,22 +47,65 @@ var Incinerate = class {
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
shader._uTurbulence = shader.get_uniform_location('uTurbulence');
shader._uStartPos = shader.get_uniform_location('uStartPos');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
let seed = [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()];
// If this option is set, we use the mouse pointer position. Because the actor
// position may change after the begin-animation signal is called, we set the
// uStartPos uniform during the update callback.
if (settings.get_boolean('incinerate-use-pointer')) {
this._startPointerPos = global.get_pointer();
this._actor = actor;
} else {
// Else, a random position along the window boundary is used as start position
// for the incinerate effect.
let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
[Math.floor(seed[0] + 0.5), seed[1]];
shader.set_uniform_float(shader._uStartPos, 2, startPos);
this._startPointerPos = null;
}
const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
shader.set_uniform_float(shader._uSeed, 2, seed);
shader.set_uniform_float(shader._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
// clang-format on
});
// If the mouse pointer position is used as start position, we set the uStartPos
// uniform during the update callback as the actor position may not be set up
// properly before the begin animation callback.
shader.connect('update-animation', (shader) => {
if (this._startPointerPos) {
const [x, y] = this._startPointerPos;
const [ok, localX, localY] = this._actor.transform_stage_point(x, y);
if (ok) {
let startPos = [
Math.max(0.0, Math.min(1.0, localX / this._actor.width)),
Math.max(0.0, Math.min(1.0, localY / this._actor.height))
];
shader.set_uniform_float(shader._uStartPos, 2, startPos);
}
}
});
// Make sure to drop the reference to the actor.
shader.connect('end-animation', (shader) => {
shader._actor = null;
});
});
}
@@ -100,6 +143,7 @@ var Incinerate = class {
dialog.bindAdjustment('incinerate-animation-time');
dialog.bindAdjustment('incinerate-scale');
dialog.bindAdjustment('incinerate-turbulence');
dialog.bindSwitch('incinerate-use-pointer');
dialog.bindColorButton('incinerate-color');
// Finally, return the new settings page.
+8 -1
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@@ -48,7 +48,8 @@ var Shader = GObject.registerClass(
Signals: {
'begin-animation':
{param_types: [Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, Clutter.Actor.$gtype]},
'update-animation': {param_types: [GObject.TYPE_DOUBLE]}
'update-animation': {param_types: [GObject.TYPE_DOUBLE]},
'end-animation': {}
}
},
class Shader extends Shell.GLSLEffect { // --------------------------------------------
@@ -99,6 +100,12 @@ var Shader = GObject.registerClass(
this._progress = progress;
}
// This will just emit the end-animation signal. It can be used to clean up any
// resources required during the animation.
endAnimation() {
this.emit('end-animation');
}
// This is called by the constructor. This means, it's only called when the
// effect is used for the first time.
vfunc_build_pipeline() {
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