20250105
This commit is contained in:
+1
-1
@@ -66,7 +66,7 @@ export var Shader = GObject.registerClass({
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// resolving any #includes in this file.
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_init(nick) {
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this._nick = nick;
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// This will call vfunc_build_pipeline().
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super._init();
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@@ -1,94 +0,0 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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import * as utils from '../utils.js';
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// We import the ShaderFactory only in the Shell process as it is not required in the
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// preferences process. The preferences process does not create any shader instances, it
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// only uses the static metadata of the effect.
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const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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const _ = await utils.importGettext();
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect ... //
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// <- Please add a description of your effect here -> //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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export default class Effect {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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// Store uniform locations of newly created shaders.
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// shader._uFadeWidth = shader.get_uniform_location('uFadeWidth');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation',
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(shader, settings) => {
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// shader.set_uniform_float(shader._uFadeWidth, 1, [
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// settings.get_double('simple-fade-width'),
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// ]);
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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static getMinShellVersion() {
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return [3, 36];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
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// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
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// named likes this.
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static getNick() {
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return 'simple-fade';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return _('Simple Fade Effect');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog whenever a new effect profile is loaded. It
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// binds all user interface elements to the respective settings keys of the profile.
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static bindPreferences(dialog) {
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// Empty for now... Code is added here later in the tutorial!
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}
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// ---------------------------------------------------------------- API for extension.js
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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static getActorScale(settings, forOpening, actor) {
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return {x: 1.0, y: 1.0};
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}
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}
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@@ -0,0 +1,234 @@
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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// Import the Gio module from the GNOME platform (GObject Introspection).
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// This module provides APIs for I/O operations, settings management, and other core
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// features.
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import Gio from 'gi://Gio';
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// Import utility functions from the local utils.js file.
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// These utilities likely contain helper functions or shared logic used across the
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// application.
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import * as utils from '../utils.js';
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// We import the ShaderFactory only in the Shell process as it is not required in the
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// preferences process. The preferences process does not create any shader instances, it
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// only uses the static metadata of the effect.
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const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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const _ = await utils.importGettext();
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//////////////////////////////////////////////////////////////////////////////////////////
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// I thought to myself, i said "self what would a unicorn fart look like" and then i came up with this, and i don't care that i'm out of the box, i think outside of the box, yeah f*ck that box!
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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export default class Effect {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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// Store uniform locations of newly created shaders.
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shader._uParticles = shader.get_uniform_location('uParticles');
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shader._uParticleSize = shader.get_uniform_location('uParticleSize');
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shader._uParticleSpeed = shader.get_uniform_location('uParticleSpeed');
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shader._uParticleColorRandom = shader.get_uniform_location('uParticleColorRandom');
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shader._uParticleColorSpeed = shader.get_uniform_location('uParticleColorSpeed');
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shader._uSparkCount = shader.get_uniform_location('uSparkCount');
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shader._uSparkStartEnd = shader.get_uniform_location('uSparkStartEnd');
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shader._uSparkOffset = shader.get_uniform_location('uSparkOffset');
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shader._uSparkCount = shader.get_uniform_location('uSparkCount');
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shader._uStarCount = shader.get_uniform_location('uStarCount');
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shader._uStarRot = shader.get_uniform_location('uStarRot');
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shader._uStarSize = shader.get_uniform_location('uStarSize');
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shader._uStarStartEnd = shader.get_uniform_location('uStarStartEnd');
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shader._uBlurQuality = shader.get_uniform_location('uBlurQuality');
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shader._uSeed = shader.get_uniform_location('uSeed');
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shader._uStarColors = [
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shader.get_uniform_location('uStarColor0'),
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shader.get_uniform_location('uStarColor1'),
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shader.get_uniform_location('uStarColor2'),
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shader.get_uniform_location('uStarColor3'),
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shader.get_uniform_location('uStarColor4'),
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shader.get_uniform_location('uStarColor5'),
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];
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shader._uParticleColors = [
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shader.get_uniform_location('uParticlesColor0'),
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shader.get_uniform_location('uParticlesColor1'),
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shader.get_uniform_location('uParticlesColor2'),
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shader.get_uniform_location('uParticlesColor3'),
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shader.get_uniform_location('uParticlesColor4'),
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shader.get_uniform_location('uParticlesColor5'),
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];
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// shader._uFadeWidth = shader.get_uniform_location('uFadeWidth');
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// Write all uniform values at the start of each animation.
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shader.connect('begin-animation',
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(shader, settings) => {
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for (let i = 0; i <= 5; i++) {
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shader.set_uniform_float(
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shader._uStarColors[i], 4,
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utils.parseColor(settings.get_string('unicorn-fart-star-color-' + i)));
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}
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for (let i = 0; i <= 5; i++) {
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shader.set_uniform_float(
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shader._uParticleColors[i], 4,
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utils.parseColor(settings.get_string('unicorn-fart-particle-color-' + i)));
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}
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shader.set_uniform_float(shader._uParticles, 1,
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[settings.get_boolean('unicorn-fart-particles-enable')]);
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shader.set_uniform_float(shader._uParticleSize, 1,
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[settings.get_double('unicorn-fart-particle-size')]);
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shader.set_uniform_float(shader._uParticleSpeed, 1,
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[settings.get_double('unicorn-fart-particle-speed')]);
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shader.set_uniform_float(shader._uParticleColorRandom, 1,
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[settings.get_double('unicorn-fart-particle-color-random')]);
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shader.set_uniform_float(shader._uParticleColorSpeed, 1,
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[settings.get_double('unicorn-fart-particle-color-speed')]);
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shader.set_uniform_float(shader._uSparkCount, 1,
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[settings.get_int('unicorn-fart-spark-count')]);
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shader.set_uniform_float(shader._uSparkStartEnd, 2,
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[settings.get_double('unicorn-fart-spark-start'),
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settings.get_double('unicorn-fart-spark-end')]
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);
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shader.set_uniform_float(shader._uSparkOffset, 1,
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[settings.get_double('unicorn-fart-spark-offset')]);
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shader.set_uniform_float(shader._uStarCount, 1,
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[settings.get_int('unicorn-fart-star-count')]);
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shader.set_uniform_float(shader._uStarRot, 1,
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[settings.get_double('unicorn-fart-star-rotation')]);
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shader.set_uniform_float(shader._uStarSize, 1,
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[settings.get_double('unicorn-fart-star-size')]);
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shader.set_uniform_float(shader._uStarStartEnd, 2,
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[settings.get_double('unicorn-fart-star-start'),
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settings.get_double('unicorn-fart-star-end')]
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);
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shader.set_uniform_float(shader._uBlurQuality, 1,
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[settings.get_double('unicorn-fart-blur-quality')]);
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shader.set_uniform_float(shader._uSeed, 1,
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[Math.random()]);
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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static getMinShellVersion() {
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return [3, 36];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
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// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
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// named likes this.
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static getNick() {
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return 'unicorn-fart';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return _('UnicornFart');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog whenever a new effect profile is loaded. It
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// binds all user interface elements to the respective settings keys of the profile.
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static bindPreferences(dialog) {
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// Empty for now... Code is added here later in the tutorial!
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dialog.bindAdjustment('unicorn-fart-animation-time');
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//ints and floats
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dialog.bindAdjustment('unicorn-fart-particle-size');
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dialog.bindAdjustment('unicorn-fart-particle-speed');
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dialog.bindAdjustment('unicorn-fart-particle-color-random');
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dialog.bindAdjustment('unicorn-fart-particle-color-speed');
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dialog.bindAdjustment('unicorn-fart-spark-count');
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dialog.bindAdjustment('unicorn-fart-spark-start');
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dialog.bindAdjustment('unicorn-fart-spark-end');
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dialog.bindAdjustment('unicorn-fart-spark-offset');
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dialog.bindAdjustment('unicorn-fart-star-count');
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dialog.bindAdjustment('unicorn-fart-star-rotation');
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dialog.bindAdjustment('unicorn-fart-star-size');
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dialog.bindAdjustment('unicorn-fart-star-start');
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dialog.bindAdjustment('unicorn-fart-star-end');
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dialog.bindAdjustment('unicorn-fart-blur-quality');
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//switches
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dialog.bindSwitch('unicorn-fart-particles-enable');
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//star-color
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dialog.bindColorButton('unicorn-fart-star-color-0');
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dialog.bindColorButton('unicorn-fart-star-color-1');
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dialog.bindColorButton('unicorn-fart-star-color-2');
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dialog.bindColorButton('unicorn-fart-star-color-3');
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dialog.bindColorButton('unicorn-fart-star-color-4');
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dialog.bindColorButton('unicorn-fart-star-color-5');
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//particle-colors
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dialog.bindColorButton('unicorn-fart-particle-color-0');
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dialog.bindColorButton('unicorn-fart-particle-color-1');
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dialog.bindColorButton('unicorn-fart-particle-color-2');
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dialog.bindColorButton('unicorn-fart-particle-color-3');
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dialog.bindColorButton('unicorn-fart-particle-color-4');
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dialog.bindColorButton('unicorn-fart-particle-color-5');
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}
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// ---------------------------------------------------------------- API for extension.js
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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static getActorScale(settings, forOpening, actor) {
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return {x: 1.0, y: 1.0};
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}
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}
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Block a user