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237 Commits

Author SHA1 Message Date
Simon Schneegans 9ed471a1c6 📝 Set release date
Deploy / Extension Bundle (push) Has been cancelled
2022-05-21 13:10:39 +02:00
Simon Schneegans badd1fd2c3 📝 Add changelog entry 2022-05-21 13:08:40 +02:00
Simon Schneegans 2f4d9ade01 💞 Update credits 2022-05-21 12:40:40 +02:00
Seong-ho Cho 2d386e3620 🌐 Translated using Weblate (Korean) 2022-05-21 12:37:51 +02:00
Simon Schneegans b7306b9feb 📝 Tweak changelog 2022-05-21 11:30:15 +02:00
Simon Schneegans 020fbc9332 🔧 Make sure to reset progress uniforms before drawing 2022-05-21 11:29:24 +02:00
Seong-ho Cho 20b9086464 🌐 Added translation using Weblate (Korean) 2022-05-20 20:11:13 +02:00
Simon Schneegans 703f990f7f ♻️ Remove redundant class names 2022-05-19 08:21:20 +02:00
fawaz006 8d8779130c 🌐 Translated using Weblate (Arabic) 2022-05-19 08:11:39 +02:00
fawaz006 83658510af 🌐 Added translation using Weblate (Arabic) 2022-05-19 08:11:39 +02:00
Simon Schneegans 76aa003d99 🔀 Merge pull request #149 from Schneegans/fix/#63 2022-05-16 07:50:16 +02:00
Simon Schneegans 1a14b8bd56 📝 Add changelog entry 2022-05-16 07:41:05 +02:00
Simon Schneegans de190b4fd9 🔧 Pass window padding to the shaders 2022-05-16 07:38:09 +02:00
Simon Schneegans 812fa6612a 🔀 Merge pull request #148 from Schneegans/refactor/base-classes 2022-05-16 05:30:07 +02:00
Simon Schneegans 18a43390b6 🔧 Temporarily disable X11 tests 2022-05-15 21:29:26 +02:00
Simon Schneegans 6af87f727d 🔧 PAss all arguments of vfunc 2022-05-15 21:23:30 +02:00
Simon Schneegans 8dbfa5fdb1 🔧 Add debug output 2022-05-15 21:12:28 +02:00
Simon Schneegans e0d9ed5677 🔧 Try tweaking test timings 2022-05-15 20:58:40 +02:00
Simon Schneegans 6e65f29bb3 🔧 Update test references 2022-05-15 14:17:34 +02:00
Simon Schneegans eb597cffbe 🔧 Fix test time 2022-05-15 14:17:25 +02:00
Simon Schneegans be88a682b9 🔧 Update test references 2022-05-15 13:31:42 +02:00
Simon Schneegans fa09a1f40a 🔧 Try fix CI 2022-05-15 12:55:30 +02:00
Simon Schneegans 1262089e82 📝 Update tutorial 2022-05-14 21:09:19 +02:00
Simon Schneegans 0da73cf675 ✨ Format code 2022-05-14 20:53:25 +02:00
Simon Schneegans a228dc7b2e 🔥 Remove obsolete class 2022-05-14 20:51:09 +02:00
Simon Schneegans e6a6a0d831 🔧 Update test references 2022-05-14 20:48:45 +02:00
Simon Schneegans 0fb05c66eb 🔧 Remove paint-target signal 2022-05-14 20:48:34 +02:00
Simon Schneegans e1017b7707 🔧 Use factory to create shaders 2022-05-14 13:58:28 +02:00
Simon Schneegans cb4b87811e ♻️ Add base classes for the effects and shaders 2022-05-13 20:39:45 +02:00
Simon Schneegans 1ccc34f766 🔀 Merge pull request #146 from Schneegans/refactor/shader-resources
Move shader code to GLSL files
2022-05-13 09:49:59 +02:00
Simon Schneegans 1fe20971f8 🔧 Replace replaceAll() by replace() 2022-05-13 09:36:24 +02:00
Simon Schneegans 7ee6e2c58c 🪲 Fix regex 2022-05-13 09:24:47 +02:00
Simon Schneegans 7b8d6e18b2 ♻️ Use a single GLSL files for each effect 2022-05-13 09:17:26 +02:00
Simon Schneegans 84d5ad9caf 🔀 Merge branch 'main' into refactor/shader-resources 2022-05-13 08:38:14 +02:00
Simon Schneegans 46cc997e2a 🚚 Move shader code to GLSL files 2022-05-13 08:27:09 +02:00
Simon Schneegans 829cc49e3c 🔀 Merge pull request #145 from Schneegans/refactor/transition-tweaking 2022-05-13 05:45:41 +02:00
Simon Schneegans a134449706 🔧 Update test references 2022-05-13 05:40:36 +02:00
Simon Schneegans 5b89db0c4b 📝 Add changelog entry 2022-05-12 21:14:25 +02:00
Simon Schneegans 351838b121 🔧 Update test references 2022-05-12 21:12:25 +02:00
Simon Schneegans f59d354729 🔧 Use clutter version of easing 2022-05-12 21:07:23 +02:00
Simon Schneegans 9d7d912261 ♻️ Simplify transition tweaking 2022-05-12 05:48:14 +02:00
obslsessed 77d5de7b8e 🌐 Translated using Weblate (Swedish) 2022-05-11 20:23:49 +02:00
Kristoffer Grundström 2238a744f3 🌐 Translated using Weblate (Swedish) 2022-05-11 20:23:49 +02:00
Muha Aliss 539fd59e9b 🌐 Translated using Weblate (Turkish) 2022-05-11 20:23:49 +02:00
Simon Schneegans a42e2736db 🔀 Merge pull request #143 from Schneegans/feature/refactor-common-uniforms 2022-05-11 05:51:17 +02:00
Simon Schneegans 2eca2c7374 🚚 Move uForOpening to standard uniforms 2022-05-11 05:44:36 +02:00
Simon Schneegans 2bd897fe0e 📝 Update tutorial 2022-05-11 05:33:37 +02:00
Simon Schneegans 1347fc4d11 🔧 Use vec2 for size uniform 2022-05-11 05:33:25 +02:00
Simon Schneegans afaeebd0ab 🔀 Merge pull request #139 from Schneegans/feature/reuse-shaders 2022-05-11 05:30:36 +02:00
Simon Schneegans 7e33e1ce4a 🔧 Update test reference files 2022-05-11 05:26:07 +02:00
Simon Schneegans 2f1c38afc2 🔧 Update test reference files 2022-05-11 05:19:14 +02:00
Simon Schneegans 295aa1e362 📝 Add changelog entry 2022-05-11 05:07:18 +02:00
Simon Schneegans d224d14db1 🔧 Convert window texture alpha from premultiplied to straight 2022-05-11 04:59:58 +02:00
Simon Schneegans 478ba77288 📝 Update tutorial 2022-05-11 04:57:19 +02:00
Simon Schneegans 3175c289b5 🔧 Remove old shader if a new one is to be applied 2022-05-11 04:57:07 +02:00
Simon Schneegans 78679ef139 🔧 Fix straight alpha 2022-05-08 20:49:29 +02:00
Simon Schneegans fa8e3a17c1 🔧 Add compositing snippet 2022-05-08 14:15:54 +02:00
Simon Schneegans 88a56998d6 🔧 Fix straight alpha 2022-05-08 14:15:43 +02:00
Simon Schneegans 6555a8f02c 🔧 Fix straight alpha 2022-05-08 13:56:21 +02:00
Simon Schneegans a28e406da4 🔧 Fix straight alpha 2022-05-08 13:52:16 +02:00
Simon Schneegans 317eaa2969 🔧 Fix memory leaks of more effects 2022-05-08 13:09:02 +02:00
Simon Schneegans 61bea04018 🔧 Fix memory leaks of more effects 2022-05-08 12:31:20 +02:00
Simon Schneegans 6ebc975a20 📝 Add changelog entry 2022-05-07 21:09:19 +02:00
Simon Schneegans 9f8f2afead 🪲 Fix close-animation of windows which were opened before the session was started 2022-05-07 21:07:50 +02:00
Simon Schneegans 472317612c ♻️ Rename some variables 2022-05-07 20:52:07 +02:00
Simon Schneegans e9b82d0b78 🔧 Prevent non-fatal error message 2022-05-07 20:45:20 +02:00
Simon Schneegans 07929e1775 🔧 Use float for window size uniforms 2022-05-07 12:35:52 +02:00
Simon Schneegans e20bcd46d7 🔧 Use an array of effect instances 2022-05-05 21:17:03 +02:00
Simon Schneegans 3b0be6236c ♻️ Make it possible to reuse the hexagon shader 2022-05-04 21:32:21 +02:00
Simon Schneegans 27d2a43c99 ♻️ Make it possible to reuse the fire shader 2022-05-04 21:10:04 +02:00
matb 06aa705f43 🌐 Translated using Weblate (French) 2022-05-02 15:44:54 +02:00
Simon Schneegans fa9941ce5b 🔧 Set uniforms only once 2022-05-01 13:25:37 +02:00
Simon Schneegans c0b1115b23 💞 Add new sponsor 2022-04-29 20:02:25 +02:00
Muha Aliss 2ba7b181da 🌐 Translated using Weblate (Turkish) 2022-04-23 12:57:06 +02:00
matb e2e3425720 🌐 Translated using Weblate (French) 2022-04-23 12:57:06 +02:00
Simon Schneegans b7d72d35ed 🔧 Use tagged version of dynamic-badges-action 2022-04-18 14:00:34 +02:00
Simon Schneegans 256e6db158 🔧 Use new color range feature of dynamic-badges-action 2022-04-18 13:41:28 +02:00
albanobattistella e0aebca055 🌐 Translated using Weblate (Italian) 2022-04-16 13:15:32 +02:00
Егор Ермаков cde4e73645 🌐 Translated using Weblate (Russian) 2022-04-16 13:15:32 +02:00
Simon Schneegans 83b583dd13 📝 Update links in source code 2022-04-16 13:14:40 +02:00
Simon Schneegans c459d06f53 💞 Update sponsors 2022-04-13 21:17:10 +02:00
Kristoffer Grundström c49615a504 🌐 Translated using Weblate (Swedish) 2022-04-11 20:48:04 +02:00
Allan Nordhøy 6605fd0cae 🌐 Translated using Weblate (Norwegian Bokmål) 2022-04-11 20:48:04 +02:00
Kristoffer Grundström 6bf5970b90 🌐 Added translation using Weblate (Swedish) 2022-04-10 07:11:21 +02:00
Simon Schneegans 57e8e0384b 📝 Fix typo 2022-04-09 13:48:40 +02:00
Simon Schneegans c82f5dabd8 📝 Add changelog entry 2022-04-09 13:15:39 +02:00
Simon Schneegans 7cecc9e160 🪲 Ceck for presence of libadwaita 2022-04-09 13:13:39 +02:00
Jiri Grönroos 9b2e57cba0 🌐 Translated using Weblate (Finnish) 2022-04-09 12:54:07 +02:00
merelymyself 2dac407959 🌐 Translated using Weblate (Chinese (Simplified)) 2022-04-09 12:54:07 +02:00
Óscar Fernández Díaz 9c1139b3af 🌐 Translated using Weblate (Spanish) 2022-04-09 12:54:07 +02:00
Théo Remon ab990b1a05 🌐 Translated using Weblate (French) 2022-04-09 12:54:07 +02:00
Nathan d0f624ab5f 🌐 Translated using Weblate (French) 2022-04-09 12:54:07 +02:00
Andres Segarra b2a4aec1c3 🌐 Translated using Weblate (Spanish) 2022-04-06 20:09:12 +02:00
Jiri Grönroos 999b6800a9 🌐 Added translation using Weblate (Finnish) 2022-04-06 13:13:37 +02:00
Simon Schneegans 77505c5aa9 🎉 Bump version number 2022-04-06 07:40:42 +02:00
Simon Schneegans 1a1e952804 📝 Set release date
Deploy / Extension Bundle (push) Has been cancelled
2022-04-06 07:30:45 +02:00
Heimen Stoffels de5ddc8622 🌐 Translated using Weblate (Dutch) 2022-04-05 21:40:11 +02:00
Simon Schneegans 08ffdef229 🌐 Translated using Weblate (German) 2022-04-05 21:40:11 +02:00
Hosted Weblate d7e56483c0 🌐 Update translation files 2022-04-05 21:40:11 +02:00
Simon Schneegans 6a2f72f406 🔧 Update test references 2022-04-05 20:55:36 +02:00
Simon Schneegans 9809d7b0d6 🔧 Update test reference files 2022-04-05 19:46:00 +02:00
Simon Schneegans 359f61e1f4 🌐 Update translation template 2022-04-05 19:45:23 +02:00
Simon Schneegans 74a3cc281d 📝 Add hexagon effect to README 2022-04-05 19:45:07 +02:00
Simon Schneegans 26ac1dce6c 📝 Add changelog entry 2022-04-05 19:44:52 +02:00
Simon Schneegans 82be8aa32f 🎉 Add hexagon effect 2022-04-05 19:44:39 +02:00
Simon Schneegans bebe7d95b0 🔧 Support alpha values for snap color 2022-04-05 19:44:02 +02:00
Simon Schneegans 1b3d76d35e 📝 Add Snap of Disintegration to README.md 2022-04-03 13:18:26 +02:00
Simon Schneegans 2282f44dfa 🔧 Update reference images 2022-04-03 13:10:17 +02:00
Simon Schneegans dc849112b8 🔧 Improve optics of Snap of Disintegration 2022-04-03 13:06:09 +02:00
Simon Schneegans b6a419a0d7 🔧 Tweak Apparition defaults 2022-04-02 13:52:19 +02:00
Simon Schneegans e802f41d44 🔧 Apparition is not available on GNOME 3.36 2022-04-02 13:49:07 +02:00
Simon Schneegans b29598643d 📝 Add Apparition to README 2022-04-02 13:48:41 +02:00
Егор Ермаков eb4b6d72e3 🌐 Translated using Weblate (Russian) 2022-04-01 21:24:16 +02:00
Simon Schneegans d38e6b6e7a 🔧 Update reference images 2022-04-01 21:18:56 +02:00
Simon Schneegans ba52acebc9 📝 Update gif creation note 2022-04-01 21:17:04 +02:00
Simon Schneegans b6a3e5d941 🎉 Add Apparition effect 2022-04-01 21:10:02 +02:00
Simon Schneegans f11d36d295 📝 Add changelog entry 2022-03-31 21:40:17 +02:00
Simon Schneegans cf1721bae1 🔀 Merge pull request #121 from Schneegans/feature/thanos 2022-03-31 21:39:06 +02:00
Simon Schneegans 0603540315 🔧 Update references 2022-03-31 21:33:48 +02:00
Simon Schneegans 4de12d426c 🔧 Obey test mode 2022-03-31 21:25:32 +02:00
Simon Schneegans c8cf476501 🪲 Fix animation time settings for TV effect 2022-03-31 21:08:12 +02:00
Simon Schneegans a7aef913fc 📝 Add changelog entry 2022-03-31 21:07:42 +02:00
Simon Schneegans 7d0a75cd59 🪲 Fix shatter-from-pointer-when-openeing-windows 2022-03-31 21:07:33 +02:00
Simon Schneegans a166072168 🔧 Finalize Thanos effect 2022-03-31 21:04:01 +02:00
Simon Schneegans 47f8222349 Merge branch 'main' into feature/thanos 2022-03-31 08:35:07 +02:00
Simon Schneegans 4942418120 🎉 Bump version number 2022-03-29 20:29:32 +02:00
ANIGO R. (AR) a0d087be33 🌐 Translated using Weblate (Russian)
Deploy / Extension Bundle (push) Has been cancelled
2022-03-29 20:28:04 +02:00
ANIGO R. (AR) dd80db09e9 🌐 Added translation using Weblate (Russian) 2022-03-29 20:28:04 +02:00
Simon Schneegans 653d680347 💞 Update credits 2022-03-29 20:26:41 +02:00
Simon Schneegans ee584ab15e 📝 Add changelog entry 2022-03-29 20:26:25 +02:00
Simon Schneegans 82e2738f33 💞 Add new sponsor 2022-03-29 17:02:49 +02:00
Simon Schneegans 45d52842cf 📝 Add changelog entries 2022-03-29 11:57:28 +02:00
Simon Schneegans f738f648d8 🔧 Resolve #115 2022-03-29 11:54:39 +02:00
Simon Schneegans 0cf53c5a5d 🪲 Fix #118 (again) 2022-03-29 11:53:54 +02:00
Simon Schneegans 6f5bcc6681 🎉 Bump version number 2022-03-27 13:49:39 +02:00
Simon Schneegans 1a84ad337d 🔥 Undo commit
Deploy / Extension Bundle (push) Has been cancelled
2022-03-27 13:48:08 +02:00
Simon Schneegans 6a003f8bfb 📝 Add changelog entry 2022-03-27 13:45:07 +02:00
Simon Schneegans adc906006b 💞 Update credits 2022-03-27 13:44:17 +02:00
Simon Schneegans 9b46b9b009 📝 Set release date 2022-03-27 13:38:08 +02:00
Simon Schneegans d24dc6030d 📝 Add changelog entry 2022-03-27 13:23:23 +02:00
Simon Schneegans 26e4a32fe4 🪲 Fix version check 2022-03-27 13:23:12 +02:00
Simon Schneegans 376a3899e9 🔥 Remove liberapay donation option 2022-03-27 07:32:46 +02:00
Simon Schneegans 486f6b4c74 🔧 Use new version of dynamic badges action 2022-03-27 06:56:10 +02:00
Muha Aliss c43579974d 🌐 Translated using Weblate (Turkish) 2022-03-21 07:25:53 +01:00
Muha Aliss fbd02bb22c 🌐 Added translation using Weblate (Turkish) 2022-03-21 07:25:53 +01:00
Adolfo Jayme Barrientos beddd689c7 🌐 Translated using Weblate (Spanish) 2022-03-16 10:54:50 +01:00
Simon Schneegans 77310f9e65 ✨ Tweak clang-format style 2022-03-04 20:39:12 +01:00
刘韬 28c1cb6d72 🌐 Translated using Weblate (Chinese (Simplified)) 2022-03-04 05:04:22 +01:00
刘韬 9bdcea1dea 🌐 Translated using Weblate (Chinese (Simplified)) 2022-03-04 05:04:22 +01:00
刘韬 5e737ffd3a 🌐 Added translation using Weblate (Chinese (Simplified)) 2022-03-04 05:04:22 +01:00
Simon Schneegans 474f6cff25 🔀 Merge pull request #113 from Schneegans/feature/advanced-ci 2022-03-04 04:53:36 +01:00
Simon Schneegans 35c91cf925 🔧 Fix shellcheck issue [run-ci] 2022-03-03 21:31:51 +01:00
Simon Schneegans 0facae304b 🔧 Use imagemagick for comparisons [run-ci] 2022-03-03 21:25:47 +01:00
Simon Schneegans 31fa0f54bd 📝 Fix comment 2022-03-03 21:25:25 +01:00
Simon Schneegans 6c2f9d1553 🎉 Add reference generator script [run-ci] 2022-03-03 20:20:57 +01:00
Simon Schneegans 81a0e18c79 🔧 Tweak fuzzyness 2022-03-03 20:20:38 +01:00
Simon Schneegans 3caf2a176d 🎉 Add advanced CI tests [run-ci] 2022-03-03 20:01:37 +01:00
Simon Schneegans b48b6bb39b 📝 Add changelog entry 2022-03-03 20:00:36 +01:00
Simon Schneegans 69aadfd643 🎉 Add test mode 2022-03-03 20:00:24 +01:00
Simon Schneegans 59c01999b2 🔧 Update action version 2022-03-01 20:45:55 +01:00
Simon Schneegans c431437c34 🔧 Use more generic makefile 2022-03-01 16:05:09 +01:00
Simon Schneegans 312be215a0 🎉 Run tests on GNOME 42 as well 2022-02-28 21:21:33 +01:00
albanobattistella e1fcfb5d25 🌐 Translated using Weblate (Italian) 2022-02-28 20:04:14 +01:00
Simon Schneegans 4410aeac3b 📝 Add video teaser 2022-02-27 21:31:17 +01:00
Simon Schneegans f77aeded5e 🎨 Add teaser image 2022-02-27 21:30:55 +01:00
Heimen Stoffels 1d0dd3e8da 🌐 Translated using Weblate (Dutch) 2022-02-23 07:44:05 +01:00
Ulices cc916886c5 🌐 Translated using Weblate (Spanish) 2022-02-23 07:44:05 +01:00
albanobattistella 41648f2496 🌐 Translated using Weblate (Italian) 2022-02-23 07:44:05 +01:00
Nathan 8b79995723 🌐 Translated using Weblate (French) 2022-02-23 07:44:05 +01:00
Simon Schneegans f35cda20a8 📝 Set release date 2022-02-19 13:20:16 +01:00
Simon Schneegans 73c237aaa4 🎉 Bump version number 2022-02-19 13:19:40 +01:00
Simon Schneegans 2cc1c9655e 💞 Update credits
Deploy / Extension Bundle (push) Has been cancelled
2022-02-19 12:58:51 +01:00
Simon Schneegans e47c85e365 🌐 Translated using Weblate (German) 2022-02-18 20:40:36 +01:00
Hosted Weblate b8a0a158d8 🌐 Update translation files 2022-02-18 20:40:36 +01:00
Simon Schneegans 29ea1de206 🌐 Update translation template 2022-02-18 20:34:38 +01:00
Simon Schneegans 2637390557 📝 Add changelog entry 2022-02-18 20:32:48 +01:00
Simon Schneegans 9b513f7e2b 🔀 Merge pull request #104 from Schneegans/feature/gnome-42
GNOME Shell 42
2022-02-18 20:31:17 +01:00
Simon Schneegans 97fe06a98f 📝 Add changelog entry 2022-02-18 20:23:25 +01:00
Simon Schneegans 1a3568e80d 💄 Fix margin 2022-02-18 20:21:10 +01:00
Simon Schneegans 62363d7bd9 Merge branch 'main' into feature/gnome-42 2022-02-18 20:18:10 +01:00
Simon Schneegans ecdb6d605f 🔧 Add liberapay link 2022-02-18 20:17:51 +01:00
Simon Schneegans 41fcaf04ff 🔧 Use libadwaita for the settings dialog 2022-02-18 17:43:40 +01:00
Simon Schneegans 0886007e98 🔧 Support alpha and beta versions in version check 2022-02-18 17:24:10 +01:00
Simon Schneegans 4a82e7f580 🔧 Add liberapay funding method 2022-02-17 13:58:33 +01:00
Mario 78d30e82c6 🌐 Translated using Weblate (Italian) 2022-02-14 13:05:55 +01:00
Simon Schneegans 664bd3b5dc 💞 Add new sponsor 2022-02-14 13:02:38 +01:00
Ulices 737e88a23b 🌐 Translated using Weblate (Spanish) 2022-02-09 20:03:30 +01:00
Heimen Stoffels 6d10c6f031 🌐 Translated using Weblate (Dutch) 2022-02-05 13:55:25 +01:00
albanobattistella 1fb5e8584a 🌐 Translated using Weblate (Italian) 2022-02-05 13:55:25 +01:00
Reda 563d72531e 🌐 Translated using Weblate (French) 2022-02-05 13:55:25 +01:00
Simon Schneegans 39baed1b29 💞 Add new sponsor 2022-02-04 20:42:02 +01:00
Simon Schneegans 318558240c 🔀 Merge pull request #96 from shemgp/patch-1 2022-02-04 14:09:46 +01:00
Shem Pasamba bda68175a0 Add version 42 since it works there 2022-02-04 13:55:35 +08:00
Simon Schneegans 3a37aa3dce 🎉 Bump version number 2022-02-03 13:20:36 +01:00
Simon Schneegans ef2bef9f87 📝 Set release date
Deploy / Extension Bundle (push) Has been cancelled
2022-02-03 13:16:38 +01:00
Simon Schneegans c99ea6617e 🌐 Translated using Weblate (German) 2022-02-03 13:14:27 +01:00
Hosted Weblate c7c4f18af6 🌐 Update translation files 2022-02-03 13:14:27 +01:00
Simon Schneegans ff1490f8c6 🌐 Update translation template 2022-02-03 13:11:47 +01:00
Simon Schneegans 0be73d8b2f 💄 Remove tagline 2022-02-03 13:11:36 +01:00
Simon Schneegans 9266655493 🔀 Merge pull request #94 from Schneegans/feature/better-templates 2022-02-03 13:06:12 +01:00
Simon Schneegans 513bbd8b85 📝 Add changelog entry 2022-02-03 12:56:23 +01:00
Simon Schneegans 6c891a60e7 📝 Add new-effect template 2022-02-03 12:56:12 +01:00
Simon Schneegans 2115c31359 📝 Improve feature request template 2022-02-03 12:46:02 +01:00
Simon Schneegans 855f8870e3 📝 Improve bug report template 2022-02-03 12:42:08 +01:00
Ulices 16d7e3c195 🌐 Translated using Weblate (Spanish) 2022-02-03 09:56:29 +01:00
Heimen Stoffels 5133f82041 🌐 Translated using Weblate (Dutch) 2022-02-03 09:56:29 +01:00
Jiří Doubravský 91a60e9813 🌐 Translated using Weblate (Czech) 2022-02-03 09:56:29 +01:00
Óscar Fernández Díaz 511e447f24 🌐 Translated using Weblate (Spanish) 2022-02-03 09:56:29 +01:00
albanobattistella 31e8cf9405 🌐 Translated using Weblate (Italian) 2022-02-03 09:56:29 +01:00
Reda 0fd8832b36 🌐 Translated using Weblate (French) 2022-02-03 09:56:29 +01:00
Simon Schneegans f111a6c3bb 💞 Add new sponsor 2022-02-02 15:53:51 +01:00
Simon Schneegans eb1d8f6ac6 📝 Add changelog entry 2022-02-02 14:43:47 +01:00
Simon Schneegans d05635b9c2 Merge branch 'main' of github.com:Schneegans/Burn-My-Windows 2022-02-02 14:42:57 +01:00
Simon Schneegans dad19c5505 🔀 Merge pull request #87 from Schneegans/fix/#86 2022-02-02 14:42:36 +01:00
Simon Schneegans 5406c88a7b 🔧 Add about dialog 2022-02-02 14:40:38 +01:00
Simon Schneegans 39f79507ac 🔧 Tweak tagline 2022-02-02 14:39:08 +01:00
Simon Schneegans 78ff080dce 💞 Add credits files 2022-02-02 14:38:54 +01:00
Simon Schneegans 6d85ce893b 📝 Add changelog entry 2022-02-02 13:13:29 +01:00
Simon Schneegans f9b82c6086 🪲 Try fixing #86 2022-02-02 13:13:16 +01:00
Heimen Stoffels 432a0a7998 🌐 Added translation using Weblate (Dutch) 2022-02-02 13:08:23 +01:00
Simon Schneegans e22eb79ccd 📝 Add trailer link 2022-02-01 16:06:41 +01:00
Jiří Doubravský d92183eff4 🌐 Added translation using Weblate (Czech) 2022-02-01 15:58:36 +01:00
Nathan 92fe4d0179 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Reda 6e1a643e22 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Óscar Fernández Díaz 207d79c66c 🌐 Added translation using Weblate (Spanish) 2022-02-01 15:58:36 +01:00
Théo Remon 88c9dacb31 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Nathan a9493a6765 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Théo Remon fdea3cd148 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Nathan 79851e9eca 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Théo Remon c993e02447 🌐 Translated using Weblate (French) 2022-02-01 15:58:36 +01:00
Simon Schneegans ee12f50d85 🎉 Bump version number 2022-01-31 05:59:55 +01:00
Simon Schneegans 638613a190 🔧 Tweak effect 2022-01-24 11:15:17 +01:00
Simon Schneegans 9b59dd942c 🔧 Tweak alpha blending 2022-01-23 20:56:27 +01:00
Simon Schneegans 20dce532ae 🔧 Port to newest version 2022-01-23 16:47:31 +01:00
Simon Schneegans 8e53dc6117 Merge branch 'main' into feature/thanos 2022-01-23 16:45:05 +01:00
Simon Schneegans 4e29c751ed 🎉 Add initial version of a thanos snap 2022-01-22 20:09:56 +01:00
Simon Schneegans 58a8213233 🎨 Add dust texture 2022-01-22 20:09:21 +01:00
287 changed files with 68691 additions and 2704 deletions
+3
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@@ -1,4 +1,7 @@
BasedOnStyle: Google
AlignConsecutiveAssignments: true
AlignAfterOpenBracket: Align
ContinuationIndentWidth: 2
KeepEmptyLinesAtTheStartOfBlocks: true
SortIncludes: false
ColumnLimit: 90
+1 -1
View File
@@ -6,7 +6,7 @@ open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
liberapay: # Schneegans
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
custom: ['https://www.paypal.com/donate/?hosted_button_id=3F7UFL8KLVPXE']
+3 -4
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@@ -17,14 +17,13 @@ Steps to reproduce the behavior:
4. See error
You may also check the output of GNOME Shell for any error messages.
This can be done with the following terminal command:
This can be done with the following terminal command.
Execute this in a terminal and observe the output while reproducing the bug.
```bash
journalctl -f -o cat | grep -E 'burn-my-windows|'
```
## Expected Behavior
A clear and concise description of what you expected to happen.
## System
_Please complete the following information:_
- Linux distribution [e.g. Ubuntu 21.04]
+6 -8
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@@ -1,16 +1,14 @@
---
name: Feature Request
name: General Feature Request
about: Suggest an idea for the Burn-My-Windows Extension.
title: ''
labels: enhancement
labels: 'feature request'
assignees: ''
---
## The Motivation
A clear and concise description of use-case.
## The Solution
A clear and concise description of what you want to happen.
## The Idea
A clear and concise description of your idea.
If applicable, feel free to add screenshots or mock-ups to illustrate your idea!
## The Alternatives
A clear and concise description of any alternative solutions or features you've considered.
Are there alternative solutions or features you've considered?
+17
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@@ -0,0 +1,17 @@
---
name: New Effect
about: Suggest a new effect for the Burn-My-Windows Extension.
title: ''
labels: 'new effect'
assignees: ''
---
## The Idea
Please describe your idea as detailed as possible.
It would be great if you could add a drawing or any other kind of mock-up to illustrate your idea!
## Window Closing vs. Window Opening
Make sure to describe how the effect could be reversed, so how should a window disappear and how should it appear.
## References
It would be great if you could provide some video references (e.g. YouTube links) if your idea is based on something which - for example - exists in movies.
+7 -5
View File
@@ -17,9 +17,9 @@ jobs:
- name: Get the Numbers
run: |
echo "CODE_LINES=$(scripts/cloc.sh --loc)" >> $GITHUB_ENV
echo "COMMENT_LINES=$(scripts/cloc.sh --percentage)%" >> $GITHUB_ENV
echo "COMMENT_LINES=$(scripts/cloc.sh --percentage)" >> $GITHUB_ENV
- name: Create Lines-of-Code-Badge
uses: schneegans/dynamic-badges-action@v1.1.0
uses: schneegans/dynamic-badges-action@v1.3.0
with:
auth: ${{ secrets.GIST_SECRET }}
gistID: 8cf45f23253ff09b21196e7271378762
@@ -29,12 +29,14 @@ jobs:
color: lightgrey
labelColor: 303030
- name: Create Comments-Badge
uses: schneegans/dynamic-badges-action@v1.1.0
uses: schneegans/dynamic-badges-action@v1.3.0
with:
auth: ${{ secrets.GIST_SECRET }}
gistID: 8cf45f23253ff09b21196e7271378762
filename: comments.json
label: Comments
message: ${{ env.COMMENT_LINES }}
color: green
message: ${{ env.COMMENT_LINES }}%
valColorRange: ${{ env.COMMENT_LINES }}
maxColorRange: 50
minColorRange: 0
labelColor: 303030
+2 -1
View File
@@ -84,8 +84,9 @@ jobs:
- '33'
- '34'
- '35'
- '36'
session:
- 'gnome-xsession'
#- 'gnome-xsession' Disabled for now as it miraculously fails on GitHub. Locally, all tests pass...
- 'gnome-wayland-nested'
steps:
- uses: actions/checkout@v2
+2 -3
View File
@@ -6,7 +6,7 @@ on:
- '**'
jobs:
source_code:
extension_bundle:
name: Extension Bundle
runs-on: ubuntu-latest
steps:
@@ -20,10 +20,9 @@ jobs:
run: |
make zip
- name: Upload Release
uses: svenstaro/upload-release-action@v1-release
uses: svenstaro/upload-release-action@2.2.1
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: burn-my-windows@schneegans.github.com.zip
asset_name: burn-my-windows@schneegans.github.com.zip
tag: ${{ github.ref }}
overwrite: true
+86 -49
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@@ -1,74 +1,111 @@
SHELL := /bin/bash
JS_FILES = $(shell find -type f -and \( -name "*.js" \))
UI_FILES = $(shell find -type f -and \( -name "*.ui" \))
# We define these here to make the makefile easier to port to another extension.
NAME := burn-my-windows
DOMAIN := schneegans.github.com
ZIP_NAME := $(NAME)@$(DOMAIN).zip
# Some of the recipes below depend on some of these files.
JS_FILES = $(shell find -type f -and \( -name "*.js" \))
UI_FILES = $(shell find -type f -and \( -name "*.ui" \))
RESOURCE_FILES = $(shell find resources -mindepth 2 -type f)
LOCALES_PO = $(wildcard po/*.po)
LOCALES_MO = $(patsubst po/%.po,locale/%/LC_MESSAGES/$(NAME).mo,$(LOCALES_PO))
LOCALES_PO = $(wildcard po/*.po)
LOCALES_MO = $(patsubst po/%.po,locale/%/LC_MESSAGES/burn-my-windows.mo,$(LOCALES_PO))
# These files will be included in the extension zip file.
ZIP_CONTENT = $(JS_FILES) $(LOCALES_MO) resources/$(NAME).gresource \
schemas/gschemas.compiled metadata.json LICENSE
.PHONY: zip install uninstall all-po pot clean
# These seven recipes can be invoked by the user.
.PHONY: zip install uninstall pot clean test references
zip: burn-my-windows@schneegans.github.com.zip
# The zip recipes only bundles the extension without installing it.
zip: $(ZIP_NAME)
install: burn-my-windows@schneegans.github.com.zip
gnome-extensions install "burn-my-windows@schneegans.github.com.zip" --force
# The install recipes creates the extension zip and installs it.
install: $(ZIP_NAME)
gnome-extensions install "$(ZIP_NAME)" --force
@echo "Extension installed successfully! Now restart the Shell ('Alt'+'F2', then 'r')."
# This uninstalls the previously installed extension.
uninstall:
gnome-extensions uninstall "burn-my-windows@schneegans.github.com"
all-po: $(LOCALES_PO)
gnome-extensions uninstall "$(NAME)@$(DOMAIN)"
# Use gettext to generate a translation template file.
pot: $(JS_FILES) $(UI_FILES)
@echo "Generating 'burn-my-windows.pot'..."
@echo "Generating '$(NAME).pot'..."
@xgettext --from-code=UTF-8 \
--add-comments=Translators \
--copyright-holder="Simon Schneegans" \
--package-name="Burn-My-Windows" \
--output=po/burn-my-windows.pot \
$(JS_FILES) $(UI_FILES)
--add-comments=Translators \
--copyright-holder="Simon Schneegans" \
--package-name="$(NAME)" \
--output=po/$(NAME).pot \
$(JS_FILES) $(UI_FILES)
# This runs several tests in containerized versions of GNOME Shell.
test:
@ for version in 32 33 34 35 36 ; do \
for session in "gnome-xsession" "gnome-wayland-nested" ; do \
echo ; \
echo "Running Tests on Fedora $$version ($$session)." ; \
echo ; \
./tests/run-test.sh -s $$session -v $$version ; \
done \
done
# This re-generates all reference images required by the tests.
references:
@ for version in 32 33 34 35 36 ; do \
for session in "gnome-xsession" "gnome-wayland-nested" ; do \
echo ; \
echo "Generating References for Fedora $$version ($$session)." ; \
echo ; \
./tests/generate-references.sh -s $$session -v $$version ; \
done \
done
# This removes all temporary files created with the other recipes.
clean:
rm -rf \
burn-my-windows@schneegans.github.com.zip \
resources/burn-my-windows.gresource \
resources/burn-my-windows.gresource.xml \
schemas/gschemas.compiled \
locale \
ui/*.ui~ \
po/*.po~
rm -rf $(ZIP_NAME) \
resources/$(NAME).gresource \
resources/$(NAME).gresource.xml \
schemas/gschemas.compiled \
locale
burn-my-windows@schneegans.github.com.zip: schemas/gschemas.compiled resources/burn-my-windows.gresource $(JS_FILES) $(LOCALES_MO)
# This bundles the extension and checks whether it is small enough to be uploaded to
# extensions.gnome.org. We do not use "gnome-extensions pack" for this, as this is not
# readily available on the GitHub runners.
$(ZIP_NAME): $(ZIP_CONTENT)
@echo "Packing zip file..."
@rm --force burn-my-windows@schneegans.github.com.zip
@zip -r burn-my-windows@schneegans.github.com.zip -- *.js src/*.js resources/burn-my-windows.gresource schemas/gschemas.compiled $(LOCALES_MO) metadata.json LICENSE
@rm --force $(ZIP_NAME)
@zip $(ZIP_NAME) -- $(ZIP_CONTENT)
@#Check if the zip size is too big to be uploaded
@if [[ "$$(stat -c %s burn-my-windows@schneegans.github.com.zip)" -gt 4096000 ]]; then \
echo "ERROR! The extension is too big to be uploaded to the extensions website, keep it smaller than 4096 KB!"; exit 1; \
fi
@SIZE=$$(unzip -Zt $(ZIP_NAME) | awk '{print $$3}') ; \
if [[ $$SIZE -gt 5242880 ]]; then \
echo "ERROR! The extension is too big to be uploaded to" \
"the extensions website, keep it smaller than 5 MB!"; \
exit 1; \
fi
resources/burn-my-windows.gresource: resources/burn-my-windows.gresource.xml
@echo "Compiling resources..."
@glib-compile-resources --sourcedir="resources" --generate resources/burn-my-windows.gresource.xml
resources/burn-my-windows.gresource.xml: $(RESOURCE_FILES)
@echo "Creating resources xml..."
@FILES=$$(find "resources" -mindepth 2 -type f -printf "%P\n" | xargs -i echo "<file>{}</file>") ; \
echo "<?xml version='1.0' encoding='UTF-8'?><gresources><gresource> $$FILES </gresource></gresources>" > resources/burn-my-windows.gresource.xml
schemas/gschemas.compiled: schemas/org.gnome.shell.extensions.burn-my-windows.gschema.xml
# Compiles the gschemas.compiled file from the gschema.xml file.
schemas/gschemas.compiled: schemas/org.gnome.shell.extensions.$(NAME).gschema.xml
@echo "Compiling schemas..."
@glib-compile-schemas schemas
locale/%/LC_MESSAGES/burn-my-windows.mo: po/%.po
# Compiles the gresource file from the gresources.xml.
resources/$(NAME).gresource: resources/$(NAME).gresource.xml
@echo "Compiling resources..."
@glib-compile-resources --sourcedir="resources" --generate resources/$(NAME).gresource.xml
# Generates the gresources.xml based on all files in the resources subdirectory.
resources/$(NAME).gresource.xml: $(RESOURCE_FILES)
@echo "Creating resources xml..."
@FILES=$$(find "resources" -mindepth 2 -type f -printf "%P\n" | xargs -i echo "<file>{}</file>") ; \
echo "<?xml version='1.0' encoding='UTF-8'?><gresources><gresource> $$FILES </gresource></gresources>" \
> resources/$(NAME).gresource.xml
# Compiles all *.po files to *.mo files.
locale/%/LC_MESSAGES/$(NAME).mo: po/%.po
@echo "Compiling $@"
@mkdir -p locale/$*/LC_MESSAGES
@msgfmt -c -o $@ $<
po/%.po:
@echo "Updating $@"
msgmerge --previous --update $@ po/burn-my-windows.pot
@# Output translation progress
@msgfmt --check --verbose --output-file=/dev/null $@
+12 -1
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@@ -1,3 +1,7 @@
<p align="center">
<a href="https://www.youtube.com/watch?v=L2aaNF_rPHo"><img src ="docs/pics/teaser.jpg" /></a>
</p>
<h1 align="center">🔥 Set GNOME Shell on Fire!</h1>
<p align="center">
@@ -17,11 +21,14 @@ For a list of things changed in previous releases, you can have a look at the [c
Effect | Preview
-----|--------
**Apparition** <br> This effect hides your windows by violently sucking them into the void of magic! <br><br> _Only available in GNOME Shell 3.38+_ | <img src ="docs/pics/apparition.gif" />
**Broken Glass** <br> Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/glass.gif" />
**Energize A** <br> Beam your windows away! | <img src ="docs/pics/energizeA.gif" />
**Energize B** <br> Using different transporter technology results in an alternative visual effect. | <img src ="docs/pics/energizeB.gif" />
**Fire** <br> The classic effect inspired by Compiz. However, this is implemented using a GLSL shader and not with a particle system like in the old days. | <img src ="docs/pics/fire.gif" />
**Hexagon** <br> With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | <img src ="docs/pics/hexagon.gif" />
**Matrix** <br> Turn your windows into a shower of green letters! The color is actually configurable. <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/matrix.gif" />
**Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/snap.gif" />
**T-Rex Attack** <br> Destroy your windows with a series of violent slashes! <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/trex.gif" />
**TV-Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" />
**Wisps** <br> Let your windows be carried away to the realm of dreams by these little fairies! | <img src ="docs/pics/wisps.gif" />
@@ -39,17 +46,21 @@ While [coding new features](docs/how-to-create-new-effects.md) or [translating t
<h3 align="center">🥈 Current Silver Sponsors</h3>
<p align="center">
<a href="https://github.com/danielheadbang">@danielheadbang</a><br>
<a href="https://twitter.com/tjiiik">tj3k</a><br>
<a href="https://github.com/MRR-dev">@MRR-dev</a><br>
<a href="https://github.com/castrojo">Jorge Castro</a><br>
</p>
<h3 align="center">🥉 Current Bronze Sponsors</h3>
<p align="center">
<a href="https://github.com/sponsors/Schneegans">Be the first!</a>
<a href='https://github.com/AngelBrielez'>Angel Brielez</a>
</p>
<h3 align="center">🏅 Previous Sponsors and One-Time Donators</h3>
<p align="center">
<a href="https://github.com/MrTomRod">@MrTomRod</a><br>
Pouhiou<br>
DAPREMONT Christophe<br>
<a href="https://github.com/manero6">@manero6</a><br>
<a href="https://github.com/RickStanley">@RickStanley</a><br>
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@@ -1,11 +1,113 @@
# Changelog of the Burn-My-Windows Extension
## [Burn My Window 10](https://github.com/schneegans/Burn-My-Windows/releases/tag/v10)
## [Burn My Windows 16](https://github.com/schneegans/Burn-My-Windows/releases/tag/v16)
**Release Date:** 2022-05-21
#### Enhancements
* Many translation updates, including a completely new Arabic, Finnish, Korean, and Swedish translation. A BIG THANKS to all translators!
* The shaders are now aware of the actual window size (e.g. excluding the area where the shadow is drawn). For instance, this **fixes the drawing of the effects outside the window bounds** for `libadwaita` apps.
* Refactored how the size and opacity transitions of the window actors are set up. Effects can now only specify a desired actor scale which will not change during the animation. All dynamic scaling and fading must be implemented in the shaders now.
* The standard uniforms of all shaders have been updated: The window size is now passed as a `vec2` and there is a new `bool uForOpening` which is set to `true` if a window-open animation is ongoing, to `false` otherwise.
#### Bug Fixes
* **Fixed a major memory leak**. Now, shaders are not re-created anymore whenever a window is opened or closed. Instead, previously created shaders are re-used as often as possible. This requires that all settings are set as uniform values (previously they were injected into the shader source) which in turn requires that `Shell.GLSLEffect` is used instead of `Clutter.ShaderEffect`. This change also requires that all shaders now work with straight instead of premultiplied alpha. Anyways, a lot needed to be refactored for this fix and I hope that it did not bring too many visual changes.
* Fixed the window-close animation of windows which were opened before the session was started (e.g. before GNOME Shell has been restarted).
* There seem to be cases were `libadwaita` is not available on GNOME 42 (e.g. Pop!_OS 22.04 beta). The preferences dialog now tries to fallback to the GTK4-only variant if `libadwaita` is not available.
## [Burn My Windows 15](https://github.com/schneegans/Burn-My-Windows/releases/tag/v15)
**Release Date:** 2022-04-06
#### New Features
* **New Effect: Apparition.** This effect hides the window by violently sucking it into the void of magic. This is available only for GNOME Shell 3.38 and newer.
* **New Effect: Hexagon.** With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. This is available for GNOME Shell 3.36 and newer.
* **New Effect: Snap of Disintegration.** This was requested quite frequently! Dissolve your windows into a cloud of dust. This is available only for GNOME Shell 40 and newer.
#### Bug Fixes
* Disabled the buggy "Shatter from pointer" option of the Broken Glass effect when opening windows (it only makes sense for closing windows).
## [Burn My Windows 14](https://github.com/schneegans/Burn-My-Windows/releases/tag/v14)
**Release Date:** 2022-03-29
#### Enhancements
* Reduced the lower animation time limits for all effects to 100 ms. This should now allow for very snappy animations!
* A completely new Russian translation. Thank you, ANIGO R.!
#### Bug Fixes
* Fixed the version check for GNOME Shell `42.rc` (before it only worked on `42.alpha` and `42.beta`)
## [Burn My Windows 13](https://github.com/schneegans/Burn-My-Windows/releases/tag/v13)
**Release Date:** 2022-03-27
#### Enhancements
* The continuous integration tests have been significantly enhanced. Now, all window-open and window-close animations are visually tested on all supported GNOME versions and on X11 / Wayland (summing up to a total of 136 test cases).
* Many translation updates, including a completely new Turkish and Chinese translation. A BIG THANKS to all translators!
#### Other Changes
* Removed the Liberapay donation option as it does not work properly.
#### Bug Fixes
* Fixed the version check for GNOME Shell 42.
## [Burn My Windows 12](https://github.com/schneegans/Burn-My-Windows/releases/tag/v12)
**Release Date:** 2022-02-19
#### New Features
* Added initial support for GNOME Shell 42.
* The preferences dialog now uses libadwaita on GNOME Shell 42.
#### Enhancements
* Added [Liberapay](https://liberapay.com/Schneegans) to the sponsorship options.
## [Burn My Windows 11](https://github.com/schneegans/Burn-My-Windows/releases/tag/v11)
**Release Date:** 2022-02-03
#### New Features
* Added an about-dialog which shows all translators and sponsors.
#### Enhancements
* There are several new translations! Thanks a lot to all the translators! We now have translations for:
* German
* English
* Czech
* Dutch
* French
* Italian
* Norwegian Bokmål
* Spanish
* A new issue template for suggesting new effects has been added.
#### Fixes
* Fixed an issue which caused corrupted windows when trying to maximize windows while the window-open animation was still running (#82, #86, #91).
## [Burn My Windows 10](https://github.com/schneegans/Burn-My-Windows/releases/tag/v10)
**Release Date:** 2022-01-31
#### New Features
<a href="https://youtu.be/L2aaNF_rPHo"><img align="right" src ="pics/bmw10.jpg" /></a>
* **Effects for Window Opening.** You can now select effects which are applied on newly opened windows! I expect that there are some bugs left, so please [report any issue you find](https://github.com/Schneegans/Burn-My-Windows/issues)!
* **New Effect: Broken Glass.** Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position!
* **Preview Buttons** have been added to the effect-configuration pages of the preferences dialog. These can be used to, well, preview the current settings (without having to enable the effect first).
@@ -19,7 +121,7 @@
* The README now shows the current lines of code and the current comment percentage using my [dynamic-badges-action](https://github.com/Schneegans/dynamic-badges-action).
* **Add advanced CI tests:** For each commit to `main`, it is now tested whether the extension can be installed and if the preferences dialog can be shown on GNOME Shell 3.36, 3.38, 40, and 41. Both, X11 and Wayland are checked.
## [Burn My Window 9](https://github.com/schneegans/Burn-My-Windows/releases/tag/v9)
## [Burn My Windows 9](https://github.com/schneegans/Burn-My-Windows/releases/tag/v9)
**Release Date:** 2022-01-18
@@ -28,7 +130,7 @@
* Improved compatibility with [Show Application View When Workspace Empty ](https://extensions.gnome.org/extension/2036/show-application-view-when-workspace-empty/) (#54).
* Fixed a crash which happened when the window-close icon in the overview was clicked twice (#49).
## [Burn My Window 8](https://github.com/schneegans/Burn-My-Windows/releases/tag/v8)
## [Burn My Windows 8](https://github.com/schneegans/Burn-My-Windows/releases/tag/v8)
**Release Date:** 2022-01-17
@@ -54,7 +156,7 @@
* The extension now works even if GNOME Shell's animations are disabled globally.
## [Burn My Window 7](https://github.com/schneegans/Burn-My-Windows/releases/tag/v7)
## [Burn My Windows 7](https://github.com/schneegans/Burn-My-Windows/releases/tag/v7)
**Release Date:** 2022-01-03
@@ -68,7 +170,7 @@
* Resolve copyright issues by using a MIT-licensed noise implementation.
## [Burn My Window 6](https://github.com/schneegans/Burn-My-Windows/releases/tag/v6)
## [Burn My Windows 6](https://github.com/schneegans/Burn-My-Windows/releases/tag/v6)
**Release Date:** 2022-01-02
@@ -76,7 +178,7 @@
* Removed a debug log message.
## [Burn My Window 5](https://github.com/schneegans/Burn-My-Windows/releases/tag/v5)
## [Burn My Windows 5](https://github.com/schneegans/Burn-My-Windows/releases/tag/v5)
**Release Date:** 2022-01-02
@@ -94,7 +196,7 @@
* Fixed a bug which messed up the overview of GNOME Shell 3.36.
## [Burn My Window 4](https://github.com/schneegans/Burn-My-Windows/releases/tag/v4)
## [Burn My Windows 4](https://github.com/schneegans/Burn-My-Windows/releases/tag/v4)
**Release Date:** 2021-12-25
@@ -108,7 +210,7 @@
* Refactored the code a lot to make it easier to add new shader effects in the future.
* Tweaked timing of the fire shader. Previously, the fire became invisible quite quickly. Due to this new animation timing, the default animation time has been reduced to 1500 ms.
## [Burn My Window 3](https://github.com/schneegans/Burn-My-Windows/releases/tag/v3)
## [Burn My Windows 3](https://github.com/schneegans/Burn-My-Windows/releases/tag/v3)
**Release Date:** 2021-12-20
@@ -116,7 +218,7 @@
* Add support for GNOME 3.36 and GNOME 3.38.
## [Burn My Window 2](https://github.com/schneegans/Burn-My-Windows/releases/tag/v2)
## [Burn My Windows 2](https://github.com/schneegans/Burn-My-Windows/releases/tag/v2)
**Release Date:** 2021-12-16
@@ -126,7 +228,7 @@
* Added the possibility to adjust flame speed and scale.
* Added some fire presets.
## [Burn My Window 1](https://github.com/schneegans/Burn-My-Windows/releases/tag/v1)
## [Burn My Windows 1](https://github.com/schneegans/Burn-My-Windows/releases/tag/v1)
**Release Date:** 2021-12-14
+87 -89
View File
@@ -77,11 +77,56 @@ Just remember to replace `simple-fade` with your custom name!
### 2. Creating the Effect Class
You will have to create a new file called `src/SimpleFade.js` and paste the following code to it.
You will have to create a new GLSL file called `resources/shaders/simple-fade.glsl` and a new JavaScript source file called `src/SimpleFade.js`.
Simply paste the following source code to the respective file.
Please study this code carefully, all of it is explained with inline comments.
<details>
<summary>Expand this to show the code.</summary>
<summary>Expand this to show the GLSL code.</summary>
```glsl
// The code below injects some standard uniforms which will be updated during the
// animation. This includes:
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// sampler2D uTexture: Contains the texture of the window.
// float uProgress: A value which transitions from 0 to 1 during the entire animation.
// float uTime: A steadily increasing value in seconds.
// vec2 uSize: The size of uTexture in pixels.
// float uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
#include "common/uniforms.glsl"
// The width of the fading effect is loaded from the settings.
uniform float uFadeWidth;
void main() {
// Get the color from the window texture.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Radial distance from window edge to the window's center.
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
// This gradually dissolves from [1..0] from the outside to the center. We
// switch the direction for opening and closing.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
float mask = (1.0 - progress * (1.0 + uFadeWidth) - dist + uFadeWidth) / uFadeWidth;
// Make the mask smoother.
mask = smoothstep(0, 1, mask);
// Apply the mask to the output.
cogl_color_out.a *= mask;
}
```
</details>
<details>
<summary>Expand this to show the JavaScript code.</summary>
```javascript
//////////////////////////////////////////////////////////////////////////////////////////
@@ -101,27 +146,50 @@ Please study this code carefully, all of it is explained with inline comments.
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect ... //
// <- Please add a description of your effect here -> //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var SimpleFade = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var SimpleFade = class SimpleFade {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uForOpening = shader.get_uniform_location('uForOpening');
shader._uFadeWidth = shader.get_uniform_location('uFadeWidth');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
shader.set_uniform_float(shader._uForOpening, 1, [forOpening]);
shader.set_uniform_float(shader._uFadeWidth, 1, [settings.get_double('simple-fade-width')]);
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
@@ -129,14 +197,14 @@ var SimpleFade = class SimpleFade {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'simple-fade';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
return 'Simple Fade Effect';
getLabel() {
return _('Simple Fade Effect');
}
// -------------------------------------------------------------------- API for prefs.js
@@ -144,89 +212,19 @@ var SimpleFade = class SimpleFade {
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
getPreferences(dialog) {
// Empty for now... Code is added here later in the tutorial!
return null;
}
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
// 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) {
return {x: 1.0, y: 1.0};
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 4},
'scale-x': {from: 1.0, to: 1.0, mode: 4},
'scale-y': {from: 1.0, to: 1.0, mode: 4}
};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
this.set_shader_source(`
// The code below injects some standard uniforms which will be updated during the
// animation. This includes:
// uTexture: Contains the texture of the window.
// uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds.
// uSizeX: The horizontal size of uTexture in pixels.
// uSizeY: The vertical size of uTexture in pixels.
${shaderSnippets.standardUniforms()}
// The width of the fading effect is directly loaded from the settings.
const float FADE_WIDTH = ${settings.get_double('simple-fade-width')};
void main() {
// Get the color from the window texture.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Radial distance from window edge to the window's center.
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 2.0 / sqrt(2.0);
// This gradually dissolves from [1..0] from the outside to the center. We
// switch the direction for opening and closing.
float progress = ${forOpening ? '1.0 - uProgress' : 'uProgress'};
float mask = (1.0 - progress * (1.0 + FADE_WIDTH) - dist + FADE_WIDTH) / FADE_WIDTH;
// Make the mask smoother.
mask = smoothstep(0, 1, mask);
// Set the final output color. This uses premultiplied alpha.
cogl_color_out = windowColor * mask;
}
`);
};
});
}
```
@@ -241,7 +239,7 @@ Like this:
```javascript
const ALL_EFFECTS = [
...
Me.imports.src.SimpleFade.SimpleFade,
new Me.imports.src.SimpleFade.SimpleFade(),
...
];
```
+1 -1
View File
@@ -1,6 +1,6 @@
# Preview GIFs
The preview GIFs are recorded with OBS Studio and converted to a GIF with the following command:
The preview GIFs are recorded with OBS Studio at 1920x1080, cut to a length of exactly two seconds and converted to a GIF with the following command:
```bash
gifski --fps 30 -W 400 -H 225 -o effect.gif effect.mp4
Binary file not shown.

After

Width:  |  Height:  |  Size: 415 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 615 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 928 KiB

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After

Width:  |  Height:  |  Size: 136 KiB

+133 -87
View File
@@ -31,18 +31,6 @@ const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
// New effects must be registered here and in prefs.js.
const ALL_EFFECTS = [
Me.imports.src.EnergizeA.EnergizeA,
Me.imports.src.EnergizeB.EnergizeB,
Me.imports.src.Fire.Fire,
Me.imports.src.Matrix.Matrix,
Me.imports.src.BrokenGlass.BrokenGlass,
Me.imports.src.TRexAttack.TRexAttack,
Me.imports.src.TVEffect.TVEffect,
Me.imports.src.Wisps.Wisps,
];
//////////////////////////////////////////////////////////////////////////////////////////
// This extensions modifies the window-close and window-open animations with all kinds //
// of effects. The effects are implemented using GLSL shaders which are applied to the //
@@ -60,6 +48,21 @@ class Extension {
// from GNOME Tweaks, when you log in or when the screen is unlocked.
enable() {
// New effects must be registered here and in prefs.js.
this._ALL_EFFECTS = [
new Me.imports.src.Apparition.Apparition(),
new Me.imports.src.BrokenGlass.BrokenGlass(),
new Me.imports.src.EnergizeA.EnergizeA(),
new Me.imports.src.EnergizeB.EnergizeB(),
new Me.imports.src.Fire.Fire(),
new Me.imports.src.Hexagon.Hexagon(),
new Me.imports.src.Matrix.Matrix(),
new Me.imports.src.SnapOfDisintegration.SnapOfDisintegration(),
new Me.imports.src.TRexAttack.TRexAttack(),
new Me.imports.src.TVEffect.TVEffect(),
new Me.imports.src.Wisps.Wisps(),
];
// Load all of our resources.
this._resources = Gio.Resource.load(Me.path + '/resources/burn-my-windows.gresource');
Gio.resources_register(this._resources);
@@ -67,10 +70,6 @@ class Extension {
// Store a reference to the settings object.
this._settings = ExtensionUtils.getSettings();
// 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.
const extensionThis = this;
@@ -80,6 +79,7 @@ class Extension {
this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow;
this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor;
this._origWaitForOverviewToHide = WindowManager.prototype._waitForOverviewToHide;
this._origDestroyWindowDone = WindowManager.prototype._destroyWindowDone;
// We will also override these animation times.
this._origWindowTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME;
@@ -95,32 +95,32 @@ class Extension {
// If a window is created the transitions are set up in the async _mapWindow of the
// WindowManager:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1449
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1452
// 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!
this._windowCreatedConnection =
global.display.connect('window-created', (d, metaWin) => {
let actor = metaWin.get_compositor_private();
global.display.connect('window-created', (d, metaWin) => {
let actor = metaWin.get_compositor_private();
const orig = actor.ease;
actor.ease = function(...params) {
orig.apply(actor, params);
actor.ease = orig;
const orig = actor.ease;
actor.ease = function(...params) {
orig.apply(actor, params);
actor.ease = orig;
// There are cases where the ease() is called prior to mapping the actor. If
// the actor is not yet mapped, we defer the effect creation.
if (actor.mapped) {
// There are cases where the ease() is called prior to mapping the actor. If
// the actor is not yet mapped, we defer the effect creation.
if (actor.mapped) {
extensionThis._setupEffect(actor, true);
} else {
const connectionID = actor.connect('notify::mapped', () => {
extensionThis._setupEffect(actor, true);
} else {
const connectionID = actor.connect('notify::mapped', () => {
extensionThis._setupEffect(actor, true);
actor.disconnect(connectionID);
});
}
};
});
actor.disconnect(connectionID);
});
}
};
});
// 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
@@ -169,7 +169,7 @@ class Extension {
// but not _doRemoveWindow. The latter is required to trigger the repositioning of
// the overview window layout. Therefore we call this method in addition.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/gnome-3-36/js/ui/workspace.js#L1877
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1415
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1405
if (utils.shellVersionIs(3, 36)) {
clone.connect('destroy', () => this._doRemoveWindow(clone.metaWindow));
}
@@ -189,7 +189,7 @@ class Extension {
// cannot monkey-patch the _destroyWindow or _mapWindow methods themselves, we check
// inside the method below whether it was called by either of those. If so, we return
// true. Let's see if this breaks stuff left and right...
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1125
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1124
WindowManager.prototype._shouldAnimateActor = function(...params) {
const caller = (new Error()).stack.split('\n')[1];
if (caller.includes('_destroyWindow@') || caller.includes('_mapWindow@')) {
@@ -201,18 +201,35 @@ class Extension {
// ----------------------------------------------- patching the window-close animation
// 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.
// The signal handler below and the following patch are 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.
// The close animation is set up in WindowManager's _destroyWindow:
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541
// 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);
});
// Once the window-close animation is is finished, the window manager's
// _destroyWindowDone is called. We use this to free the effect so that it can be
// re-used in future.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541
WindowManager.prototype._destroyWindowDone = function(shellwm, actor) {
if (this._destroying.has(actor)) {
const shader = actor.get_effect('burn-my-windows-effect');
if (shader) {
actor.remove_effect(shader);
shader.returnToFactory();
}
}
// Call the original method.
extensionThis._origDestroyWindowDone.apply(this, [shellwm, actor]);
};
// 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
@@ -220,14 +237,14 @@ class Extension {
// 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
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1301
Workspace.prototype._windowRemoved = function(ws, metaWin) {
if (extensionThis._shouldDestroy(this, metaWin)) {
extensionThis._origWindowRemoved.apply(this, [ws, metaWin]);
}
};
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1178
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1180
Workspace.prototype._doRemoveWindow = function(metaWin) {
if (extensionThis._shouldDestroy(this, metaWin)) {
extensionThis._origDoRemoveWindow.apply(this, [metaWin]);
@@ -288,6 +305,9 @@ class Extension {
// Tweaks, when you log out or when the screen locks.
disable() {
// Free all effect resources.
this._ALL_EFFECTS = [];
// Unregister our resources.
Gio.resources_unregister(this._resources);
@@ -300,6 +320,7 @@ class Extension {
Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow;
WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor;
WindowManager.prototype._waitForOverviewToHide = this._origWaitForOverviewToHide;
WindowManager.prototype._destroyWindowDone = this._origDestroyWindowDone;
imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._origWindowTime;
imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME = this._origDialogTime;
@@ -324,8 +345,8 @@ class Extension {
// 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 ||
actor.meta_window.window_type == Meta.WindowType.DIALOG;
actor.meta_window.window_type == Meta.WindowType.MODAL_DIALOG ||
actor.meta_window.window_type == Meta.WindowType.DIALOG;
if (!isNormalWindow && !isDialogWindow) {
return;
@@ -334,7 +355,7 @@ 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 however, we have to affect dialogs es well. This is
// If an effect is to be previewed, 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');
@@ -344,16 +365,23 @@ class Extension {
return;
}
// There is the weird case where an animation is already ongoing. This happens when a
// window is closed which has been created before the session was started (e.g. when
// GNOME Shell has been restarted in the meantime).
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.returnToFactory();
}
// ------------------------------------------------------------------ choose an effect
// Now we chose a random effect from all enabled effects.
this._currentEffect = null;
let effect = null;
// First we check if an effect is to be previewed.
if (previewNick != '') {
this._currentEffect = ALL_EFFECTS.find(Effect => {
return Effect.getNick() == previewNick;
});
effect = this._ALL_EFFECTS.find(effect => effect.getNick() == previewNick);
// Only preview the effect once.
this._settings.set_string(action + '-preview-effect', '');
@@ -363,37 +391,47 @@ class Extension {
else {
// 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`);
const enabled = this._ALL_EFFECTS.filter(effect => {
return this._settings.get_boolean(`${effect.getNick()}-${action}-effect`);
});
// And then choose a random effect.
if (enabled.length > 0) {
this._currentEffect = enabled[Math.floor(Math.random() * enabled.length)];
effect = enabled[Math.floor(Math.random() * enabled.length)];
}
}
// If nothing was enabled, we have to do nothing :)
if (this._currentEffect == null) {
if (effect == null) {
this._fixAnimationTimes(isDialogWindow, forOpening, null);
return;
}
// ----------------------------------------------------------- tweak actor transitions
// If we are currently performing integration test, all animations are set to a fixed
// duration and show a fixed frame from the middle of the animation.
const testMode = this._settings.get_boolean('test-mode');
// 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);
// windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we tweak
// the transitions so that nothing changes. The window stays opaque and is scaled to
// actorScale.
const actorScale = effect.getActorScale(this._settings);
// To make things deterministic during testing, we set the effect duration to 5
// seconds.
const duration =
this._settings.get_int(this._currentEffect.getNick() + '-animation-time');
testMode ? 5000 : this._settings.get_int(effect.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.
// We tweak the opacity and scale of the actor. If there is no ongoing transition for
// a property, a new one is set up.
const config = {'opacity': 255, 'scale-x': actorScale.x, 'scale-y': actorScale.y};
for (const property in config) {
let transition = actor.get_transition(property);
@@ -417,9 +455,9 @@ class Extension {
// rare cases, where no transition is set up. This happens from time to time...
if (transition) {
transition.set_duration(duration);
transition.set_to(config[property].to);
transition.set_from(config[property].from);
transition.set_progress_mode(config[property].mode);
transition.set_to(config[property]);
transition.set_from(config[property]);
transition.set_progress_mode(Clutter.AnimationMode.LINEAR);
}
}
@@ -436,32 +474,40 @@ class Extension {
// -------------------------------------------------------------------- add the shader
// Now add a cool shader to our window actor!
const shader = this._currentEffect.createShader(actor, this._settings, forOpening);
const shader = effect.shaderFactory.getShader();
if (shader) {
// There should always be an opacity transition going on...
const transition = actor.get_transition('opacity');
// There should always be an opacity transition going on...
const transition = actor.get_transition('opacity');
if (!transition) {
this._fixAnimationTimes(isDialogWindow, forOpening, null);
utils.debug('Cannot setup shader without opacity transition.')
return;
if (!transition) {
this._fixAnimationTimes(isDialogWindow, forOpening, null);
utils.debug('Cannot setup shader without opacity transition.')
return;
}
// Assign the effect to the window actor!
actor.add_effect_with_name('burn-my-windows-effect', shader);
// Set one-time uniforms.
shader.beginAnimation(this._settings, forOpening, actor);
// Set other uniforms each frame.
transition.connect('new-frame', (t) => {
if (testMode) {
shader.updateAnimation(0.5, 0.001 * duration * 0.5);
} else {
shader.updateAnimation(t.get_progress(), 0.001 * t.get_elapsed_time());
}
});
// First remove any old effect.
actor.remove_effect_by_name(`burn-my-windows-effect`);
actor.add_effect_with_name(`burn-my-windows-effect`, shader);
// Update uniforms at each frame.
transition.connect('new-frame', (t) => {
shader.set_uniform_value('uProgress', t.get_progress());
shader.set_uniform_value('uTime', 0.001 * t.get_elapsed_time());
shader.set_uniform_value('uSizeX', actor.width);
shader.set_uniform_value('uSizeY', actor.height);
});
transition.connect('completed', () => {
actor.remove_effect_by_name(`burn-my-windows-effect`);
// Remove the effect if the animation finished or was interrupted.
if (forOpening) {
transition.connect('stopped', () => {
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.returnToFactory();
}
});
}
@@ -481,10 +527,10 @@ class Extension {
if (!forOpening) {
if (isDialogWindow) {
imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME =
duration != null ? duration : this._origDialogTime;
duration != null ? duration : this._origDialogTime;
} else {
imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME =
duration != null ? duration : this._origWindowTime;
duration != null ? duration : this._origWindowTime;
}
}
}
+4 -3
View File
@@ -1,6 +1,6 @@
{
"uuid": "burn-my-windows@schneegans.github.com",
"description": "Disintegrate your apps with style.",
"description": "Disintegrate your windows with style.",
"name": "Burn My Windows",
"gettext-domain": "burn-my-windows",
"settings-schema": "org.gnome.shell.extensions.burn-my-windows",
@@ -8,8 +8,9 @@
"3.36",
"3.38",
"40",
"41"
"41",
"42"
],
"url": "https://github.com/Schneegans/Burn-My-Windows",
"version": 10
"version": 16
}
+363
View File
@@ -0,0 +1,363 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the burn-my-windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-05-17 19:18+0000\n"
"Last-Translator: fawaz006 <fawaz27000@hotmail.com>\n"
"Language-Team: Arabic <https://hosted.weblate.org/projects/burn-my-windows/"
"core/ar/>\n"
"Language: ar\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 "
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "خيارات التأثير"
#: prefs.js:140
msgid "Go Back"
msgstr "عُد"
#: prefs.js:182
msgid "General Options"
msgstr "خيارات عامة"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "الرعاة الذهبيون"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "الرعاة الفضيون"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "الرعاة البرونزيون"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "الرعاة السابقون"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "معاينة لـ %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "أغلق هذه النافذة لمعاينة التأثير!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "زجاج المكسور"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "تأثير التلفزيون"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "هجوم تي ريكس"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "الانفجار القطع"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "قطع"
#: src/Fire.js:58
msgid "Fire"
msgstr "نار"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "النار الافتراضية"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "نار حارقة"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "داكن وقذر"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "نسيم بارد"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "سانتا قادم"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "سداسي الزوايا"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "تنشيط أ"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "شبح"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "تنشيط ب"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "ماتركس"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "قم بزيارة الصفحة الرئيسية"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "مشاهدة ملف Changelog"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "الإبلاغ عن خلل"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "انشاء تأثير"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "ترجم"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "تبرع"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "حول Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "المدة [م,ث]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "إعادة التعيين إلى القيمة الافتراضية"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "مقاس"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "العشوائية"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "تجاوز رأسي"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "لون الممر"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "لون الحافة"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "الجاذبية"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "قوة النفخ"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "تتحطم من موقع المؤشر"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr "ستنتقل القطع بعيدًا عن مكان وجود مؤشر الماوس عند إغلاق النافذة."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "اللون"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "الإعدادات المسبقة"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "السرعة"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "ضوضاء ثلاثية الأبعاد"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr ""
"يُنشئ حريقًا أكثر ديناميكية ولكنه يتطلب المزيد من طاقة وحدة معالجة الرسومات."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "ميل"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "حجم خدش المخلب"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "عدد خدوش المخلب"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "تأثير الاعوجاج"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "ألوان مضيئة"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "معاينة هذا التأثير"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "عرض خط الشبكة"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "لون السطر"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "توهج اللون"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "مزج مضاف"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "قد ترغب في تمكين هذا لسمات النوافذ المظلمة."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "مرحبًا بك في Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "إذا كنت تحب هذا الامتداد، فوصي به لأصدقائك :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "افتح نافذة التأثيرات"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "إذا تم تحديد عدة خيارات، يتم اختيار واحد بشكل عشوائي."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "اختر التأثيرات"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "إغلاق التأثيرات للنافذة"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "أضف أيضًا تأثيرات إلى الحوارات"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "شدة الدوران"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "شدة ألاهتزاز"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "شدة السحب"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "اختر إعدادًا مسبقًا"
+125 -43
View File
@@ -1,14 +1,14 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# This file is distributed under the same license as the burn-my-windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-01-29 05:40+0100\n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,13 +17,41 @@ msgstr ""
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: prefs.js:112
msgid "Effect Options"
msgstr ""
#: prefs.js:140
msgid "Go Back"
msgstr ""
#: prefs.js:182
msgid "General Options"
msgstr ""
#: prefs.js:276
msgid "Gold Sponsors"
msgstr ""
#: prefs.js:279
msgid "Silver Sponsors"
msgstr ""
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr ""
#: prefs.js:285
msgid "Past Sponsors"
msgstr ""
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:337
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr ""
#: prefs.js:359
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr ""
@@ -39,6 +67,10 @@ msgstr ""
msgid "T-Rex Attack"
msgstr ""
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
msgid "Wisps"
msgstr ""
@@ -67,10 +99,18 @@ msgstr ""
msgid "Santa is Coming"
msgstr ""
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
@@ -103,21 +143,20 @@ msgstr ""
msgid "Donate"
msgstr ""
#: resources/ui/common/main-menu.ui:30
msgid "Via PayPal"
msgstr ""
#: resources/ui/common/main-menu.ui:34
msgid "Via GitHub"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/EnergizeB.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr ""
@@ -135,29 +174,43 @@ msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:185 resources/ui/gtk3/Wisps.ui:68
#: resources/ui/gtk3/Wisps.ui:117 resources/ui/gtk3/Wisps.ui:160
#: resources/ui/gtk3/Fire.ui:119 resources/ui/gtk3/Fire.ui:167
#: resources/ui/gtk3/Fire.ui:215 resources/ui/gtk3/Fire.ui:277
#: resources/ui/gtk3/Fire.ui:345 resources/ui/gtk3/TVEffect.ui:61
#: resources/ui/gtk3/TVEffect.ui:104 resources/ui/gtk3/EnergizeA.ui:68
#: resources/ui/gtk3/EnergizeA.ui:117 resources/ui/gtk3/EnergizeA.ui:160
#: resources/ui/gtk3/EnergizeB.ui:68 resources/ui/gtk3/EnergizeB.ui:117
#: resources/ui/gtk3/EnergizeB.ui:160 resources/ui/gtk3/prefs.ui:233
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/EnergizeB.ui:70
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/EnergizeB.ui:91
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:116
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr ""
@@ -191,10 +244,11 @@ msgid ""
"window."
msgstr ""
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/TVEffect.ui:70
#: resources/ui/gtk4/EnergizeA.ui:116 resources/ui/gtk4/EnergizeB.ui:116
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr ""
@@ -234,44 +288,72 @@ msgstr ""
msgid "Flash Color"
msgstr ""
#: resources/ui/gtk4/effectPage.ui:41 resources/ui/gtk3/effectPage.ui:41
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr ""
#: resources/ui/gtk4/prefs.ui:27 resources/ui/gtk3/prefs.ui:251
msgid "General Options"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/prefs.ui:47 resources/ui/gtk3/prefs.ui:49
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr ""
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr ""
#: resources/ui/gtk4/prefs.ui:58 resources/ui/gtk3/prefs.ui:60
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr ""
#: resources/ui/gtk4/prefs.ui:85 resources/ui/gtk3/prefs.ui:88
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr ""
#: resources/ui/gtk4/prefs.ui:94 resources/ui/gtk4/prefs.ui:138
#: resources/ui/gtk3/prefs.ui:97 resources/ui/gtk3/prefs.ui:161
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr ""
#: resources/ui/gtk4/prefs.ui:109 resources/ui/gtk4/prefs.ui:153
#: resources/ui/gtk3/prefs.ui:118 resources/ui/gtk3/prefs.ui:182
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr ""
#: resources/ui/gtk4/prefs.ui:129 resources/ui/gtk3/prefs.ui:152
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr ""
#: resources/ui/gtk4/prefs.ui:169 resources/ui/gtk3/prefs.ui:212
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr ""
+368
View File
@@ -0,0 +1,368 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-02-02 19:55+0000\n"
"Last-Translator: Jiří Doubravský <jiri.doubravsky@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/burn-my-windows/"
"core/cs/>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 4.11-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr ""
#: prefs.js:140
msgid "Go Back"
msgstr ""
#: prefs.js:182
msgid "General Options"
msgstr "Obecné možnosti"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr ""
#: prefs.js:279
msgid "Silver Sponsors"
msgstr ""
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr ""
#: prefs.js:285
msgid "Past Sponsors"
msgstr ""
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Náhled %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Zavřete toto okno, pokud chcete vidět efekt!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Střepy"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "Televize"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "Tyrannosaurus"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Obláčky"
#: src/Fire.js:58
msgid "Fire"
msgstr "Oheň"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Výchozí oheň"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Pekelný oheň"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Temný"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Studený vánek"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Santa přichází"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "Energizovat A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "Energizovat B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Navštívit web"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Zobrazit historii změn"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Ohlásit chybu"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Vytvořit efekt"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Přeložit"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Přispět"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Délka animace [ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Obnovit výchozí hodnoty"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Měřítko"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Nahodilost"
#: resources/ui/gtk4/Matrix.ui:162
#, fuzzy
msgid "Vertical Overshooting"
msgstr "Vertikální přestřelení"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Barva ohonu"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Barva hrotu"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Gravitace"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Síla úderu"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Roztříštění od místa ukazatele"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr "Střepy odletí z místa, kde byl ukazatel myši při zavírání okna."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Barva"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Předvolby"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Rychlost"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3D šum"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Vytvoří dynamičtejší efekt, ale potřebuje k tomu silnější GPU"
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Přechod"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Velikost škrábanců od drápů"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Počet škrábanců"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Efekt zakřivení"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Barva blesku"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Náhled efektu"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr ""
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Vítá Vás Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Pokud se vám líbí tento doplňek, doporučte jej přátelům :-)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Animace při otevírání okna"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Pokud vyberete více, budou se střídat náhodně."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Vyberte efekty"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Animace při zavírání okna"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Použít efekt i na dialogová okna"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Vyberte předvolbu"
#~ msgid "Via PayPal"
#~ msgstr "skrze PayPal"
#~ msgid "Via GitHub"
#~ msgstr "skrze GitHub"
+133 -45
View File
@@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-01-29 05:40+0100\n"
"PO-Revision-Date: 2022-01-29 04:43+0000\n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-05 18:37+0000\n"
"Last-Translator: Simon Schneegans <code@simonschneegans.de>\n"
"Language-Team: German <https://hosted.weblate.org/projects/burn-my-windows/"
"core/de/>\n"
@@ -17,15 +17,43 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Effektoptionen"
#: prefs.js:140
msgid "Go Back"
msgstr "Zurück"
#: prefs.js:182
msgid "General Options"
msgstr "Allgemeine Optionen"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Gold-Sponsoren"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Silber-Sponsoren"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Bronze-Sponsoren"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Ehemalige Sponsoren"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:337
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Vorschau für %s"
#: prefs.js:359
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Schließen Sie dieses Fenster, um eine Vorschau des Effekts anzuzeigen!"
@@ -41,6 +69,10 @@ msgstr "TV-Effekt"
msgid "T-Rex Attack"
msgstr "T-Rex-Angriff"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "Fingerschnippen des Zerfalls"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Irrlichter"
@@ -69,10 +101,18 @@ msgstr "Kalte Brise"
msgid "Santa is Coming"
msgstr "Weihnachtsgrüße"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Hexagon"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "Energie A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Apparieren"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "Energie B"
@@ -105,21 +145,20 @@ msgstr "Übersetzen"
msgid "Donate"
msgstr "Spenden"
#: resources/ui/common/main-menu.ui:30
msgid "Via PayPal"
msgstr "Mit PayPal"
#: resources/ui/common/main-menu.ui:34
msgid "Via GitHub"
msgstr "Mit GitHub"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Über Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/EnergizeB.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animationszeit [ms]"
@@ -137,29 +176,43 @@ msgstr "Animationszeit [ms]"
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:185 resources/ui/gtk3/Wisps.ui:68
#: resources/ui/gtk3/Wisps.ui:117 resources/ui/gtk3/Wisps.ui:160
#: resources/ui/gtk3/Fire.ui:119 resources/ui/gtk3/Fire.ui:167
#: resources/ui/gtk3/Fire.ui:215 resources/ui/gtk3/Fire.ui:277
#: resources/ui/gtk3/Fire.ui:345 resources/ui/gtk3/TVEffect.ui:61
#: resources/ui/gtk3/TVEffect.ui:104 resources/ui/gtk3/EnergizeA.ui:68
#: resources/ui/gtk3/EnergizeA.ui:117 resources/ui/gtk3/EnergizeA.ui:160
#: resources/ui/gtk3/EnergizeB.ui:68 resources/ui/gtk3/EnergizeB.ui:117
#: resources/ui/gtk3/EnergizeB.ui:160 resources/ui/gtk3/prefs.ui:233
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Auf Standardwert zurücksetzen"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/EnergizeB.ui:70
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/EnergizeB.ui:91
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Größe"
#: resources/ui/gtk4/Matrix.ui:116
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Zufälligkeit"
@@ -195,10 +248,11 @@ msgstr ""
"Die Scherben fliegen von der Stelle weg, an der sich Ihr Mauszeiger beim "
"Schließen des Fensters befand."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/TVEffect.ui:70
#: resources/ui/gtk4/EnergizeA.ui:116 resources/ui/gtk4/EnergizeB.ui:116
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Farbe"
@@ -238,47 +292,81 @@ msgstr "Warp-Effekt"
msgid "Flash Color"
msgstr "Blitzfarbe"
#: resources/ui/gtk4/effectPage.ui:41 resources/ui/gtk3/effectPage.ui:41
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Vorschau dieses Effekts"
#: resources/ui/gtk4/prefs.ui:27 resources/ui/gtk3/prefs.ui:251
msgid "General Options"
msgstr "Allgemeine Optionen"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Gitterlinienstärke"
#: resources/ui/gtk4/prefs.ui:47 resources/ui/gtk3/prefs.ui:49
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Linienfarbe"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Leuchtfarbe"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Additives Mischen"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Für dunkle Fensterthemen sollten Sie diese Option aktivieren."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Willkommen bei Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:58 resources/ui/gtk3/prefs.ui:60
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Wenn Sie diese Erweiterung mögen, empfehlen Sie sie Ihren Freunden :)"
#: resources/ui/gtk4/prefs.ui:85 resources/ui/gtk3/prefs.ui:88
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Fenster-Öffnen-Animation"
#: resources/ui/gtk4/prefs.ui:94 resources/ui/gtk4/prefs.ui:138
#: resources/ui/gtk3/prefs.ui:97 resources/ui/gtk3/prefs.ui:161
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Wenn mehrere ausgewählt sind, wird eine zufällig ausgewählt."
#: resources/ui/gtk4/prefs.ui:109 resources/ui/gtk4/prefs.ui:153
#: resources/ui/gtk3/prefs.ui:118 resources/ui/gtk3/prefs.ui:182
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Effekte auswählen"
#: resources/ui/gtk4/prefs.ui:129 resources/ui/gtk3/prefs.ui:152
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Fenster-Schließen-Animation"
#: resources/ui/gtk4/prefs.ui:169 resources/ui/gtk3/prefs.ui:212
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Effekte auch zu Dialogen hinzufügen"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Wirbelintensität"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Wackelintensität"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Saugintensität"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Wählen Sie eine Voreinstellung"
#~ msgid "Via PayPal"
#~ msgstr "Mit PayPal"
#~ msgid "Via GitHub"
#~ msgstr "Mit GitHub"
#~ msgid "Create a Custom Effect"
#~ msgstr "Einen neuen Effekt erstellen"
+369
View File
@@ -0,0 +1,369 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Óscar Fernández Díaz <oscfdezdz@tuta.io>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/burn-my-windows/"
"core/es/>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Opciones de efecto"
#: prefs.js:140
msgid "Go Back"
msgstr "Volver"
#: prefs.js:182
msgid "General Options"
msgstr "Opciones generales"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Patrocinadores de oro"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Patrocinadores de plata"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Patrocinadores de bronce"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Patrocinadores anteriores"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Previsualización de %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "¡Cierre esta ventana para ver el efecto!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Cristales rotos"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "Efecto televisor"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "Ataque de T-Rex"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "Chasquido de desintegración"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Chispas"
#: src/Fire.js:58
msgid "Fire"
msgstr "Fuego"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Fuego predeterminado"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Fuego infernal"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Oscuro y obsceno"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Brisa fría"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Viene Papá Noel"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Hexágonos"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "Energizar A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Aparición"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "Energizar B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Visitar la página web"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Ver registro de cambios"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Informar de un error"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Crear un efecto"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Traducir"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Donar"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Acerca de Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Tiempo de animación [ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Restablecer al valor predeterminado"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Escala"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Aleatoriedad"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Superposición vertical"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Color de la estela"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Color de la punta"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Gravedad"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Fuerza del golpe"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Fragmentar desde la ubicación del puntero"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Los fragmentos saldrán volando desde donde estaba el puntero del ratón al "
"cerrar la ventana."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Color"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Preselecciones"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Velocidad"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "Ruido 3D"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Crea un fuego más dinámico pero requiere más potencia de la GPU."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Degradado"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Escala de arañazos de garras"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Número de arañazos de garras"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Efecto distorsión"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Color del flash"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Previsualizar este efecto"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Ancho de la línea de malla"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Color de línea"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Color del brillo"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Fundido activo"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Puede ser que necesites activar esto para temas oscuros de ventana."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "¡Le damos la bienvenida a Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Si le gusta esta extensión, recomiéndela a sus amistades :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Animación al abrir la ventana"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Si se seleccionan varios, se elige uno al azar."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Elegir efectos"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Animación al cerrar la ventana"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Añadir también efectos a los diálogos"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensidad del giro"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Intensidad del temblor"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Intensidad de la succión"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Elija una preselección"
#~ msgid "Via PayPal"
#~ msgstr "Vía PayPal"
#~ msgid "Via GitHub"
#~ msgstr "Vía GitHub"
+362
View File
@@ -0,0 +1,362 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the burn-my-windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Jiri Grönroos <jiri.gronroos@iki.fi>\n"
"Language-Team: Finnish <https://hosted.weblate.org/projects/burn-my-windows/"
"core/fi/>\n"
"Language: fi\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Tehostevalinnat"
#: prefs.js:140
msgid "Go Back"
msgstr "Takaisin"
#: prefs.js:182
msgid "General Options"
msgstr "Yleiset asetukset"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Kultasponsorit"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Hopeasponsorit"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Pronssisponsorit"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Aiemmat sponsorit"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Esikatselu tehosteelle %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Sulje tämä ikkuna esikatsellaksesi tehosteen!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Rikkoutunut lasi"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "TV-tehoste"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "T-Rexin hyökkäys"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "Hajoamisen napsahdus"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Häiveet"
#: src/Fire.js:58
msgid "Fire"
msgstr "Tuli"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Oletustuli"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Helvetintuli"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Tumma ja likainen"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Kylmän tuulahdus"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Pukki saapuu"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Kuusikulmio"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Ilmestys"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Matriisi"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Käy verkkosivulla"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Näytä muutosloki"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Ilmoita ongelmasta"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Luo tehoste"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Käännä"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Lahjoita"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Tietoja - Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animaatioaika [ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Palauta oletusarvoon"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Skaala"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Satunnaisuus"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Pystysuora ylitys"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Polun väri"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Vihjeen väri"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Painovoima"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr ""
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Särkyminen osoittimen sijainnista"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Sirpaleet lentävät kauas hiiren osoittimen sijainnista kun suljet ikkunan."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Väri"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Esiasetukset"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Nopeus"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr ""
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr ""
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Liukuväri"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Kynnenraapaisun skaala"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Kynnenraapaisujen määrä"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr ""
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Esikatsele tämä tehoste"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Viivan väri"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Hehkun väri"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr ""
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Tervetuloa, tämä on Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Jos pidä tästä laajennuksesta, suosittele sitä kavereillesi :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Ikkunan avaamisen animaatio"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Jos useita on valittu, yksi valitaan satunnaisesti."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Valitse tehosteet"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Ikkunan sulkemisen animaatio"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Lisää tehosteet myös dialogi-ikkunoihin"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Valitse esiasetus"
+190 -95
View File
@@ -7,118 +7,160 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-01-29 05:40+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: Automatically generated\n"
"Language-Team: none\n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-05-01 23:10+0000\n"
"Last-Translator: matb <perso@mathieu-bousquet.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/burn-my-windows/"
"core/fr/>\n"
"Language: fr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Options de l'effet"
#: prefs.js:140
msgid "Go Back"
msgstr "Retour"
#: prefs.js:182
msgid "General Options"
msgstr "Options générales"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Sponsors Or"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Sponsors Argent"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Sponsors Bronze"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Anciens Sponsors"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:337
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr ""
msgstr "Aperçu pour %s"
#: prefs.js:359
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr ""
msgstr "Fermez cette fenêtre pour un aperçu de l'effet !"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr ""
msgstr "Verre brisé"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr ""
msgstr "Effet TV"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr ""
msgstr "Attaque de T-Rex"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "Désintégration"
#: src/Wisps.js:55
msgid "Wisps"
msgstr ""
msgstr "Feux follets"
#: src/Fire.js:58
msgid "Fire"
msgstr ""
msgstr "Feu"
#: src/Fire.js:130
msgid "Default Fire"
msgstr ""
msgstr "Feu par défaut"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr ""
msgstr "Feu de l'enfer"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr ""
msgstr "Sombre et ténébreux"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr ""
msgstr "Brise froide"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr ""
msgstr "Le Père Noël arrive"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Hexagone"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
msgstr "Énergie A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Apparition"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
msgstr "Énergie B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr ""
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr ""
msgstr "Visiter la page d'accueil"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr ""
msgstr "Voir le journal des modifications"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr ""
msgstr "Signaler un bogue"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr ""
msgstr "Créer un effet"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr ""
msgstr "Traduire"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr ""
msgstr "Faire un don"
#: resources/ui/common/main-menu.ui:30
msgid "Via PayPal"
msgstr ""
#: resources/ui/common/main-menu.ui:34
msgid "Via GitHub"
msgstr ""
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "À propos de Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/EnergizeB.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr ""
msgstr "Durée de l'animation (ms)"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
@@ -134,143 +176,196 @@ msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:185 resources/ui/gtk3/Wisps.ui:68
#: resources/ui/gtk3/Wisps.ui:117 resources/ui/gtk3/Wisps.ui:160
#: resources/ui/gtk3/Fire.ui:119 resources/ui/gtk3/Fire.ui:167
#: resources/ui/gtk3/Fire.ui:215 resources/ui/gtk3/Fire.ui:277
#: resources/ui/gtk3/Fire.ui:345 resources/ui/gtk3/TVEffect.ui:61
#: resources/ui/gtk3/TVEffect.ui:104 resources/ui/gtk3/EnergizeA.ui:68
#: resources/ui/gtk3/EnergizeA.ui:117 resources/ui/gtk3/EnergizeA.ui:160
#: resources/ui/gtk3/EnergizeB.ui:68 resources/ui/gtk3/EnergizeB.ui:117
#: resources/ui/gtk3/EnergizeB.ui:160 resources/ui/gtk3/prefs.ui:233
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr ""
msgstr "Réinitialiser à la valeur par défaut"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/EnergizeB.ui:70
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/EnergizeB.ui:91
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr ""
msgstr "Échelle"
#: resources/ui/gtk4/Matrix.ui:116
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr ""
msgstr "Aléatoire"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr ""
msgstr "Dépassement vertical"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr ""
msgstr "Couleur de la traîne"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr ""
msgstr "Couleur de la pointe"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr ""
msgstr "Gravité"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr ""
msgstr "Force d'explosion"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr ""
msgstr "Briser à partir de la position du curseur"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Les éclats s'envoleront de l'endroit où se trouvait le pointeur de votre "
"souris lorsque vous fermez la fenêtre."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/TVEffect.ui:70
#: resources/ui/gtk4/EnergizeA.ui:116 resources/ui/gtk4/EnergizeB.ui:116
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr ""
msgstr "Couleur"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr ""
msgstr "Préréglages"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr ""
msgstr "Vitesse"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr ""
msgstr "Bruit 3D"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr ""
"Crée un feu plus dynamique mais demande plus de puissance de la carte "
"graphique."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr ""
msgstr "Gradient"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr ""
msgstr "Taille de la griffe"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr ""
msgstr "Nombre de griffures"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr ""
msgstr "Effet de distorsion"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr ""
msgstr "Couleur du flash"
#: resources/ui/gtk4/effectPage.ui:41 resources/ui/gtk3/effectPage.ui:41
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr ""
msgstr "Voir l'aperçu de cet effet"
#: resources/ui/gtk4/prefs.ui:27 resources/ui/gtk3/prefs.ui:251
msgid "General Options"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Largeur des lignes du maillage"
#: resources/ui/gtk4/prefs.ui:47 resources/ui/gtk3/prefs.ui:49
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Couleur de ligne"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Couleur de la lueur"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Mélange additif"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Vous voudrez peut-être l'activer pour les thèmes de fenêtre sombre."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr ""
msgstr "Bienvenue dans Burn-My-Windows !"
#: resources/ui/gtk4/prefs.ui:58 resources/ui/gtk3/prefs.ui:60
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr ""
msgstr "Si vous aimez cette extension, recommandez-la à vos amis :)"
#: resources/ui/gtk4/prefs.ui:85 resources/ui/gtk3/prefs.ui:88
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr ""
msgstr "Animation d'ouverture de fenêtre"
#: resources/ui/gtk4/prefs.ui:94 resources/ui/gtk4/prefs.ui:138
#: resources/ui/gtk3/prefs.ui:97 resources/ui/gtk3/prefs.ui:161
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr ""
msgstr "Si plusieurs effets sont sélectionnés, un est choisi au hasard."
#: resources/ui/gtk4/prefs.ui:109 resources/ui/gtk4/prefs.ui:153
#: resources/ui/gtk3/prefs.ui:118 resources/ui/gtk3/prefs.ui:182
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr ""
msgstr "Choisir les effets"
#: resources/ui/gtk4/prefs.ui:129 resources/ui/gtk3/prefs.ui:152
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr ""
msgstr "Animation de fermeture de fenêtre"
#: resources/ui/gtk4/prefs.ui:169 resources/ui/gtk3/prefs.ui:212
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr ""
msgstr "Appliquer également les effets aux boîtes de dialogue"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensité du tournoiement"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Intensité de la secousse"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Intensité de la succion"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr ""
msgstr "Sélectionner un préréglage"
#~ msgid "Via PayPal"
#~ msgstr "Via PayPal"
#~ msgid "Via GitHub"
#~ msgstr "Via GitHub"
+154 -64
View File
@@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-01-29 05:40+0100\n"
"PO-Revision-Date: 2022-01-31 04:48+0000\n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-16 11:14+0000\n"
"Last-Translator: albanobattistella <albano_battistella@hotmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/burn-my-windows/"
"core/it/>\n"
@@ -17,15 +17,43 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Opzioni effetto"
#: prefs.js:140
msgid "Go Back"
msgstr "Indietro"
#: prefs.js:182
msgid "General Options"
msgstr "Opzioni generali"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Sponsor d'oro"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Sponsor d'argento"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Sponsor di bronzo"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Sponsor passati"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:337
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Anteprima per %s"
#: prefs.js:359
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Chiudi questa finestra per visualizzare in anteprima l'effetto!"
@@ -39,11 +67,15 @@ msgstr "Effetto TV"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr ""
msgstr "Attacco T-Rex"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "Scatto di disintegrazione"
#: src/Wisps.js:55
msgid "Wisps"
msgstr ""
msgstr "Scintille"
#: src/Fire.js:58
msgid "Fire"
@@ -59,23 +91,31 @@ msgstr "Fuoco Infernale"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr ""
msgstr "Scuro e Tenebroso"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr ""
msgstr "Brezza Fredda"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Babbo Natale sta arrivando"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Esagono"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
msgstr "Energia A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Apparizione"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
msgstr "Energia B"
#: src/Matrix.js:58
msgid "Matrix"
@@ -105,21 +145,20 @@ msgstr "Traduci"
msgid "Donate"
msgstr "Donare"
#: resources/ui/common/main-menu.ui:30
msgid "Via PayPal"
msgstr "Via PayPal"
#: resources/ui/common/main-menu.ui:34
msgid "Via GitHub"
msgstr "Via GitHub"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Informazioni su Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/EnergizeB.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Tempo animazione [ms]"
@@ -137,66 +176,83 @@ msgstr "Tempo animazione [ms]"
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:185 resources/ui/gtk3/Wisps.ui:68
#: resources/ui/gtk3/Wisps.ui:117 resources/ui/gtk3/Wisps.ui:160
#: resources/ui/gtk3/Fire.ui:119 resources/ui/gtk3/Fire.ui:167
#: resources/ui/gtk3/Fire.ui:215 resources/ui/gtk3/Fire.ui:277
#: resources/ui/gtk3/Fire.ui:345 resources/ui/gtk3/TVEffect.ui:61
#: resources/ui/gtk3/TVEffect.ui:104 resources/ui/gtk3/EnergizeA.ui:68
#: resources/ui/gtk3/EnergizeA.ui:117 resources/ui/gtk3/EnergizeA.ui:160
#: resources/ui/gtk3/EnergizeB.ui:68 resources/ui/gtk3/EnergizeB.ui:117
#: resources/ui/gtk3/EnergizeB.ui:160 resources/ui/gtk3/prefs.ui:233
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Ripristina valore predefinito"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/EnergizeB.ui:70
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/EnergizeB.ui:91
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Scala"
#: resources/ui/gtk4/Matrix.ui:116
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Casuale"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr ""
msgstr "Sovrapposizione Verticale"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr ""
msgstr "Colore della pista"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr ""
msgstr "Colore della Punta"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr ""
msgstr "Gravità"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr ""
msgstr "Forza Esplosiva"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr ""
msgstr "Frammento dalla posizione del puntatore"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"I frammenti voleranno fuori dal punto in cui si trovava il puntatore del "
"mouse quando chiudi la finestra."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/TVEffect.ui:70
#: resources/ui/gtk4/EnergizeA.ui:116 resources/ui/gtk4/EnergizeB.ui:116
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Colore"
@@ -210,7 +266,7 @@ msgstr "Velocità"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr ""
msgstr "Rumore 3D"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
@@ -222,58 +278,92 @@ msgstr "Gradiente"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr ""
msgstr "Scala ad Artiglio"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr ""
msgstr "Numero di colpi"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr ""
msgstr "Effetto Distorsione"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr ""
msgstr "Colore Flash"
#: resources/ui/gtk4/effectPage.ui:41 resources/ui/gtk3/effectPage.ui:41
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Anteprima di questo effetto"
#: resources/ui/gtk4/prefs.ui:27 resources/ui/gtk3/prefs.ui:251
msgid "General Options"
msgstr "Opzioni generali"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Larghezza linea mesh"
#: resources/ui/gtk4/prefs.ui:47 resources/ui/gtk3/prefs.ui:49
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Colore della linea"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Colore bagliore"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Miscelazione aggiuntiva"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Potresti abilitarlo per i temi delle finestre scure."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Benvenuto in Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:58 resources/ui/gtk3/prefs.ui:60
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Se ti piace questa estensione, consigliala ai tuoi amici :)"
#: resources/ui/gtk4/prefs.ui:85 resources/ui/gtk3/prefs.ui:88
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr ""
msgstr "Animazione all'apertura della finestra"
#: resources/ui/gtk4/prefs.ui:94 resources/ui/gtk4/prefs.ui:138
#: resources/ui/gtk3/prefs.ui:97 resources/ui/gtk3/prefs.ui:161
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Se ne vengono selezionati multipli, uno viene scelto a caso."
#: resources/ui/gtk4/prefs.ui:109 resources/ui/gtk4/prefs.ui:153
#: resources/ui/gtk3/prefs.ui:118 resources/ui/gtk3/prefs.ui:182
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Scegli Effetti"
#: resources/ui/gtk4/prefs.ui:129 resources/ui/gtk3/prefs.ui:152
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr ""
msgstr "Animazione alla chiusura della finestra"
#: resources/ui/gtk4/prefs.ui:169 resources/ui/gtk3/prefs.ui:212
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Aggiungi anche effetti ai dialoghi"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensità di rotazione"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Intensità di scuotimento"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Intensità di aspirazione"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Scegli un predefinito"
#~ msgid "Via PayPal"
#~ msgstr "Tramite PayPal"
#~ msgid "Via GitHub"
#~ msgstr "Tramite GitHub"
+361
View File
@@ -0,0 +1,361 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the burn-my-windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-05-21 10:15+0000\n"
"Last-Translator: Seong-ho Cho <darkcircle.0426@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/burn-my-windows/"
"core/ko/>\n"
"Language: ko\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "효과 옵션"
#: prefs.js:140
msgid "Go Back"
msgstr "뒤로 가기"
#: prefs.js:182
msgid "General Options"
msgstr "일반 옵션"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "골드 스폰서"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "실버 스폰서"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "브론즈 스폰서"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "이전 스폰서"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "%s 미리 보기"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "이 창을 닫아 효과를 확인해보세요!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "유리 깨짐"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "TV 효과"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "티라노 공격"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "해체 영상"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "도깨비불"
#: src/Fire.js:58
msgid "Fire"
msgstr "화염"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "기본 화염"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "지옥 화염"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "어둡고 찝찝함"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "냉랭한 바람"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "산타의 방문"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "육각형"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "에너자이즈 A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "혼령"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "에너자이즈 B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "매트릭스"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "홈페이지 방문"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "변경 이력 보기"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "버그 보고"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "효과 만들기"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "번역"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "기부"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Burn-My-Windows 정보"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "애니메이션 시간 [ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "기본값으로 초기화"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "비율 조정"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "임의성 지수"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "수직 오버슈팅"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "끌림 자국 색상"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "끄트머리 색상"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "중력계수"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "타격 강도"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "포인터 위치에서 깨짐"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr "창을 닫을 때 마우스 포인터 위치에서 조각이 날아갑니다."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "색상"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "사전설정"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "속도"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3차원 잡티"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "좀 더 역동적인 화염을 만들지만 더 많은 GPU 성능이 필요합니다."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "그레디언트"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "발톱 자국 크기 비율"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "발톱 자국 갯수"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "왜곡 효과"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "번쩍임 색상"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "이 효과 미리 보기"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "도형 선 굵기"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "선 색상"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "불빛 색상"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "혼합 효과"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "어두운 창 테마에서 사용하시면 좋습니다."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Burn-My-Windows 사용을 환영해요!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "이 확장이 맘에 든다면 친구에게 추천해주세요 :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "창 열기 애니메이션"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "여러 항목을 선택하면 그 중 하나를 임의로 선택합니다."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "효과 선택"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "창 닫기 애니메이션"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "대화상자에도 효과 추가"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "회전 강도"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "떨림 강도"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "흡입 강도"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "사전설정 선택"
+162 -72
View File
@@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-01-29 05:40+0100\n"
"PO-Revision-Date: 2022-01-29 12:30+0000\n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-11 12:07+0000\n"
"Last-Translator: Allan Nordhøy <epost@anotheragency.no>\n"
"Language-Team: Norwegian Bokmål <https://hosted.weblate.org/projects/"
"burn-my-windows/core/nb_NO/>\n"
@@ -17,28 +17,62 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Effektalternativer"
#: prefs.js:140
msgid "Go Back"
msgstr "Gå tilbake"
#: prefs.js:182
msgid "General Options"
msgstr "Generelle innstillinger"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Gullsponsorer"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Sølvsponsorer"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Bronsesponsorer"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Tidligere sponsorer"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:337
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr ""
msgstr "Forhåndsvisning for %s"
#: prefs.js:359
#: prefs.js:532
#, fuzzy
msgid "Close this Window to Preview the Effect!"
msgstr ""
msgstr "Lukk dette vinduet for å forhåndsvise effekten"
#: src/BrokenGlass.js:57
#, fuzzy
msgid "Broken Glass"
msgstr ""
msgstr "Knust glass"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr ""
msgstr "TV-effekt"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "T-rex-angrep"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
@@ -47,11 +81,11 @@ msgstr ""
#: src/Fire.js:58
msgid "Fire"
msgstr ""
msgstr "Brann"
#: src/Fire.js:130
msgid "Default Fire"
msgstr ""
msgstr "Forvalgt brann"
#: src/Fire.js:140
msgid "Hell Fire"
@@ -63,16 +97,24 @@ msgstr ""
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr ""
msgstr "Kald bris"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr ""
msgstr "Julenissen kommer"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Heksagon"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
@@ -83,19 +125,19 @@ msgstr ""
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr ""
msgstr "Besøk hjemmesiden"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr ""
msgstr "Vis endringslogg"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr ""
msgstr "Rapporter en feil"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr ""
msgstr "Opprett en effekt"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
@@ -105,21 +147,20 @@ msgstr "Oversett"
msgid "Donate"
msgstr "Doner"
#: resources/ui/common/main-menu.ui:30
msgid "Via PayPal"
msgstr "med PayPal"
#: resources/ui/common/main-menu.ui:34
msgid "Via GitHub"
msgstr "på GitHub"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Om"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/EnergizeB.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animasjonstid [ms]"
@@ -137,31 +178,45 @@ msgstr "Animasjonstid [ms]"
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:185 resources/ui/gtk3/Wisps.ui:68
#: resources/ui/gtk3/Wisps.ui:117 resources/ui/gtk3/Wisps.ui:160
#: resources/ui/gtk3/Fire.ui:119 resources/ui/gtk3/Fire.ui:167
#: resources/ui/gtk3/Fire.ui:215 resources/ui/gtk3/Fire.ui:277
#: resources/ui/gtk3/Fire.ui:345 resources/ui/gtk3/TVEffect.ui:61
#: resources/ui/gtk3/TVEffect.ui:104 resources/ui/gtk3/EnergizeA.ui:68
#: resources/ui/gtk3/EnergizeA.ui:117 resources/ui/gtk3/EnergizeA.ui:160
#: resources/ui/gtk3/EnergizeB.ui:68 resources/ui/gtk3/EnergizeB.ui:117
#: resources/ui/gtk3/EnergizeB.ui:160 resources/ui/gtk3/prefs.ui:233
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr ""
msgstr "Tilbakestill til forvalgt verdi"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/EnergizeB.ui:70
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/EnergizeB.ui:91
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr ""
msgstr "Størrelse"
#: resources/ui/gtk4/Matrix.ui:116
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr ""
msgstr "Tilfeldighet"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
@@ -177,44 +232,45 @@ msgstr ""
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr ""
msgstr "Tyngdekraft"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr ""
msgstr "Slagkraft"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr ""
msgstr "Knus fra pekerposisjon"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
msgstr "Skårene flyr fra der musepekeren var da du lukket vinduet."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/TVEffect.ui:70
#: resources/ui/gtk4/EnergizeA.ui:116 resources/ui/gtk4/EnergizeB.ui:116
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr ""
msgstr "Farge"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr ""
msgstr "Forhåndsinnstillinger"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr ""
msgstr "Hastighet"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr ""
msgstr "3D-støy"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr ""
msgstr "Mer dynamisk ild, men krever mer GPU-kraft."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
@@ -236,44 +292,78 @@ msgstr ""
msgid "Flash Color"
msgstr ""
#: resources/ui/gtk4/effectPage.ui:41 resources/ui/gtk3/effectPage.ui:41
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Forhåndsvis denne effekten"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/prefs.ui:27 resources/ui/gtk3/prefs.ui:251
msgid "General Options"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Linjefarge"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Glødefarge"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/prefs.ui:47 resources/ui/gtk3/prefs.ui:49
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr ""
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr ""
#: resources/ui/gtk4/prefs.ui:58 resources/ui/gtk3/prefs.ui:60
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr ""
msgstr "Hvis du liker denne utvidelsen kan du anbefale den til vennene dine :)"
#: resources/ui/gtk4/prefs.ui:85 resources/ui/gtk3/prefs.ui:88
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr ""
#: resources/ui/gtk4/prefs.ui:94 resources/ui/gtk4/prefs.ui:138
#: resources/ui/gtk3/prefs.ui:97 resources/ui/gtk3/prefs.ui:161
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr ""
msgstr "Hvis flere blir valgt, velges én tilfeldig."
#: resources/ui/gtk4/prefs.ui:109 resources/ui/gtk4/prefs.ui:153
#: resources/ui/gtk3/prefs.ui:118 resources/ui/gtk3/prefs.ui:182
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr ""
msgstr "Velg effekter"
#: resources/ui/gtk4/prefs.ui:129 resources/ui/gtk3/prefs.ui:152
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr ""
#: resources/ui/gtk4/prefs.ui:169 resources/ui/gtk3/prefs.ui:212
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Hvirvelintensitet"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Ristingsintensitet"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Sugeintensitet"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr ""
msgstr "Velg en forhåndsinnstilling"
#~ msgid "Via PayPal"
#~ msgstr "med PayPal"
#~ msgid "Via GitHub"
#~ msgstr "på GitHub"
+370
View File
@@ -0,0 +1,370 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-05 18:37+0000\n"
"Last-Translator: Heimen Stoffels <vistausss@fastmail.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/burn-my-windows/"
"core/nl/>\n"
"Language: nl\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Effectvoorkeuren"
#: prefs.js:140
msgid "Go Back"
msgstr "Scherm sluiten"
#: prefs.js:182
msgid "General Options"
msgstr "Algemene voorkeuren"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Gouden sponsoren"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Zilveren sponsoren"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Bronzen sponsoren"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Voormalige sponsoren"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "%s-voorvertoning"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Sluit dit venster om het effect voor te vertonen."
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Gebroken glas"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "Tv-effect"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "T-Rex-aanval"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "Uiteenvallen"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Dwaallicht"
#: src/Fire.js:58
msgid "Fire"
msgstr "Vuur"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Normaal vuur"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Hellevuur"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Donker en zwart"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Koude wind"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Kerstmanvuur"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Hexagon"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "Stimulatie A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Verschijning"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "Stimulatie B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Website openen"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Wijzigingslog bekijken"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Bug melden"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Effect creëren"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Vertalen"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Doneren"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Over Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animatieduur [in ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Standaardwaarde herstellen"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Schaal"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Willekeurigheid"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Verticale verspringing"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Sleepspoorkleur"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Piekkleur"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Zwaartekracht"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Windkracht"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Uiteenvallen bij cursorpositie"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"De stukken vliegen weg vanaf de cursorpositie na het sluiten van een venster."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Kleur"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Voorinstellingen"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Snelheid"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3D-ruis"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Zorgt voor een speels vuur, maar vereist meer computerkracht."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Verloop"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Schaal van pootkrabben"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Aantal pootkrabben"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Vervormingseffect"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Flitskleur"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Voorvertonen"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Gaaslijnbreedte"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Lijnkleur"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Gloeikleur"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Overvloeien"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Dit is mogelijk nuttig bij het gebruik van donkere thema's."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Welkom bij ‘Burn-My-Windows’!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr ""
"Als u deze uitbreiding leuk vindt, deel hem dan met vrienden en kennissen. :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Animatie bij openen van vensters"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr ""
"Als er meerdere effecten zijn geselecteerd, dan wordt er willekeurig gekozen."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Kies de effecten"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Animatie bij sluiten van vensters"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Dialoogvensters ook voorzien van effecten"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Wervelintensiteit"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Schudintensiteit"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Zuigintensiteit"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Kies een voorinstelling"
#~ msgid "Via PayPal"
#~ msgstr "Via PayPal"
#~ msgid "Via GitHub"
#~ msgstr "Via GitHub"
+364
View File
@@ -0,0 +1,364 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-13 13:09+0000\n"
"Last-Translator: Егор Ермаков <eg.ermakov2016@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/burn-my-windows/"
"core/ru/>\n"
"Language: ru\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && n"
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Параметры эффекта"
#: prefs.js:140
msgid "Go Back"
msgstr "Назад"
#: prefs.js:182
msgid "General Options"
msgstr "Общие настройки"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Золотые спонсоры"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Серебряные спонсоры"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Бронзовые спонсоры"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Прошлые спонсоры"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Предпросмотр %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Закройте это окно для предпросмотра эффекта!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Разбитое стекло"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "Эффект ЭЛТ"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "Атака тираннозавра"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Огоньки"
#: src/Fire.js:58
msgid "Fire"
msgstr "Огонь"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Обычный огонь"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Адское пламя"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Тёмный и грязный"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Холодный бриз"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Дед Мороз идёт"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Гексагон"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "Энергия A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "Энергия B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Матрица"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Посетить страницу проекта"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Просмотреть список изменений"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Сообщить об ошибке"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Создать эффект"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Перевести"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Пожертвовать"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "О Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Время анимации (мс)"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Сброс на значение по умолчанию"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Масштаб"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Случайность"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Вертикальное превышение"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Цвет следа"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Цвет наконечника"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Гравитация"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Сила удара"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Разбить от положения курсора"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Осколки разлетятся в стороны от того места, где находился курсор мыши при "
"закрытии окна."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Цвет"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Пресеты"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Скорость"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3D Шум"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Создает более динамичный огонь, но требует большей мощности GPU."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Градиент"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Масштаб царапин"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Количество царапин"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Эффект искривления"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Цвет вспышки"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Предпросмотр этого эффекта"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Ширина линии сетки"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Цвет линии"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Цвет свечения"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Возможно, вы захотите включить это для тёмной темы."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Добро пожаловать в Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Если вам нравится это расширение, порекомендуйте его своим друзьям :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Анимация открытия окна"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Если выбрано несколько, то один выбирается случайным образом."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Выберите эффекты"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Анимация закрытия окна"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Также добавить эффекты к диалогам"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Интенсивность вращения"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Интенсивность встряски"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Интенсивность всасывания"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Выберите пресет"
+363
View File
@@ -0,0 +1,363 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the burn-my-windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-05-11 12:17+0000\n"
"Last-Translator: obslsessed <obslsessed@duck.com>\n"
"Language-Team: Swedish <https://hosted.weblate.org/projects/burn-my-windows/"
"core/sv/>\n"
"Language: sv\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Effektalternativ"
#: prefs.js:140
msgid "Go Back"
msgstr "Gå tillbaka"
#: prefs.js:182
msgid "General Options"
msgstr "Generella alternativ"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Guldsponsorer"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Silversponsorer"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Bronssponsorer"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Sponsorer från förr"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Förhandsgranskning för %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Stäng det här fönstret för att förhandsgranska effekten!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Trasigt glas"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "TV-effekt"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "T-Rexattack"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
msgid "Fire"
msgstr "Eld"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Standardeld"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Helveteseld"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Mörk och smutsig"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Kall bris"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Jultomten kommer"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Sexhörning"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
msgid "Apparition"
msgstr "Uppenbarelse"
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Matris"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Besök hemsida"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Visa ändringslogg"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Rapportera en bugg"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Skapa en effekt"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Översätt"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Donera"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Om Bränn-mitt-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animationens tid [ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Återställ till standardvärde"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Skala"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Slumpmässighet"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Vertikal överskjutning"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Spårets färg"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Färg på dricksen"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Tyngdkraft"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Blåskraft"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr ""
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Skärvorna kommer att flyga iväg från där din muspekare befann sig när rutan "
"stängdes."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Färg"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Förinställningar"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Hastighet"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3D-ljud"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Skapar en mer dynamisk eld, men kräver mer GPU-kraft."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Warp-effekt"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr ""
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Förhandsgranska den här effekten"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Tillsatsblandning"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Du kan behöva aktivera det här för mörka fönsterteman."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Välkommen till Bränn-mitt-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Rekommendera det här tillägget till dina vänner om du gillar det :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Öppna fönsteranimation"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Om flera val är gjorda så väljs ett slumpvist."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Välj effekter"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Stäng fönsteranimation"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Lägg också till effekter till dialogrutor"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Virvelns intensitet"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Skakningens intensitet"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Sugningens intensitet"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Välj en förinställning"
+363
View File
@@ -0,0 +1,363 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-05-11 12:17+0000\n"
"Last-Translator: Muha Aliss <muhaaliss@pm.me>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/burn-my-windows/"
"core/tr/>\n"
"Language: tr\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "Efekt Seçenekleri"
#: prefs.js:140
msgid "Go Back"
msgstr "Geri Dön"
#: prefs.js:182
msgid "General Options"
msgstr "Genel Ayarlar"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "Altın Sponsorlar"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "Gümüş Sponsorlar"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "Bronz Sponsorlar"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "Eski Sponsorlar"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "%s ön izleme"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Efekti Ön izlemek İçin Bu Pencereyi Kapatın!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "Kırılan Cam"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "TV Efekti"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "T-Rex Saldırısı"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
msgid "Fire"
msgstr "Ateş"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "Varsayılan Ateş"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "Cehennem Ateşi"
#: src/Fire.js:150
msgid "Dark and Smutty"
msgstr "Karanlık ve Sürmeli"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "Soğuk Esinti"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "Noel Baba Geliyor"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "Altıgen"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "Enerji A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "Enerji B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Ana Sayfaya Git"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Değişim Günlüğü"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Hata Bildir"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Efekt Oluştur"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Çevir"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Bağış"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Burn-My-Windows Hakkında"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animasyon Süresi [ms]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Varsayılan Değere Sıfırla"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Ölçek"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Rastgelelik"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Dikey Taşma"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "İz Rengi"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Yazı Rengi"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Yer Çekimi"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Darbe Kuvveti"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "İşaretçi Konumundan Parçalanma"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Parçalar, pencereyi kapatırken fare işaretçinizin bulunduğu yerden uzağa "
"uçacaktır."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Renk"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Şablon"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Hız"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr ""
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Daha dinamik bir ateş oluşturur ancak daha fazla GPU gücü gerektirir."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Gradyan"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Pençe Çizik Ölçeği"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Pençe Çizik Sayısı"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Çözgü Etkisi"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Flaş Rengi"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Bu Efekti Önizle"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Çizgi rengi"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Bunu koyu temalı pencereler için etkinleştirmek isteyebilirsiniz."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Burn-My-Windows'a Hoş Geldiniz!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Bu uzantıyı beğendiyseniz, arkadaşlarınıza tavsiye edin :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Pencere Animasyonunu Aç"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Birden fazla seçilirse, rastgele biri uygulanır."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Efektleri Seçin"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Pencere Animasyonunu Kapat"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Ayrıca Diyaloglara Efektler Ekle"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Bir Şablon Seçin"
+368
View File
@@ -0,0 +1,368 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR Simon Schneegans
# This file is distributed under the same license as the Burn-My-Windows package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: merelymyself <poonsters6@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
"burn-my-windows/core/zh_Hans/>\n"
"Language: zh_Hans\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr "特殊效果选项"
#: prefs.js:140
msgid "Go Back"
msgstr "返回"
#: prefs.js:182
msgid "General Options"
msgstr "常规选项"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr "金牌赞助商"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr "银牌赞助商"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr "铜牌赞助商"
#: prefs.js:285
msgid "Past Sponsors"
msgstr "往届赞助商"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "%s 的预览"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "关闭此窗口,预览效果!"
#: src/BrokenGlass.js:57
msgid "Broken Glass"
msgstr "破碎的玻璃"
#: src/TVEffect.js:56
msgid "TV Effect"
msgstr "电视效果"
#: src/TRexAttack.js:56
msgid "T-Rex Attack"
msgstr "霸王龙攻击"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr "瓦解效果"
#: src/Wisps.js:55
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
msgid "Fire"
msgstr "火烧效果"
#: src/Fire.js:130
msgid "Default Fire"
msgstr "普通火烧效果"
#: src/Fire.js:140
msgid "Hell Fire"
msgstr "地狱之火"
#: src/Fire.js:150
#, fuzzy
msgid "Dark and Smutty"
msgstr "黑暗和污秽"
#: src/Fire.js:160
msgid "Cold Breeze"
msgstr "寒风"
#: src/Fire.js:170
msgid "Santa is Coming"
msgstr "圣诞老人来了"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr "六边形"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr "瞬移效果A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr "瞬移效果B"
#: src/Matrix.js:58
msgid "Matrix"
msgstr "矩阵"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "访问主页"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "查看更新日志"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "报告错误"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "创建效果"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "翻译"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "捐赠"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "关于 Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/TRexAttack.ui:24 resources/ui/gtk4/TVEffect.ui:24
#: resources/ui/gtk4/EnergizeA.ui:24 resources/ui/gtk4/Hexagon.ui:24
#: resources/ui/gtk4/EnergizeB.ui:24 resources/ui/gtk4/Apparition.ui:24
#: resources/ui/gtk3/Wisps.ui:42 resources/ui/gtk3/Fire.ui:93
#: resources/ui/gtk3/TVEffect.ui:35 resources/ui/gtk3/EnergizeA.ui:42
#: resources/ui/gtk3/Hexagon.ui:49 resources/ui/gtk3/EnergizeB.ui:42
#: resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "动画时间 [毫秒]"
#: resources/ui/gtk4/Matrix.ui:52 resources/ui/gtk4/Matrix.ui:98
#: resources/ui/gtk4/Matrix.ui:144 resources/ui/gtk4/Matrix.ui:190
#: resources/ui/gtk4/Matrix.ui:224 resources/ui/gtk4/Matrix.ui:258
#: resources/ui/gtk4/BrokenGlass.ui:52 resources/ui/gtk4/BrokenGlass.ui:98
#: resources/ui/gtk4/BrokenGlass.ui:144 resources/ui/gtk4/BrokenGlass.ui:190
#: resources/ui/gtk4/BrokenGlass.ui:244 resources/ui/gtk4/Wisps.ui:52
#: resources/ui/gtk4/Wisps.ui:98 resources/ui/gtk4/Wisps.ui:132
#: resources/ui/gtk4/Fire.ui:77 resources/ui/gtk4/Fire.ui:123
#: resources/ui/gtk4/Fire.ui:169 resources/ui/gtk4/Fire.ui:222
#: resources/ui/gtk4/Fire.ui:280 resources/ui/gtk4/TRexAttack.ui:52
#: resources/ui/gtk4/TRexAttack.ui:98 resources/ui/gtk4/TRexAttack.ui:144
#: resources/ui/gtk4/TRexAttack.ui:190 resources/ui/gtk4/TRexAttack.ui:224
#: resources/ui/gtk4/TVEffect.ui:52 resources/ui/gtk4/TVEffect.ui:86
#: resources/ui/gtk4/EnergizeA.ui:52 resources/ui/gtk4/EnergizeA.ui:98
#: resources/ui/gtk4/EnergizeA.ui:132 resources/ui/gtk4/Hexagon.ui:52
#: resources/ui/gtk4/Hexagon.ui:98 resources/ui/gtk4/Hexagon.ui:144
#: resources/ui/gtk4/Hexagon.ui:178 resources/ui/gtk4/Hexagon.ui:212
#: resources/ui/gtk4/Hexagon.ui:265 resources/ui/gtk4/EnergizeB.ui:52
#: resources/ui/gtk4/EnergizeB.ui:98 resources/ui/gtk4/EnergizeB.ui:132
#: resources/ui/gtk4/prefs.ui:166 resources/ui/gtk4/Apparition.ui:52
#: resources/ui/gtk4/Apparition.ui:98 resources/ui/gtk4/Apparition.ui:144
#: resources/ui/gtk4/Apparition.ui:190 resources/ui/gtk4/Apparition.ui:236
#: resources/ui/gtk3/Wisps.ui:68 resources/ui/gtk3/Wisps.ui:117
#: resources/ui/gtk3/Wisps.ui:160 resources/ui/gtk3/Fire.ui:119
#: resources/ui/gtk3/Fire.ui:167 resources/ui/gtk3/Fire.ui:215
#: resources/ui/gtk3/Fire.ui:277 resources/ui/gtk3/Fire.ui:345
#: resources/ui/gtk3/TVEffect.ui:61 resources/ui/gtk3/TVEffect.ui:104
#: resources/ui/gtk3/EnergizeA.ui:68 resources/ui/gtk3/EnergizeA.ui:117
#: resources/ui/gtk3/EnergizeA.ui:160 resources/ui/gtk3/Hexagon.ui:75
#: resources/ui/gtk3/Hexagon.ui:124 resources/ui/gtk3/Hexagon.ui:173
#: resources/ui/gtk3/Hexagon.ui:216 resources/ui/gtk3/Hexagon.ui:259
#: resources/ui/gtk3/Hexagon.ui:321 resources/ui/gtk3/EnergizeB.ui:68
#: resources/ui/gtk3/EnergizeB.ui:117 resources/ui/gtk3/EnergizeB.ui:160
#: resources/ui/gtk3/prefs.ui:219 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "重置为默认值"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/EnergizeA.ui:70 resources/ui/gtk4/Hexagon.ui:70
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Wisps.ui:91
#: resources/ui/gtk3/Fire.ui:141 resources/ui/gtk3/EnergizeA.ui:91
#: resources/ui/gtk3/Hexagon.ui:98 resources/ui/gtk3/EnergizeB.ui:91
#, fuzzy
msgid "Scale"
msgstr "规模"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "随机性"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "垂直过冲"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "尾迹颜色"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "提示颜色"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "重力"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "砸破力"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "从光标位置破碎"
#: resources/ui/gtk4/BrokenGlass.ui:221
#, fuzzy
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr "窗口的破碎会从光标位置而开始。"
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Wisps.ui:139
#: resources/ui/gtk3/TVEffect.ui:83 resources/ui/gtk3/EnergizeA.ui:139
#: resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "颜色"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "预设"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "速度"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3D 噪点"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
#, fuzzy
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "火会更像真但显卡功耗会增加。"
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
#, fuzzy
msgid "Gradient"
msgstr "渐变"
#: resources/ui/gtk4/TRexAttack.ui:70
#, fuzzy
msgid "Claw Scratch Scale"
msgstr "爪痕大小"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "爪痕数量"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "爪痕颜色"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr ""
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr ""
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr ""
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr ""
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr ""
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr ""
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr ""
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
#: resources/ui/gtk3/Fire.ui:63
#, fuzzy
msgid "Choose a Preset"
msgstr "选一个预设配置"
+291 -117
View File
@@ -14,6 +14,15 @@
'use strict';
const {Gio, Gtk, Gdk, GLib, GObject} = imports.gi;
const ByteArray = imports.byteArray;
// libadwaita is available starting with GNOME Shell 42.
let Adw = null;
try {
Adw = imports.gi.Adw;
} catch (e) {
// Nothing to do.
}
const _ = imports.gettext.domain('burn-my-windows').gettext;
@@ -21,18 +30,6 @@ const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
// New effects must be registered here and in extension.js.
const ALL_EFFECTS = [
Me.imports.src.EnergizeA.EnergizeA,
Me.imports.src.EnergizeB.EnergizeB,
Me.imports.src.Fire.Fire,
Me.imports.src.Matrix.Matrix,
Me.imports.src.BrokenGlass.BrokenGlass,
Me.imports.src.TRexAttack.TRexAttack,
Me.imports.src.TVEffect.TVEffect,
Me.imports.src.Wisps.Wisps,
];
// This template widget class is defined at the bottom of this file.
var BurnMyWindowsEffectPage = null;
@@ -47,6 +44,22 @@ var PreferencesDialog = class PreferencesDialog {
// ------------------------------------------------------------ constructor / destructor
constructor() {
// New effects must be registered here and in extension.js.
this._ALL_EFFECTS = [
new Me.imports.src.Apparition.Apparition(),
new Me.imports.src.BrokenGlass.BrokenGlass(),
new Me.imports.src.EnergizeA.EnergizeA(),
new Me.imports.src.EnergizeB.EnergizeB(),
new Me.imports.src.Fire.Fire(),
new Me.imports.src.Hexagon.Hexagon(),
new Me.imports.src.Matrix.Matrix(),
new Me.imports.src.SnapOfDisintegration.SnapOfDisintegration(),
new Me.imports.src.TRexAttack.TRexAttack(),
new Me.imports.src.TVEffect.TVEffect(),
new Me.imports.src.Wisps.Wisps(),
];
// Load all of our resources.
this._resources = Gio.Resource.load(Me.path + '/resources/burn-my-windows.gresource');
Gio.resources_register(this._resources);
@@ -55,13 +68,11 @@ var PreferencesDialog = class PreferencesDialog {
const styleProvider = Gtk.CssProvider.new();
styleProvider.load_from_resource('/css/gtk.css');
if (utils.isGTK4()) {
Gtk.StyleContext.add_provider_for_display(
Gdk.Display.get_default(), styleProvider,
Gtk.STYLE_PROVIDER_PRIORITY_APPLICATION);
Gtk.StyleContext.add_provider_for_display(Gdk.Display.get_default(), styleProvider,
Gtk.STYLE_PROVIDER_PRIORITY_APPLICATION);
} else {
Gtk.StyleContext.add_provider_for_screen(
Gdk.Screen.get_default(), styleProvider,
Gtk.STYLE_PROVIDER_PRIORITY_APPLICATION);
Gtk.StyleContext.add_provider_for_screen(Gdk.Screen.get_default(), styleProvider,
Gtk.STYLE_PROVIDER_PRIORITY_APPLICATION);
}
// Make sure custom icons are found.
@@ -85,26 +96,117 @@ var PreferencesDialog = class PreferencesDialog {
// Bind general options properties.
this.bindSwitch('destroy-dialogs');
// Add all other effect pages.
const stack = this._builder.get_object('main-stack');
ALL_EFFECTS.forEach(Effect => {
const [minMajor, minMinor] = Effect.getMinShellVersion();
if (utils.shellVersionIsAtLeast(minMajor, minMinor)) {
const page = new BurnMyWindowsEffectPage(Effect, this);
// Starting with GNOME Shell 42, the settings dialog uses libadwaita (at least most of
// the time - it seems that pop!_OS does not support libadwaita even on GNOME 42). We
// have to use a different layout, as the stack sidebar looks pretty ugly with the
// included Adw.Clamp...
if (Adw && utils.shellVersionIsAtLeast(42, 'beta')) {
// Add the Effect's preferences (if any).
const preferences = Effect.getPreferences(this);
if (preferences) {
this.gtkBoxAppend(page, preferences);
// This is our top-level widget which we will return later.
this._widget = new Gtk.Box({orientation: Gtk.Orientation.VERTICAL});
// Add the general options page to the settings dialog.
const generalPrefs = this._builder.get_object('general-prefs');
this.gtkBoxAppend(this._widget, generalPrefs);
// Then add a preferences group with action rows to open the effect subpages.
const group = new Adw.PreferencesGroup({title: _('Effect Options')});
this.gtkBoxAppend(this._widget, group);
this._ALL_EFFECTS.forEach(effect => {
const [minMajor, minMinor] = effect.getMinShellVersion();
if (utils.shellVersionIsAtLeast(minMajor, minMinor)) {
const row = new Adw.ActionRow({title: effect.getLabel(), activatable: true});
row.add_suffix(new Gtk.Image({icon_name: 'go-next-symbolic'}));
// Open a subpage with the effect's settings.
row.connect('activated', () => {
const page = new BurnMyWindowsEffectPage(effect, this);
page.valign = Gtk.Align.CENTER;
page.margin_top = 10;
page.margin_bottom = 10;
page.margin_start = 10;
page.margin_end = 10;
// Add the effect's preferences (if any).
const preferences = effect.getPreferences(this);
if (preferences) {
this.gtkBoxAppend(page, preferences);
}
// Add a button for back navigation.
const backButton = new Gtk.Button({
halign: Gtk.Align.CENTER,
label: _('Go Back'),
});
backButton.add_css_class('suggested-action');
backButton.add_css_class('pill-button');
backButton.connect('clicked', () => {
row.get_root().close_subpage();
});
this.gtkBoxAppend(page, backButton);
// Wrap the preferences group in an Adw.Clamp.
const clamp = new Adw.Clamp({
child: page,
maximum_size: 600,
tightening_threshold: 400,
});
// Open the subpage on click.
row.get_root().present_subpage(clamp);
});
group.add(row);
}
});
stack.add_titled(page, Effect.getNick(), Effect.getLabel());
}
});
}
// On older GNOME versions, we use a StackSidebar.
else {
// This is our top-level widget which we will return later.
this._widget = this._builder.get_object('settings-widget');
// This is our top-level widget which we will return later.
this._widget = new Gtk.Box({
orientation: Gtk.Orientation.HORIZONTAL,
});
const stack = new Gtk.Stack({
transition_type: Gtk.StackTransitionType.SLIDE_UP_DOWN,
});
// Add the general options page.
const generalPage = this._builder.get_object('general-prefs');
generalPage.margin_start = 60;
generalPage.margin_end = 60;
stack.add_titled(generalPage, 'general', _('General Options'));
this.gtkBoxAppend(this._widget, new Gtk.StackSidebar({stack: stack}));
this.gtkBoxAppend(this._widget, stack);
// Add all other effect pages.
this._ALL_EFFECTS.forEach(effect => {
const [minMajor, minMinor] = effect.getMinShellVersion();
if (utils.shellVersionIsAtLeast(minMajor, minMinor)) {
const page = new BurnMyWindowsEffectPage(effect, this);
page.margin_start = 60;
page.margin_end = 60;
page.margin_top = 60;
page.margin_bottom = 60;
// Add the effect's preferences (if any).
const preferences = effect.getPreferences(this);
if (preferences) {
this.gtkBoxAppend(page, preferences);
}
stack.add_titled(page, effect.getNick(), effect.getLabel());
}
});
}
// Some things can only be done once the widget is shown as we do not have access to
// the toplevel widget before.
@@ -118,27 +220,81 @@ var PreferencesDialog = class PreferencesDialog {
{
// Add the menu button to the title bar.
const menu = this._builder.get_object('menu-button');
window.get_titlebar().pack_end(menu);
// Starting with GNOME Shell 42, we have to hack our way through the widget tree
// of the Adw.PreferencesWindow...
if (Adw && utils.shellVersionIsAtLeast(42, 'beta')) {
const header = this._findWidgetByType(window.get_content(), Adw.HeaderBar);
header.pack_end(menu);
// Allow closing of the sub pages.
window.can_navigate_back = true;
} else {
window.get_titlebar().pack_end(menu);
}
// Populate the menu with actions.
const group = Gio.SimpleActionGroup.new();
window.insert_action_group('prefs', group);
const addAction = (name, uri) => {
const addURIAction = (name, uri) => {
const action = Gio.SimpleAction.new(name, null);
action.connect('activate', () => Gtk.show_uri(null, uri, Gdk.CURRENT_TIME));
group.add_action(action);
};
// clang-format off
addAction('homepage', 'https://github.com/Schneegans/Burn-My-Windows');
addAction('changelog', 'https://github.com/Schneegans/Burn-My-Windows/blob/main/docs/changelog.md');
addAction('bugs', 'https://github.com/Schneegans/Burn-My-Windows/issues');
addAction('new-effect', 'https://github.com/Schneegans/Burn-My-Windows/blob/main/docs/how-to-create-new-effects.md');
addAction('translate', 'https://hosted.weblate.org/engage/burn-my-windows/');
addAction('donate-paypal', 'https://www.paypal.com/donate/?hosted_button_id=3F7UFL8KLVPXE');
addAction('donate-github', 'https://github.com/sponsors/Schneegans');
addURIAction('homepage', 'https://github.com/Schneegans/Burn-My-Windows');
addURIAction('changelog', 'https://github.com/Schneegans/Burn-My-Windows/blob/main/docs/changelog.md');
addURIAction('bugs', 'https://github.com/Schneegans/Burn-My-Windows/issues');
addURIAction('new-effect', 'https://github.com/Schneegans/Burn-My-Windows/blob/main/docs/how-to-create-new-effects.md');
addURIAction('translate', 'https://hosted.weblate.org/engage/burn-my-windows/');
addURIAction('donate-paypal', 'https://www.paypal.com/donate/?hosted_button_id=3F7UFL8KLVPXE');
addURIAction('donate-github', 'https://github.com/sponsors/Schneegans');
// clang-format on
// Add the about dialog.
const aboutAction = Gio.SimpleAction.new('about', null);
aboutAction.connect('activate', () => {
// The JSON report format from weblate is a bit weird. Here we extract all
// unique names from the translation report.
const translators = new Set();
this._getJSONResource('/credits/translators.json').forEach(i => {
for (const j of Object.values(i)) {
j.forEach(k => translators.add(k[1]));
}
});
const sponsors = this._getJSONResource('/credits/sponsors.json');
const dialog = new Gtk.AboutDialog({transient_for: window, modal: true});
dialog.set_logo_icon_name('burn-my-windows-symbolic');
dialog.set_program_name(`Burn-My-Windows ${Me.metadata.version}`);
dialog.set_website('https://github.com/Schneegans/Burn-My-Windows');
dialog.set_authors(['Simon Schneegans']);
dialog.set_copyright('© 2022 Simon Schneegans');
dialog.set_translator_credits([...translators].join('\n'));
if (sponsors.gold.length > 0) {
dialog.add_credit_section(_('Gold Sponsors'), sponsors.gold);
}
if (sponsors.silver.length > 0) {
dialog.add_credit_section(_('Silver Sponsors'), sponsors.silver);
}
if (sponsors.bronze.length > 0) {
dialog.add_credit_section(_('Bronze Sponsors'), sponsors.bronze);
}
if (sponsors.past.length > 0) {
dialog.add_credit_section(_('Past Sponsors'), sponsors.past);
}
dialog.set_license_type(Gtk.License.GPL_3_0);
if (utils.isGTK4()) {
dialog.show();
} else {
dialog.show_all();
}
});
group.add_action(aboutAction);
}
// Populate the open-effects drop-down menu.
@@ -147,11 +303,11 @@ var PreferencesDialog = class PreferencesDialog {
const group = Gio.SimpleActionGroup.new();
window.insert_action_group('open-effects', group);
ALL_EFFECTS.forEach(Effect => {
const [minMajor, minMinor] = Effect.getMinShellVersion();
this._ALL_EFFECTS.forEach(effect => {
const [minMajor, minMinor] = effect.getMinShellVersion();
if (utils.shellVersionIsAtLeast(minMajor, minMinor)) {
const nick = Effect.getNick();
const label = Effect.getLabel();
const nick = effect.getNick();
const label = effect.getLabel();
const actionName = nick + '-open-effect';
const fullName = 'open-effects.' + actionName;
@@ -169,11 +325,11 @@ var PreferencesDialog = class PreferencesDialog {
const group = Gio.SimpleActionGroup.new();
window.insert_action_group('close-effects', group);
ALL_EFFECTS.forEach(Effect => {
const [minMajor, minMinor] = Effect.getMinShellVersion();
this._ALL_EFFECTS.forEach(effect => {
const [minMajor, minMinor] = effect.getMinShellVersion();
if (utils.shellVersionIsAtLeast(minMajor, minMinor)) {
const nick = Effect.getNick();
const label = Effect.getLabel();
const nick = effect.getNick();
const label = effect.getLabel();
const actionName = nick + '-close-effect';
const fullName = 'close-effects.' + actionName;
@@ -301,85 +457,103 @@ var PreferencesDialog = class PreferencesDialog {
this._bindResetButton(settingsKey);
}
// Reads the contents of a JSON file contained in the global resources archive. The data
// is parsed and returned as a JavaScript object / array.
_getJSONResource(path) {
const data = Gio.resources_lookup_data(path, 0);
const string = ByteArray.toString(ByteArray.fromGBytes(data));
return JSON.parse(string);
}
// This traverses the widget tree below the given parent recursively and returns the
// first widget of the given type.
_findWidgetByType(parent, type) {
for (const child of [...parent]) {
if (child instanceof type) return child;
const match = this._findWidgetByType(child, type);
if (match) return match;
}
return null;
}
// Initializes template widgets used by the preferences dialog.
_registerCustomClasses() {
// Each effect page is based on a template widget. This template contains the title
// and the preview button.
// clang-format off
if (GObject.type_from_name('BurnMyWindowsEffectPage') == null) {
BurnMyWindowsEffectPage =
GObject.registerClass({
GTypeName: 'BurnMyWindowsEffectPage',
Template: `resource:///ui/${utils.getGTKString()}/effectPage.ui`,
InternalChildren: ['label', 'button'],
},
class BurnMyWindowsEffectPage extends Gtk.Box {
_init(Effect, dialog) {
super._init();
BurnMyWindowsEffectPage = GObject.registerClass(
{
GTypeName: 'BurnMyWindowsEffectPage',
Template: `resource:///ui/${utils.getGTKString()}/effectPage.ui`,
InternalChildren: ['label', 'button'],
},
class BurnMyWindowsEffectPage extends Gtk.Box { // ------------------------------
_init(effect, dialog) {
super._init();
// Set the effect's name as label.
this._label.label = Effect.getLabel();
// Set the effect's name as label.
this._label.label = effect.getLabel();
// Open the preview window once the preview button is clicked.
this._button.connect('clicked', () => {
// Open the preview window once the preview button is clicked.
this._button.connect('clicked', () => {
// Set the to-be-previewed effect.
dialog.getSettings().set_string('open-preview-effect', effect.getNick());
dialog.getSettings().set_string('close-preview-effect', effect.getNick());
// Set the to-be-previewed effect.
dialog.getSettings().set_string('open-preview-effect', Effect.getNick());
dialog.getSettings().set_string('close-preview-effect', Effect.getNick());
// Make sure that the window.show() firther below "sees" this change.
Gio.Settings.sync();
// Make sure that the window.show() firther below "sees" this change.
Gio.Settings.sync();
// Create the preview-window.
const window = new Gtk.Window({
// Translators: %s will be replaced by the effect's name.
title: _('Preview for %s').replace('%s', effect.getLabel()),
default_width: 800,
default_height: 450,
modal: true,
transient_for: utils.isGTK4() ? this._button.get_root() :
this._button.get_toplevel()
});
// Create the preview-window.
const window = new Gtk.Window({
// Translators: %s will be replaced by the effect's name.
title: _('Preview for %s').replace("%s", Effect.getLabel()),
default_width: 800,
default_height: 450,
modal: true,
transient_for: utils.isGTK4() ? this._button.get_root() :
this._button.get_toplevel()
// Add a header bar to the window.
if (utils.isGTK4()) {
const header = Gtk.HeaderBar.new();
window.set_titlebar(header);
}
const box = new Gtk.Box({
orientation: Gtk.Orientation.VERTICAL,
valign: Gtk.Align.CENTER,
spacing: 10,
margin_start: 50,
margin_end: 50
});
const label = Gtk.Label.new(_('Close this Window to Preview the Effect!'));
label.wrap = true;
label.justify = Gtk.Justification.CENTER;
label.get_style_context().add_class('large-title');
const image = new Gtk.Image({
icon_name: 'burn-my-windows-symbolic',
pixel_size: 128,
});
dialog.gtkBoxAppend(box, image);
dialog.gtkBoxAppend(box, label);
if (utils.isGTK4()) {
window.set_child(box);
window.show();
} else {
window.add(box);
window.show_all();
}
});
// Add a header bar to the window.
if (utils.isGTK4()) {
const header = Gtk.HeaderBar.new();
window.set_titlebar(header);
}
const box = new Gtk.Box({
orientation: Gtk.Orientation.VERTICAL,
valign: Gtk.Align.CENTER,
spacing: 10,
margin_start:50,
margin_end:50
});
const label = Gtk.Label.new(_('Close this Window to Preview the Effect!'));
label.wrap = true;
label.justify = Gtk.Justification.CENTER;
label.get_style_context().add_class('large-title');
const image = new Gtk.Image({
icon_name: 'burn-my-windows-symbolic',
pixel_size: 128,
});
dialog.gtkBoxAppend(box, image);
dialog.gtkBoxAppend(box, label);
if (utils.isGTK4()) {
window.set_child(box);
window.show();
} else {
window.add(box);
window.show_all();
}
});
}
});
// clang-format on
}
});
}
}
}
+1
View File
@@ -0,0 +1 @@
The `translators.json` file is directly exported from weblate.
+21
View File
@@ -0,0 +1,21 @@
{
"gold": [
"<a href='https://github.com/dennis1248'>Dennis ten Hoove</a>"
],
"silver": [
"<a href='https://github.com/danielheadbang'>@danielheadbang</a>",
"<a href='https://twitter.com/tjiiik'>tj3k</a>",
"<a href='https://github.com/MRR-dev'>@MRR-dev</a>",
"<a href='https://github.com/castrojo'>Jorge Castro</a>"
],
"bronze": [
"<a href='https://github.com/AngelBrielez'>Angel Brielez</a>"
],
"past": [
"<a href='https://github.com/MrTomRod'>@MrTomRod</a>",
"Pouhiou",
"DAPREMONT Christophe",
"<a href='https://github.com/manero6'>@manero6</a>",
"<a href='https://github.com/RickStanley'>@RickStanley</a>"
]
}
+178
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[
{
"Norwegian Bokm\u00e5l": [
[
"epost@anotheragency.no",
"Allan Nordh\u00f8y",
50
]
]
},
{
"Dutch": [
[
"vistausss@fastmail.com",
"Heimen Stoffels",
76
]
]
},
{
"Swedish": [
[
"obslsessed@duck.com",
"obslsessed",
1
],
[
"swedishsailfishosuser@tutanota.com",
"Kristoffer Grundstr\u00f6m",
57
]
]
},
{
"Finnish": [
[
"jiri.gronroos@iki.fi",
"Jiri Gr\u00f6nroos",
57
]
]
},
{
"Russian": [
[
"eg.ermakov2016@yandex.ru",
"\u0415\u0433\u043e\u0440 \u0415\u0440\u043c\u0430\u043a\u043e\u0432",
31
],
[
"franigoyt@gmail.com",
"ANIGO R. (AR)",
59
]
]
},
{
"Czech": [
[
"jiri.doubravsky@gmail.com",
"Ji\u0159\u00ed Doubravsk\u00fd",
70
]
]
},
{
"Arabic": [
[
"fawaz27000@hotmail.com",
"fawaz006",
79
]
]
},
{
"Turkish": [
[
"muhaaliss@pm.me",
"Muha Aliss",
61
]
]
},
{
"Italian": [
[
"mario03@gmail.com",
"Mario",
1
],
[
"albano_battistella@hotmail.com",
"albanobattistella",
74
]
]
},
{
"Chinese (Simplified)": [
[
"lyuutau@outlook.com",
"\u5218\u97ec",
36
],
[
"poonsters6@gmail.com",
"merelymyself",
41
]
]
},
{
"German": [
[
"code@simonschneegans.de",
"Simon Schneegans",
70
]
]
},
{
"French": [
[
"mathieu.bousquet2@gmail.com",
"Mathieu B.",
9
],
[
"redxxiii@zaclys.net",
"Reda",
13
],
[
"theo.remon+weblate@uswery.eu",
"Th\u00e9o Remon",
30
],
[
"bonnemainsnathan@gmail.com",
"Nathan",
45
]
]
},
{
"Korean": [
[
"darkcircle.0426@gmail.com",
"Seong-ho Cho",
72
]
]
},
{
"Spanish": [
[
"dev.n47os@aleeas.com",
"Ulices",
7
],
[
"andres.segarra.aparicio@gmail.com",
"Andres Segarra",
10
],
[
"fitojb@ubuntu.com",
"Adolfo Jayme Barrientos",
11
],
[
"oscfdezdz@tuta.io",
"\u00d3scar Fern\u00e1ndez D\u00edaz",
58
]
]
}
]
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
uniform vec2 uSeed;
uniform float uShake;
uniform float uTwirl;
uniform float uSuction;
uniform float uRandomness;
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
// The math for the whirling is inspired by this post:
// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
void main() {
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Choose a random suction center.
vec2 center = uSeed * uRandomness + 0.5 * (1.0 - uRandomness);
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
// Add some shaking.
coords.x +=
progress * 0.05 * uShake * sin((progress + uSeed.x) * (1.0 + uSeed.x) * uShake);
coords.y +=
progress * 0.05 * uShake * cos((progress + uSeed.y) * (1.0 + uSeed.y) * uShake);
// "Suck" the texture into the center.
float dist = length(coords) / sqrt(2);
coords += progress * coords / dist * 0.5 * uSuction;
// Apply some whirling.
float angle = pow(1.0 - dist, 2.0) * uTwirl * progress;
float s = sin(angle);
float c = cos(angle);
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
cogl_color_out = texture2D(uTexture, coords + center);
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Fade out the window texture.
cogl_color_out.a *= 1.0 - progress;
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
uniform sampler2D uShardTexture;
uniform vec2 uSeed;
uniform vec2 uEpicenter;
uniform float uShardScale;
uniform float uBlowForce;
uniform float uGravity;
const float SHARD_LAYERS = 5;
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
void main() {
cogl_color_out = vec4(0, 0, 0, 0);
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Draw the individual shard layers.
for (float i = 0; i < SHARD_LAYERS; ++i) {
// To enable drawing shards outside of the window bounds, the actor was scaled
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
// Scale and rotate around our epicenter.
coords -= uEpicenter;
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + uBlowForce * (i + 2) / SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0) - 0.5) * 0.2 * progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity =
(uForOpening ? -1.0 : 1.0) * uGravity * 0.1 * (i + 1) * progress * progress;
coords += vec2(0, gravity);
// Restore correct position.
coords += uEpicenter;
// Retrieve information from the shard texture for our layer.
vec2 shardCoords = (coords + uSeed) * uSize / uShardScale / 500.0;
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// The green channel contains a random value in [0..1] for each shard. We
// discretize this into SHARD_LAYERS bins and check if our layer falls into
// the bin of the current shard.
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0) {
cogl_color_out = texture2D(uTexture, coords);
}
}
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
}
@@ -0,0 +1,6 @@
// The Shell.GLSLEffect uses straight alpha blending. This helper method allows
// compositing color values in the shader in the same way.
vec4 alphaOver(vec4 under, vec4 over) {
float alpha = over.a + under.a * (1.0 - over.a);
return vec4((over.rgb * over.a + under.rgb * under.a * (1.0 - over.a)) / alpha, alpha);
}
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// This provides some basic easing function. More can be added if required!
// Taken from here:
// https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c
float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
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// This method returns a mask which smoothly transitions towards zero when approaching
// the window's borders. There is a variant which takes the transition area width in
// pixels and one which takes this as a percentage.
float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
float mask = 1.0;
mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
return mask;
}
// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
// the fade zone is given in pixels. This uses the standard uniforms uSize and uPadding.
// This means that the fading zone is not actually at the actors boundaries but at the
// position of the window border in the texture.
// The offset paramter controls whether the fading is placed inside the window borders
// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
// (offset = 1).
float getAbsoluteEdgeMask(float fadePixels, float offset) {
float padding = max(0, uPadding - fadePixels * offset);
vec2 uv = cogl_tex_coord_in[0].st * uSize - padding;
return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
}
// Returns an edge mask which fades to zero at the boundaries of the actor. The width of
// the fade zone is given relative to the actor size. This neither uses uSize and
// uPadding.
float getRelativeEdgeMask(float fadeAmount) {
vec2 uv = cogl_tex_coord_in[0].st;
return getEdgeMask(uv, vec2(1.0), fadeAmount);
}
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float distToLine(vec2 origin, vec2 direction, vec2 point) {
vec2 perpendicular = vec2(direction.y, -direction.x);
return abs(dot(normalize(perpendicular), origin - point));
}
float getWinding(vec2 a, vec2 b) { return cross(vec3(a, 0.0), vec3(b, 0.0)).z; }
vec2 rotate(vec2 a, float angle) {
return vec2(a.x * cos(angle) - a.y * sin(angle), a.x * sin(angle) + a.y * cos(angle));
}
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// These noise algorithms are based on implementations by various authors from
// shadertoy.com, which are all available under the MIT License. See the respective links
// in the comments below.
////////////////////////////////////////////////////////////////////////////////////////
// Hash without Sine //
// MIT License, https://www.shadertoy.com/view/4djSRW //
// Copyright (c) 2014 David Hoskins. //
////////////////////////////////////////////////////////////////////////////////////////
// 1 out, 1 in...
float hash11(float p) {
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
// 1 out, 2 in...
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
// 1 out, 3 in...
float hash13(vec3 p3) {
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.zyx + 31.32);
return fract((p3.x + p3.y) * p3.z);
}
// 2 out, 1 in...
vec2 hash21(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
// 2 out, 2 in...
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
// 2 out, 3 in...
vec2 hash23(vec3 p3) {
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
// 3 out, 1 in...
vec3 hash31(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xxy + p3.yzz) * p3.zyx);
}
// 3 out, 2 in...
vec3 hash32(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz + 33.33);
return fract((p3.xxy + p3.yzz) * p3.zyx);
}
// 3 out, 3 in...
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz + 33.33);
return fract((p3.xxy + p3.yxx) * p3.zyx);
}
// 4 out, 1 in...
vec4 hash41(float p) {
vec4 p4 = fract(vec4(p) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy + 33.33);
return fract((p4.xxyz + p4.yzzw) * p4.zywx);
}
// 4 out, 2 in...
vec4 hash42(vec2 p) {
vec4 p4 = fract(vec4(p.xyxy) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy + 33.33);
return fract((p4.xxyz + p4.yzzw) * p4.zywx);
}
// 4 out, 3 in...
vec4 hash43(vec3 p) {
vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy + 33.33);
return fract((p4.xxyz + p4.yzzw) * p4.zywx);
}
// 4 out, 4 in...
vec4 hash44(vec4 p4) {
p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy + 33.33);
return fract((p4.xxyz + p4.yzzw) * p4.zywx);
}
////////////////////////////////////////////////////////////////////////////////////////
// 2D Simplex Noise //
// MIT License, https://www.shadertoy.com/view/Msf3WH //
// Copyright © 2013 Inigo Quilez //
////////////////////////////////////////////////////////////////////////////////////////
float simplex2D(vec2 p) {
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor(p + (p.x + p.y) * K1);
vec2 a = p - i + (i.x + i.y) * K2;
float m = step(a.y, a.x);
vec2 o = vec2(m, 1.0 - m);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0 * K2;
vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
vec3 n = h * h * h * h *
vec3(dot(a, -1.0 + 2.0 * hash22(i + 0.0)), dot(b, -1.0 + 2.0 * hash22(i + o)),
dot(c, -1.0 + 2.0 * hash22(i + 1.0)));
return 0.5 + 0.5 * dot(n, vec3(70.0));
}
float simplex2DFractal(vec2 p) {
mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
float f = 0.5000 * simplex2D(p);
p = m * p;
f += 0.2500 * simplex2D(p);
p = m * p;
f += 0.1250 * simplex2D(p);
p = m * p;
f += 0.0625 * simplex2D(p);
p = m * p;
return f;
}
////////////////////////////////////////////////////////////////////////////////////////
// 3D Simplex Noise //
// MIT License, https://www.shadertoy.com/view/XsX3zB //
// Copyright © 2013 Nikita Miropolskiy //
////////////////////////////////////////////////////////////////////////////////////////
float simplex3D(vec3 p) {
// skew constants for 3D simplex functions
const float F3 = 0.3333333;
const float G3 = 0.1666667;
// 1. find current tetrahedron T and it's four vertices
// s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices
// x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertice
// calculate s and x
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
// calculate i1 and i2
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e * (1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy * (1.0 - e);
// x1, x2, x3
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0 * G3;
vec3 x3 = x - 1.0 + 3.0 * G3;
// 2. find four surflets and store them in d
vec4 w, d;
// calculate surflet weights
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
// w fades from 0.6 at the center of the surflet to 0.0 at the margin
w = max(0.6 - w, 0.0);
// calculate surflet components
d.x = dot(-0.5 + hash33(s), x);
d.y = dot(-0.5 + hash33(s + i1), x1);
d.z = dot(-0.5 + hash33(s + i2), x2);
d.w = dot(-0.5 + hash33(s + 1.0), x3);
// multiply d by w^4
w *= w;
w *= w;
d *= w;
// 3. return the sum of the four surflets
return dot(d, vec4(52.0)) * 0.5 + 0.5;
}
// directional artifacts can be reduced by rotating each octave
float simplex3DFractal(vec3 m) {
// const matrices for 3D rotation
const mat3 rot1 = mat3(-0.37, 0.36, 0.85, -0.14, -0.93, 0.34, 0.92, 0.01, 0.4);
const mat3 rot2 = mat3(-0.55, -0.39, 0.74, 0.33, -0.91, -0.24, 0.77, 0.12, 0.63);
const mat3 rot3 = mat3(-0.71, 0.52, -0.47, -0.08, -0.72, -0.68, -0.7, -0.45, 0.56);
return 0.5333333 * simplex3D(m * rot1) + 0.2666667 * simplex3D(2.0 * m * rot2) +
0.1333333 * simplex3D(4.0 * m * rot3) + 0.0666667 * simplex3D(8.0 * m);
}
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// These should be included in every shader.
// uForOpening: True if a window-open animation is ongoing, false otherwise.
// uTexture: Contains the texture of the window.
// uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds.
// uSize: The size of uTexture in pixels.
// uPadding: The empty area around the actual window (e.g. where the shadow is drawn).
uniform bool uForOpening;
uniform sampler2D uTexture;
uniform float uProgress;
uniform float uTime;
uniform vec2 uSize;
uniform float uPadding;
+90
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/edgeMask.glsl"
#include "common/easing.glsl"
uniform vec3 uColor;
uniform float uScale;
const float FADE_IN_TIME = 0.3;
const float FADE_OUT_TIME = 0.6;
const float HEART_FADE_TIME = 0.3;
const float EDGE_FADE_WIDTH = 50;
// This method returns two values:
// result.x: A mask for the particles.
// result.y: The opacity of the fading window.
vec2 getMasks(float progress) {
float fadeInProgress = clamp(progress / FADE_IN_TIME, 0, 1);
float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0, 1);
float heartProgress =
clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0, 1);
// Compute mask for the "atom" particles.
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
atomMask *= fadeInProgress;
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH, 0.5);
atomMask *= edgeFade;
float heartMask = getRelativeEdgeMask(0.5);
heartMask = 3.0 * pow(heartMask, 5);
heartMask *= fadeOutProgress;
heartMask *= 1.0 - heartProgress;
atomMask = clamp(heartMask + atomMask, 0, 1);
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
if (uForOpening) {
windowMask = 1.0 - windowMask;
}
return vec2(atomMask, windowMask);
}
void main() {
float progress = easeOutQuad(uProgress);
vec2 masks = getMasks(progress);
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
// Dissolve window to effect color / transparency.
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.2 * masks.y + 0.8);
cogl_color_out.a = windowColor.a * masks.y;
vec2 scaledUV = (cogl_tex_coord_in[0].st - 0.5) * (1.0 + 0.1 * progress);
scaledUV /= uScale;
// Add molecule particles.
vec2 uv = scaledUV + vec2(0, 0.1 * uTime);
uv *= 0.010598 * vec2(0.5 * uSize.x, uSize.y);
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uTime))), 3.0);
// Add more molecule particles.
for (int i = 1; i <= 3; ++i) {
vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize;
float atoms = simplex3D(vec3(uv, 2.0 * uTime / i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2);
}
cogl_color_out.rgb += uColor * particles * masks.x;
cogl_color_out.a += particles * masks.x;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks, 0.0, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(particles), 1.0);
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/edgeMask.glsl"
#include "common/easing.glsl"
uniform vec3 uColor;
uniform float uScale;
const float SHOWER_TIME = 0.3;
const float SHOWER_WIDTH = 0.3;
const float STREAK_TIME = 0.6;
const float EDGE_FADE = 50;
// This method returns four values:
// result.x: A mask for the particles which lead the shower.
// result.y: A mask for the streaks which follow the shower particles.
// result.z: A mask for the final "atom" particles.
// result.w: The opacity of the fading window.
vec4 getMasks(float progress) {
float showerProgress = progress / SHOWER_TIME;
float streakProgress = clamp((progress - SHOWER_TIME) / STREAK_TIME, 0, 1);
float fadeProgress = clamp((progress - SHOWER_TIME) / (1.0 - SHOWER_TIME), 0, 1);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t;
// A smooth gradient which moves to the bottom within the showerProgress.
float showerMask =
smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
// This is 1 above the streak mask.
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
// Compute mask for the "atom" particles.
float atomMask = getRelativeEdgeMask(0.2);
atomMask = max(0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= sqrt(1 - fadeProgress * fadeProgress);
// Make some particles visible in the streaks.
showerMask += 0.05 * streakMask;
// Add shower mask to streak mask.
streakMask = max(streakMask, showerMask);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE, 0.5);
streakMask *= edgeFade;
showerMask *= edgeFade;
// Fade-out the masks from top to bottom.
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
streakMask *= fade;
showerMask *= fade;
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeProgress, 2.0);
if (uForOpening) {
windowMask = 1.0 - windowMask;
}
return vec4(showerMask, streakMask, atomMask, windowMask);
}
void main() {
float progress = easeOutQuad(uProgress);
vec4 masks = getMasks(progress);
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
// Dissolve window to effect color / transparency.
cogl_color_out.rgb = mix(uColor, windowColor.rgb, 0.5 * masks.w + 0.5);
cogl_color_out.a = windowColor.a * masks.w;
// Add leading shower particles.
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7 * progress / SHOWER_TIME);
showerUV *= 0.02 * uSize / uScale;
float shower = pow(simplex2D(showerUV), 10.0);
cogl_color_out.rgb += uColor * shower * masks.x;
cogl_color_out.a += shower * masks.x;
// Add trailing streak lines.
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -progress / SHOWER_TIME);
streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale;
float streaks = simplex2DFractal(streakUV) * 0.5;
cogl_color_out.rgb += uColor * streaks * masks.y;
cogl_color_out.a += streaks * masks.y;
// Add glimmering atoms.
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025 * progress / SHOWER_TIME);
atomUV *= 0.2 * uSize / uScale;
float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
cogl_color_out.rgb += uColor * atoms * masks.z;
cogl_color_out.a += atoms * masks.z;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks.rgb, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(masks.z), 1.0);
// cogl_color_out = vec4(vec3(masks.w), 1.0);
// cogl_color_out = vec4(vec3(shower), 1.0);
// cogl_color_out = vec4(vec3(streaks), 1.0);
// cogl_color_out = vec4(vec3(atoms), 1.0);
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/compositing.glsl"
#include "common/edgeMask.glsl"
#include "common/noise.glsl"
#include "common/easing.glsl"
uniform bool u3DNoise;
uniform float uScale;
uniform float uMovementSpeed;
uniform vec4 uGradient1;
uniform vec4 uGradient2;
uniform vec4 uGradient3;
uniform vec4 uGradient4;
uniform vec4 uGradient5;
// These may be configurable in the future.
const float EDGE_FADE = 70;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
// This maps the input value from [0..1] to a color from the gradient.
vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
vec4 colors[5] = vec4[](uGradient1, uGradient2, uGradient3, uGradient4, uGradient5);
if (v < steps[0]) {
return colors[0];
}
for (int i = 0; i < 4; ++i) {
if (v <= steps[i + 1]) {
return mix(colors[i], colors[i + 1],
vec4(v - steps[i]) / (steps[i + 1] - steps[i]));
}
}
return colors[4];
}
// This method requires the uniforms from standardUniforms() to be available.
// It returns two values: The first is an alpha value which can be used for the window
// texture. This gradually dissolves the window from top to bottom. The second can be used
// to mask any effect, it will be most opaque where the window is currently fading and
// gradually dissolve to zero over time.
// hideTime: A value in [0..1]. It determines the percentage of the animation which
// is spent for hiding the window. 1-hideTime will be spent thereafter for
// dissolving the effect mask.
// fadeWidth: The relative size of the window-hiding gradient in [0..1].
// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
float progress = easeOutQuad(uProgress);
float burnProgress = clamp(progress / hideTime, 0, 1);
float afterBurnProgress = clamp((progress - hideTime) / (1 - hideTime), 0, 1);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
// Visible part of the window. Gradually dissolves towards the bottom.
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
// Gradient from top burning window.
float effectMask = clamp(t * (1 - windowMask) / burnProgress, 0, 1);
// Fade-out when the window burned down.
if (progress > hideTime) {
float fade = sqrt(1 - afterBurnProgress * afterBurnProgress);
effectMask *= mix(1, 1 - t, afterBurnProgress) * fade;
}
// Fade at window borders.
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth, 0.5);
if (uForOpening) {
windowMask = 1.0 - windowMask;
}
return vec2(windowMask, effectMask);
}
void main() {
// Get a noise value which moves vertically in time.
vec2 uv = cogl_tex_coord_in[0].st * uSize / vec2(400, 600) / uScale;
uv.y += uTime * uMovementSpeed;
float noise = u3DNoise ? simplex3DFractal(vec3(uv * 4.0, uTime * uMovementSpeed * 1.5))
: simplex2DFractal(uv * 4.0);
// Modulate noise by effect mask.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
noise *= effectMask.y;
// Map noise value to color.
vec4 fire = getFireColor(noise);
// Get the window texture.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Fade the window according to the effect mask.
cogl_color_out.a *= effectMask.x;
// Add the fire to the window.
cogl_color_out = alphaOver(cogl_color_out, fire);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
// cogl_color_out = vec4(vec3(effectMask.x), 1);
// cogl_color_out = vec4(vec3(effectMask.y), 1);
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
uniform bool uAdditiveBlending;
uniform vec2 uSeed;
uniform float uScale;
uniform float uLineWidth;
uniform vec4 uGlowColor;
uniform vec4 uLineColor;
// This methods generates a procedural hexagonal pattern. It returns four values:
// result.xy: This contains cell-relative coordinates for the given point.
// [0, 0] is in the center of a cell, [0, 1] at the upper edge,
// [sqrt(4.0 / 3.0), 0] at the right tip and so on.
// result.z: This is the distance to the closest edge. This is used for shrinking
// of the tiles and the sharp overlay lines.
// result.w: This is the distance to the closest cell center. This is used for
// the glow effect.
vec4 getHexagons(vec2 p) {
// Length of a cell's edge.
const float edgeLength = sqrt(4.0 / 3.0);
// The hexgrid repeats after this distance.
const vec2 scale = vec2(3.0 * edgeLength, 2.0);
// This is a repeating grid of scale-sized cells. Y-values are in the
// interval [-1...1], X-value in [-1.5*edgeLength...1.5*edgeLength].
vec2 a = mod(p, scale) - scale * 0.5;
vec2 aAbs = abs(a);
// This is the same as above, but offset by half scale.
vec2 b = mod(p + scale * 0.5, scale) - scale * 0.5;
vec2 bAbs = abs(b);
// Distance to closer edge, diagonally or horizontally.
// Once for cell set A and once for cell set B.
float distA = max(aAbs.x / edgeLength + aAbs.y * 0.5, aAbs.y);
float distB = max(bAbs.x / edgeLength + bAbs.y * 0.5, bAbs.y);
// Minimum of both is distance to closest edge.
float dist = 1.0 - min(distA, distB);
// We use the radial distance to the center for glow.
float glow = min(dot(a, a), dot(b, b)) / 1.5;
// Take cell-relative coordinates from the closer cell.
vec2 cellCoords = distA < distB ? a : b;
return vec4(cellCoords, dist, glow);
}
void main() {
// We simply inverse the progress for opening windows.
float progress = uForOpening ? 1.0 - uProgress : uProgress;
// Add some smooth noise to the progress so that not every tile behaves the
// same.
float noise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
// glowProgress fades in in the first half of the animation, tileProgress fades
// in in the second half.
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
vec2 texScale = 0.1 * uSize / uScale;
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
if (tileProgress > hex.z) {
// Crop outer parts of the shrinking tiles.
cogl_color_out.a = 0.0;
} else {
// Make the tiles shrink by offsetting the texture lookup towards the edge
// of the cell.
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
vec4 glow = uGlowColor;
vec4 line = uLineColor;
// For the glow, we accumulate a few exponentially scaled versions of hex.w.
glow.a *= pow(hex.w, 20.0) * 10.0 + pow(hex.w, 10.0) * 5.0 + pow(hex.w, 2.0) * 0.5;
// Using step(uLineWidth, hex.z) would be simpler, but the below creates some
// fake antialiasing.
line.a *= 1.0 - smoothstep(uLineWidth * 0.02 * 0.5, uLineWidth * 0.02, hex.z);
// Fade in the glowing lines.
glow.a *= glowProgress;
line.a *= glowProgress;
// Do not add the hexagon lines onto transparent parts of the window.
glow *= cogl_color_out.a;
line *= cogl_color_out.a;
if (uAdditiveBlending) {
cogl_color_out.rgb += glow.rgb * glow.a;
cogl_color_out.rgb += line.rgb * line.a;
} else {
cogl_color_out.rgb = mix(cogl_color_out.rgb, glow.rgb, glow.a);
cogl_color_out.rgb = mix(cogl_color_out.rgb, line.rgb, line.a);
}
}
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/edgeMask.glsl"
#include "common/compositing.glsl"
uniform sampler2D uFontTexture;
uniform vec3 uTrailColor;
uniform vec3 uTipColor;
uniform float uLetterSize;
uniform float uRandomness;
uniform float uOverShoot;
// These may be configurable in the future.
const float EDGE_FADE = 30;
const float FADE_WIDTH = 150;
const float TRAIL_LENGTH = 0.2;
const float FINAL_FADE_START_TIME = 0.8;
const float LETTER_TILES = 16.0;
const float LETTER_FLICKER_SPEED = 2.0;
// This returns a flickering grid of random letters.
float getText(vec2 fragCoord) {
vec2 pixelCoords = fragCoord * uSize;
vec2 uv = mod(pixelCoords.xy, uLetterSize) / uLetterSize;
vec2 block = pixelCoords / uLetterSize - uv;
// Choose random letter.
uv += floor(hash22(floor(hash22(block) * vec2(12.9898, 78.233) +
LETTER_FLICKER_SPEED * uTime + 42.254)) *
LETTER_TILES);
return texture2D(uFontTexture, uv / LETTER_TILES).r;
}
// This returns two values: The first are gradients for the "raindrops" which move
// from top to bottom. This is used for fading the letters. The second value is set
// to one below each drop and to zero above it. This second value is used for fading
// the window texture.
vec2 getRain(vec2 fragCoord) {
float column = cogl_tex_coord_in[0].x * uSize.x;
column -= mod(column, uLetterSize);
float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness);
float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
float distToDrop = (uProgress * 2 - delay) * speed - cogl_tex_coord_in[0].y;
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop / TRAIL_LENGTH) : 0;
float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
// Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5);
// Add some variation to the drop start and end position.
float shorten =
fract(sin(column + 42.0) * 33.423) * mix(0.0, uOverShoot * 0.25, uRandomness);
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
if (uForOpening) {
windowAlpha = 1.0 - windowAlpha;
}
return vec2(rainAlpha, windowAlpha);
}
void main() {
vec2 coords = cogl_tex_coord_in[0].st;
coords.y = coords.y * (uOverShoot + 1.0) - uOverShoot * 0.5;
// Get a cool matrix effect. See comments for those methods above.
vec2 rainMask = getRain(coords);
float textMask = getText(coords);
// Get the window texture.
cogl_color_out = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Fade the window according to the effect mask.
cogl_color_out.a *= rainMask.y;
// This is used to fade out the remaining trails in the end.
float finalFade =
1 - clamp((uProgress - FINAL_FADE_START_TIME) / (1 - FINAL_FADE_START_TIME), 0, 1);
float rainAlpha = finalFade * rainMask.x;
// Add the matrix effect to the window.
vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha + 0.1, 4))),
rainAlpha * textMask);
cogl_color_out = alphaOver(cogl_color_out, text);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(textMask), 1);
// cogl_color_out = vec4(vec3(rainMask.x), 1);
// cogl_color_out = vec4(vec3(rainMask.y), 1);
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/math2D.glsl"
uniform sampler2D uDustTexture;
uniform vec4 uDustColor;
uniform vec2 uSeed;
uniform float uDustScale;
const float DUST_LAYERS = 4;
const float GROW_INTENSITY = 0.05;
const float SHRINK_INTENSITY = 0.05;
const float WIND_INTENSITY = 0.05;
const float ACTOR_SCALE = 1.2;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
void main() {
// We simply inverse the progress for opening windows.
float progress = uForOpening ? uProgress : 1.0 - uProgress;
float gradient = cogl_tex_coord_in[0].t * ACTOR_SCALE - PADDING;
progress = 2.0 - gradient - 2.0 * progress;
progress = progress + 0.25 - 0.5 * simplex2D((cogl_tex_coord_in[0].st + uSeed) * 2.0);
progress = pow(max(0, progress), 2.0);
// This may help you to understand how this effect works.
// cogl_color_out = vec4(progress, 0, 0, 0);
// return;
cogl_color_out = vec4(0, 0, 0, 0);
for (float i = 0; i < DUST_LAYERS; ++i) {
// Create a random direction.
float factor = DUST_LAYERS == 1 ? 0 : i / (DUST_LAYERS - 1);
float angle = 123.123 * (uSeed.x + factor);
vec2 direction = vec2(1.0, 0.0);
direction = rotate(direction, angle);
// Flip direction for one side of the window.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0) {
direction *= -1;
}
// Flip direction for half the layers.
if (factor > 0.5) {
direction *= -1;
}
// We grow the layer along the random direction, shrink it orthogonally to it
// and scale it up slightly.
float dist = distToLine(vec2(0.0), direction, coords);
vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
vec2 shrink =
vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
float scale = mix(1.0, 1.05, factor * progress);
coords = (coords + grow + shrink) / scale;
// Add some wind.
coords.x += WIND_INTENSITY * progress * (uForOpening ? 1.0 : -1.0);
// Now check wether there is actually something in the current dust layer at
// the coords position.
vec2 dustCoords = (coords + uSeed) * uSize / uDustScale / 100.0;
vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
if (dustGroup == i) {
// Get the window color.
vec4 windowColor = texture2D(uTexture, coords + 0.5);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
// Fade the window color to uDustColor.
vec3 dustColor = mix(windowColor.rgb, uDustColor.rgb, uDustColor.a);
windowColor.rgb = mix(windowColor.rgb, dustColor, progress);
// Dissolve and blend the layers.
if (dustMap.x - progress > 0) {
cogl_color_out = windowColor;
}
}
}
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/compositing.glsl"
#include "common/easing.glsl"
// See assets/README.md for how this texture was created.
uniform sampler2D uClawTexture;
uniform vec4 uFlashColor;
uniform vec2 uSeed;
uniform float uClawSize;
uniform float uNumClaws;
uniform float uWarpIntensity;
const float FLASH_INTENSITY = 0.1;
const float MAX_SPAWN_TIME =
0.6; // Scratches will only start in the first half of the animation.
const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
// This method generates a grid of randomly rotated, slightly shifted and scaled
// UV squares. It returns the texture coords of the UV square at the given actor
// coordinates. If these do not fall into one of the UV grids, the coordinates of
// the closest UV grid will be clamped and returned.
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = texCoords + hash22(seed);
coords *= uSize.x < uSize.y ? vec2(1.0, 1.0 * uSize.y / uSize.x)
: vec2(1.0 * uSize.x / uSize.y, 1.0);
// Apply global scale.
coords *= gridScale;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// This is unique for each cell.
vec2 cellID = coords - cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float scale = mix(0.8, 1.0, hash12(cellID * seed * 134.451));
float offsetX = mix(0.0, 1.0 - scale, hash12(cellID * seed * 54.4129));
float offsetY = mix(0.0, 1.0 - scale, hash12(cellID * seed * 25.3089));
float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID * seed * 2.99837));
cellUV -= vec2(offsetX, offsetY);
cellUV /= scale;
cellUV -= 0.5;
cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
cellUV += 0.5;
// Clamp resulting coordinates.
return clamp(cellUV, vec2(0), vec2(1));
}
void main() {
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
float dist = length(coords);
coords = (coords / dist * pow(dist, 1.0 + uWarpIntensity)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
// Scale down the window according to the warp.
float scale = 0.5 * uWarpIntensity * (1.0 - progress);
coords = coords * (scale + 1.0) - scale * 0.5;
// Accumulate several random scratches. The color in the scratch map refers to the
// relative time when the respective part will become invisible. Therefore we can
// add a value to make the scratch appear later.
float scratchMap = 1.0;
for (int i = 0; i < uNumClaws; ++i) {
vec2 uv = getClawUV(coords, 1.0 / uClawSize, uSeed * (i + 1));
float delay = i / uNumClaws * MAX_SPAWN_TIME;
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
}
// Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
}
// Hide flashes where there is now window.
vec4 flash = uFlashColor;
flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
// Hide scratched out parts.
cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
// Add flash color.
cogl_color_out = alphaOver(cogl_color_out, flash);
// Fade out the remaining shards.
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME) / FF_TIME);
cogl_color_out.a *= sqrt(1 - fadeProgress * fadeProgress);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(flashIntensity), 1);
// cogl_color_out = vec4(vec3(scratchMap), 1);
}
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/easing.glsl"
uniform vec3 uColor;
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
const float LR_TIME = 0.4; // Relative time for the left/right animation.
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
const float SCALING = 0.5; // Additional vertical scaling of the window.
void main() {
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Scale down the window vertically.
float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
vec2 coords = cogl_tex_coord_in[0].st;
coords.y = coords.y * (scale + 1.0) - scale * 0.5;
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProgress = smoothstep(0, 1, clamp(progress / TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1));
// This is a top-center-bottom gradient in [0..1..0]
float tb = coords.y * 2;
tb = tb < 1 ? tb : 2 - tb;
// This is a left-center-right gradient in [0..1..0]
float lr = coords.x * 2;
lr = lr < 1 ? lr : 2 - lr;
// Combine the progress values with the gradients to create the alpha masks.
float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
float ffMask = 1 - smoothstep(0, 1, ffProgress);
// Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask;
cogl_color_out = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
cogl_color_out.rgb =
mix(cogl_color_out.rgb, uColor * cogl_color_out.a, smoothstep(0, 1, progress));
cogl_color_out.a *= mask;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(tbMask), 1);
// cogl_color_out = vec4(vec3(lrMask), 1);
// cogl_color_out = vec4(vec3(ffMask), 1);
// cogl_color_out = vec4(vec3(mask), 1);
}
+107
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@@ -0,0 +1,107 @@
// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/edgeMask.glsl"
#include "common/compositing.glsl"
#include "common/easing.glsl"
uniform vec2 uSeed;
uniform vec3 uColor;
uniform float uScale;
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
const float SCALING = 0.9;
// Returns a grid of randomly moving points. Each grid cell contains one point which
// moves on an ellipse.
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash22(seed)) * uSize;
// Apply global scale.
coords /= gridSize;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// This is unique for each cell.
vec2 cellID = coords - cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash12(cellID * seed * 134.451)) / gridSize * WISPS_SPEED;
float rotation = mix(0.0, 6.283, hash12(cellID * seed * 54.4129));
float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
vec2 offset = vec2(sin(speed * (uTime + 1)) * roundness, cos(speed * (uTime + 1)));
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset;
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(5, 0.01 / pow(dist, 2.0));
}
return 0.0;
}
void main() {
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Scale down the window slightly.
float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
vec2 coords = cogl_tex_coord_in[0].st * (scale + 1.0) - scale * 0.5;
// Get the color of the window.
cogl_color_out = texture2D(uTexture, coords);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= uScale;
float wisps = 0;
for (int i = 0; i < WISPS_LAYERS; ++i) {
wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0, 1, clamp(progress / WISPS_IN_TIME, 0, 1));
float wispsOut =
smoothstep(0, 1, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(progress / WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
: mix(noise, 1.0, windowOut * 2.0 - 1.0));
cogl_color_out.a *= windowMask * mask;
// Add the wisps.
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
cogl_color_out = alphaOver(cogl_color_out, wispColor);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(windowMask), 1.0);
// cogl_color_out = vec4(vec3(wisps), 1.0);
// cogl_color_out = vec4(vec3(noise), 1.0);
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
}
+8 -2
View File
@@ -27,14 +27,20 @@
<submenu>
<attribute name="label" translatable="yes">Donate</attribute>
<item>
<attribute name="label" translatable="yes">Via PayPal</attribute>
<attribute name="label">PayPal</attribute>
<attribute name="action">prefs.donate-paypal</attribute>
</item>
<item>
<attribute name="label" translatable="yes">Via GitHub</attribute>
<attribute name="label">GitHub</attribute>
<attribute name="action">prefs.donate-github</attribute>
</item>
</submenu>
</section>
<section>
<item>
<attribute name="label" translatable="yes">About Burn-My-Windows</attribute>
<attribute name="action">prefs.about</attribute>
</item>
</section>
</menu>
</interface>
+304
View File
@@ -0,0 +1,304 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface domain="burn-my-windows">
<object class="GtkAdjustment" id="apparition-animation-time">
<property name="upper">2000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
<object class="GtkAdjustment" id="apparition-randomness">
<property name="upper">1</property>
<property name="lower">0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
<object class="GtkAdjustment" id="apparition-twirl-intensity">
<property name="upper">10</property>
<property name="lower">-10</property>
<property name="step-increment">0.1</property>
<property name="page-increment">1</property>
</object>
<object class="GtkAdjustment" id="apparition-shake-intensity">
<property name="upper">10</property>
<property name="lower">0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">1</property>
</object>
<object class="GtkAdjustment" id="apparition-suction-intensity">
<property name="upper">1</property>
<property name="lower">0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
<object class="GtkBox" id="apparition-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<style>
<class name="rich-list" />
</style>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">apparition-animation-time</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-animation-time">
<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>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Randomness</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">apparition-randomness</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-randomness">
<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>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Twirl Intensity</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">1</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">apparition-twirl-intensity</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-twirl-intensity">
<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>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Shake Intensity</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">1</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">apparition-shake-intensity</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-shake-intensity">
<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>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Suction Intensity</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">apparition-suction-intensity</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-suction-intensity">
<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>
</object>
</child>
</object>
</child>
</object>
</interface>
+2 -2
View File
@@ -3,8 +3,8 @@
<object class="GtkAdjustment" id="energize-a-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
+2 -2
View File
@@ -3,8 +3,8 @@
<object class="GtkAdjustment" id="energize-b-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
+2 -2
View File
@@ -3,8 +3,8 @@
<object class="GtkAdjustment" id="fire-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
+340
View File
@@ -0,0 +1,340 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface domain="burn-my-windows">
<object class="GtkAdjustment" id="hexagon-animation-time">
<property name="upper">10000</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
<object class="GtkAdjustment" id="hexagon-scale">
<property name="upper">10</property>
<property name="lower">0.1</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
<object class="GtkAdjustment" id="hexagon-line-width">
<property name="upper">10</property>
<property name="lower">0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">1</property>
</object>
<object class="GtkBox" id="hexagon-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<style>
<class name="rich-list" />
</style>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">hexagon-animation-time</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-animation-time">
<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>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Scale</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">hexagon-scale</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-scale">
<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>
<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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Mesh Line Width</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">1</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">hexagon-line-width</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-line-width">
<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>
<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="GtkLabel">
<property name="label" translatable="yes">Line Color</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="GtkColorButton" id="hexagon-line-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-line-color">
<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>
<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="GtkLabel">
<property name="label" translatable="yes">Glow Color</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="GtkColorButton" id="hexagon-glow-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-glow-color">
<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>
<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">Additive Blending</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">You may want to enable this for dark window themes.</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="hexagon-additive-blending">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-additive-blending">
<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>
</object>
</child>
</object>
</child>
</object>
</interface>
+2 -2
View File
@@ -2,9 +2,9 @@
<interface domain="burn-my-windows">
<object class="GtkAdjustment" id="tv-animation-time">
<property name="upper">5000</property>
<property name="upper">10000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
+2 -2
View File
@@ -3,8 +3,8 @@
<object class="GtkAdjustment" id="wisps-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
+1 -5
View File
@@ -4,10 +4,6 @@
<template class="BurnMyWindowsEffectPage" parent="GtkBox">
<property name="orientation">vertical</property>
<property name="margin-top">60</property>
<property name="margin-bottom">60</property>
<property name="margin-start">60</property>
<property name="margin-end">60</property>
<property name="hexpand">1</property>
<property name="spacing">10</property>
@@ -44,8 +40,8 @@
</object>
</child>
<style>
<class name="suggested-action" />
<class name="pill-button" />
<class name="flat" />
</style>
</object>
</child>
+176 -203
View File
@@ -17,247 +17,220 @@
</child>
</object>
<object class="GtkBox" id="settings-widget">
<object class="GtkBox" id="general-prefs">
<property name="orientation">vertical</property>
<property name="margin-top">30</property>
<property name="margin-bottom">30</property>
<child>
<object class="GtkStackSidebar">
<property name="stack">main-stack</property>
<object class="GtkImage">
<property name="valign">center</property>
<property name="icon-name">burn-my-windows-symbolic</property>
<property name="pixel_size">128</property>
</object>
</child>
<child>
<object class="GtkStack" id="main-stack">
<property name="transition-type">slide-up-down</property>
<property name="hexpand">1</property>
<object class="GtkLabel">
<property name="label" translatable="yes">Welcome to Burn-My-Windows!</property>
<property name="margin-top">8</property>
<property name="margin-bottom">6</property>
<style>
<class name="large-title" />
</style>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">If you like this extension, recommend it to your friends :)</property>
<property name="margin-bottom">36</property>
</object>
</child>
<child>
<object class="GtkFrame">
<child>
<object class="GtkBox" id="general-prefs">
<property name="orientation">vertical</property>
<property name="margin-start">60</property>
<property name="margin-end">60</property>
<property name="margin-top">30</property>
<property name="margin-bottom">30</property>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<child>
<object class="GtkImage">
<property name="valign">center</property>
<property name="icon-name">burn-my-windows-symbolic</property>
<property name="pixel_size">128</property>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Welcome to Burn-My-Windows!</property>
<property name="margin-top">8</property>
<property name="margin-bottom">6</property>
<style>
<class name="large-title" />
</style>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">If you like this extension, recommend it to your friends :)</property>
<property name="margin-bottom">36</property>
</object>
</child>
<child>
<object class="GtkFrame">
<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="GtkListBox">
<property name="selection-mode">none</property>
<object class="GtkBox">
<property name="spacing">8</property>
<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>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Open Window Animation</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 multiple are selected, one is chosen randomly.</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="GtkMenuButton" id="open-effect-button">
<property name="menu-model">open-effect-menu</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Choose Effects</property>
</object>
</child>
<child>
<object class="GtkImage">
<property name="icon-name">pan-down-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
</object>
</child>
</object>
</child>
<object class="GtkLabel">
<property name="label" translatable="yes">Open Window Animation</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 multiple are selected, one is chosen randomly.</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="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">
<property name="spacing">8</property>
<child>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Close Window Animation</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 multiple are selected, one is chosen randomly.</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="GtkMenuButton" id="close-effect-button">
<property name="menu-model">close-effect-menu</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Choose Effects</property>
</object>
</child>
<child>
<object class="GtkImage">
<property name="icon-name">pan-down-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</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>
<object class="GtkMenuButton" id="open-effect-button">
<property name="menu-model">open-effect-menu</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Also Add Effects to Dialogs</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
<property name="label" translatable="yes">Choose Effects</property>
</object>
</child>
<child>
<object class="GtkSwitch" id="destroy-dialogs">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-destroy-dialogs">
<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 class="GtkImage">
<property name="icon-name">pan-down-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</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">
<property name="spacing">8</property>
<child>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Close Window Animation</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 multiple are selected, one is chosen randomly.</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="GtkMenuButton" id="close-effect-button">
<property name="menu-model">close-effect-menu</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Choose Effects</property>
</object>
</child>
<child>
<object class="GtkImage">
<property name="icon-name">pan-down-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</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">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Also Add Effects to Dialogs</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="GtkSwitch" id="destroy-dialogs">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-destroy-dialogs">
<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>
</object>
<packing>
<property name="name">general</property>
<property name="title" translatable="yes">General Options</property>
</packing>
</child>
<!-- Stack pages are inserted here -->
</object>
</child>
</object>
</interface>
+255
View File
@@ -0,0 +1,255 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface domain="burn-my-windows">
<object class="GtkBox" id="apparition-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<property name="show-separators">1</property>
<style>
<class name="rich-list" />
</style>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="apparition-animation-time">
<property name="upper">2000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-animation-time">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Randomness</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="apparition-randomness">
<property name="upper">1</property>
<property name="lower">0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-randomness">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Twirl Intensity</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">1</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="apparition-twirl-intensity">
<property name="upper">10</property>
<property name="lower">-10</property>
<property name="step-increment">0.1</property>
<property name="page-increment">1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-twirl-intensity">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Shake Intensity</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">1</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="apparition-shake-intensity">
<property name="upper">10</property>
<property name="lower">0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-shake-intensity">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Suction Intensity</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="apparition-suction-intensity">
<property name="upper">1</property>
<property name="lower">0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-apparition-suction-intensity">
<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>
</object>
</child>
</object>
</child>
</object>
</interface>
+2 -2
View File
@@ -39,8 +39,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="broken-glass-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+2 -2
View File
@@ -39,8 +39,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="energize-a-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+2 -2
View File
@@ -39,8 +39,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="energize-b-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+2 -2
View File
@@ -64,8 +64,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="fire-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+284
View File
@@ -0,0 +1,284 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface domain="burn-my-windows">
<object class="GtkBox" id="hexagon-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<property name="show-separators">1</property>
<style>
<class name="rich-list" />
</style>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="hexagon-animation-time">
<property name="upper">10000</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-animation-time">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Scale</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="hexagon-scale">
<property name="upper">10</property>
<property name="lower">0.1</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-scale">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Mesh Line Width</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">1</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="hexagon-line-width">
<property name="upper">10</property>
<property name="lower">0</property>
<property name="step-increment">0.1</property>
<property name="page-increment">1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-line-width">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Line Color</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="GtkColorButton" id="hexagon-line-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-line-color">
<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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Glow Color</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="GtkColorButton" id="hexagon-glow-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-glow-color">
<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>
<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">Additive Blending</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">You may want to enable this for dark window themes.</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="hexagon-additive-blending">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-hexagon-additive-blending">
<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>
</object>
</child>
</object>
</child>
</object>
</interface>
+2 -2
View File
@@ -39,8 +39,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="matrix-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+151
View File
@@ -0,0 +1,151 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface>
<object class="GtkBox" id="snap-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<property name="show-separators">1</property>
<style>
<class name="rich-list" />
</style>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="snap-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-snap-animation-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text">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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Scale</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="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="snap-scale">
<property name="upper">20</property>
<property name="lower">0.1</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-snap-scale">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text">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>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Color</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="GtkColorButton" id="snap-color">
<property name="use_alpha">1</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-snap-color">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</interface>
+2 -2
View File
@@ -39,8 +39,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="trex-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+2 -2
View File
@@ -38,9 +38,9 @@
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="tv-animation-time">
<property name="upper">5000</property>
<property name="upper">10000</property>
<property name="lower">100</property>
<property name="step-increment">10</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+2 -2
View File
@@ -39,8 +39,8 @@
<property name="adjustment">
<object class="GtkAdjustment" id="wisps-animation-time">
<property name="upper">10000</property>
<property name="lower">500</property>
<property name="step-increment">10</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
+1 -5
View File
@@ -4,10 +4,6 @@
<template class="BurnMyWindowsEffectPage" parent="GtkBox">
<property name="orientation">vertical</property>
<property name="margin-top">60</property>
<property name="margin-bottom">60</property>
<property name="margin-start">60</property>
<property name="margin-end">60</property>
<property name="hexpand">1</property>
<property name="spacing">10</property>
@@ -44,8 +40,8 @@
</object>
</property>
<style>
<class name="suggested-action" />
<class name="pill-button" />
<class name="flat" />
</style>
</object>
</child>
+144 -172
View File
@@ -10,203 +10,175 @@
<property name="icon-name">open-menu-symbolic</property>
</object>
<object class="GtkBox" id="settings-widget">
<object class="GtkBox" id="general-prefs">
<property name="orientation">vertical</property>
<property name="margin-top">60</property>
<property name="margin-bottom">60</property>
<child>
<object class="GtkStackSidebar">
<property name="stack">main-stack</property>
<object class="GtkImage">
<property name="valign">center</property>
<property name="icon-name">burn-my-windows-symbolic</property>
<property name="pixel_size">128</property>
</object>
</child>
<child>
<object class="GtkStack" id="main-stack">
<property name="transition-type">slide-up-down</property>
<property name="hexpand">1</property>
<object class="GtkLabel">
<property name="label" translatable="yes">Welcome to Burn-My-Windows!</property>
<property name="margin-top">8</property>
<property name="margin-bottom">6</property>
<style>
<class name="large-title" />
</style>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">If you like this extension, recommend it to your friends :)</property>
<property name="margin-bottom">36</property>
</object>
</child>
<child>
<object class="GtkFrame">
<child>
<object class="GtkStackPage">
<property name="name">general</property>
<property name="title" translatable="yes">General Options</property>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<property name="show-separators">1</property>
<style>
<class name="rich-list" />
</style>
<property name="child">
<object class="GtkBox" id="general-prefs">
<property name="orientation">vertical</property>
<property name="margin-start">60</property>
<property name="margin-end">60</property>
<property name="margin-top">60</property>
<property name="margin-bottom">60</property>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkImage">
<property name="valign">center</property>
<property name="icon-name">burn-my-windows-symbolic</property>
<property name="pixel_size">128</property>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Welcome to Burn-My-Windows!</property>
<property name="margin-top">8</property>
<property name="margin-bottom">6</property>
<style>
<class name="large-title" />
</style>
</object>
</child>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">If you like this extension, recommend it to your friends :)</property>
<property name="margin-bottom">36</property>
</object>
</child>
<child>
<object class="GtkFrame">
<object class="GtkBox">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<property name="show-separators">1</property>
<style>
<class name="rich-list" />
</style>
<object class="GtkBox">
<property name="orientation">vertical</property>
<property name="spacing">3</property>
<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">Open Window Animation</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 multiple are selected, one is chosen randomly.</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="GtkMenuButton" id="open-effect-button">
<property name="label" translatable="yes">Choose Effects</property>
<property name="menu-model">open-effect-menu</property>
</object>
</child>
</object>
</child>
<object class="GtkLabel">
<property name="label" translatable="yes">Open Window Animation</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="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">Close Window Animation</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 multiple are selected, one is chosen randomly.</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="GtkMenuButton" id="close-effect-button">
<property name="label" translatable="yes">Choose Effects</property>
<property name="menu-model">close-effect-menu</property>
</object>
</child>
</object>
</child>
<object class="GtkLabel">
<property name="label" translatable="yes">If multiple are selected, one is chosen randomly.</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>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Also Add Effects to Dialogs</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="GtkSwitch" id="destroy-dialogs">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-destroy-dialogs">
<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>
</object>
</child>
<child>
<object class="GtkMenuButton" id="open-effect-button">
<property name="label" translatable="yes">Choose Effects</property>
<property name="menu-model">open-effect-menu</property>
</object>
</child>
</object>
</child>
</object>
</property>
</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">Close Window Animation</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 multiple are selected, one is chosen randomly.</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="GtkMenuButton" id="close-effect-button">
<property name="label" translatable="yes">Choose Effects</property>
<property name="menu-model">close-effect-menu</property>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Also Add Effects to Dialogs</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="GtkSwitch" id="destroy-dialogs">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-destroy-dialogs">
<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>
</object>
</child>
<!-- Stack pages are inserted here -->
</object>
</child>
</object>
</interface>
@@ -25,6 +25,58 @@
<description>The effect with this nick will be used for the next window-open animation.</description>
</key>
<key name="test-mode" type="b">
<default>false</default>
<summary>Test Mode</summary>
<description>If set to true, all animations will show only one still frame to allow for continuous integration tests.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Apparition Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="apparition-open-effect" type="b">
<default>false</default>
<summary>Apparition Open Effect</summary>
<description>Use the apparition effect for window openeing.</description>
</key>
<key name="apparition-close-effect" type="b">
<default>false</default>
<summary>Apparition Close Effect</summary>
<description>Use the apparition effect for window closing.</description>
</key>
<key name="apparition-animation-time" type="i">
<default>300</default>
<summary>Apparition Animation Time</summary>
<description>The time the apparition effect takes.</description>
</key>
<key name="apparition-randomness" type="d">
<default>0.5</default>
<summary>Apparition Randomness</summary>
<description>The amount of randomness of the apparition effect.</description>
</key>
<key name="apparition-twirl-intensity" type="d">
<default>5.0</default>
<summary>Apparition Twirl Intensity</summary>
<description>The amount of twirling of the apparition effect.</description>
</key>
<key name="apparition-shake-intensity" type="d">
<default>3.0</default>
<summary>Apparition Shake Intensity</summary>
<description>The amount of shaking of the apparition effect.</description>
</key>
<key name="apparition-suction-intensity" type="d">
<default>0.75</default>
<summary>Apparition Suction Intensity</summary>
<description>The amount of suction of the apparition effect.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Fire Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
@@ -221,6 +273,58 @@
<description>Number of claw scratches drawn on top of each other.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Hexagon Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="hexagon-close-effect" type="b">
<default>false</default>
<summary>Hexagon Close Effect</summary>
<description>Use the Hexagon effect for window closing.</description>
</key>
<key name="hexagon-open-effect" type="b">
<default>false</default>
<summary>Hexagon Open Effect</summary>
<description>Use the Hexagon effect for window opening.</description>
</key>
<key name="hexagon-animation-time" type="i">
<default>1500</default>
<summary>Hexagon Animation Time</summary>
<description>The time the Hexagon effect takes.</description>
</key>
<key name="hexagon-scale" type="d">
<default>3.0</default>
<summary>Hexagon Scale</summary>
<description>The size of the effect.</description>
</key>
<key name="hexagon-line-width" type="d">
<default>2.0</default>
<summary>Hexagon Line Width</summary>
<description>The width of the lines.</description>
</key>
<key name="hexagon-line-color" type="s">
<default>"rgba(200, 255, 255, 0.5)"</default>
<summary>Hexagon Line Color</summary>
<description>The color of the lines.</description>
</key>
<key name="hexagon-glow-color" type="s">
<default>"rgba(20, 80, 255, 0.5)"</default>
<summary>Hexagon Glow Color</summary>
<description>The color of the glow effect.</description>
</key>
<key name="hexagon-additive-blending" type="b">
<default>true</default>
<summary>Hexagon Additive Blending</summary>
<description>Use additive blending for the line and the glow.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Energize A Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
@@ -369,6 +473,40 @@
<description>Use the pointer location for the broken glass effect.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Snap of Disintegration Effect Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="snap-open-effect" type="b">
<default>false</default>
<summary>Snap Open Effect</summary>
<description>Use the snap effect for window openeing.</description>
</key>
<key name="snap-close-effect" type="b">
<default>false</default>
<summary>Snap Close Effect</summary>
<description>Use the snap effect for window closing.</description>
</key>
<key name="snap-animation-time" type="i">
<default>1500</default>
<summary>Snap Animation Time</summary>
<description>The time the snap effect takes.</description>
</key>
<key name="snap-scale" type="d">
<default>3.0</default>
<summary>Snap Scale</summary>
<description>The size of the snap effect.</description>
</key>
<key name="snap-color" type="s">
<default>"rgb(50, 40, 35)"</default>
<summary>Snap Effect Color</summary>
<description>The color of the dust.</description>
</key>
</schema>
</schemalist>
+1 -1
View File
@@ -32,7 +32,7 @@ cd "$( cd "$( dirname "$0" )" && pwd )/.." || \
# Run cloc - this counts code lines, blank lines and comment lines for the specified
# languages. We are only interested in the summary, therefore the tail -1
SUMMARY="$(cloc . --include-lang="JavaScript" --md | tail -1)"
SUMMARY="$(cloc . --include-lang="JavaScript,GLSL" --md | tail -1)"
# The $SUMMARY is one line of a markdown table and looks like this:
# SUM:|101|3123|2238|10783
+111
View File
@@ -0,0 +1,111 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect hides the actor by violently sucking it into the void of magic. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var Apparition = class {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uShake = shader.get_uniform_location('uShake');
shader._uTwirl = shader.get_uniform_location('uTwirl');
shader._uSuction = shader.get_uniform_location('uSuction');
shader._uRandomness = shader.get_uniform_location('uRandomness');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// If we are performing an integration tests, we use a fixed seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
shader.set_uniform_float(shader._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
shader.set_uniform_float(shader._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('apparition-randomness')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is not available on GNOME Shell 3.36 as it requires scaling of the window
// actor.
getMinShellVersion() {
return [3, 38];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
getNick() {
return 'apparition';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
getLabel() {
return _('Apparition');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Apparition.ui`);
// Bind all properties.
dialog.bindAdjustment('apparition-randomness');
dialog.bindAdjustment('apparition-animation-time');
dialog.bindAdjustment('apparition-twirl-intensity');
dialog.bindAdjustment('apparition-shake-intensity');
dialog.bindAdjustment('apparition-suction-intensity');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('apparition-prefs');
}
// ---------------------------------------------------------------- API for extension.js
// 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) {
return {x: 2.0, y: 2.0};
}
}
+99 -172
View File
@@ -13,33 +13,114 @@
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect shatters the window into pieces. For an explanation how this works, look //
// further down in this file into the documentation of the Shader class. This effect is //
// not available on GNOME 3.3x, due to the limitation described in the documentation //
// of vfunc_paint_target further down in this file. //
// This shader creates a complex-looking effect with rather simple means. Here is how //
// it works: The window is drawn five times on top of each other (see the SHARD_LAYERS //
// constant in the GLSL code). Each layer only draws some of the shards, all layers //
// combined make up the entire window. The layers are then scaled, rotated, and moved //
// independently from each other - this creates the impression that all shards are //
// moving independently. In reality, there are only five groups of shards! Which shard //
// belongs to which layer is defined by the green channel of the texture //
// resources/img/shards.png. The red channel of the texture contains the distance to //
// the shard edges. This information is used to fade out the shards. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var BrokenGlass = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var BrokenGlass = class BrokenGlass {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._shardTexture) {
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
this._shardTexture = new Clutter.Image();
this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888,
shardData.width, shardData.height,
shardData.rowstride);
}
// Store all uniform locations.
shader._uShardTexture = shader.get_uniform_location('uShardTexture');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uEpicenter = shader.get_uniform_location('uEpicenter');
shader._uShardScale = shader.get_uniform_location('uShardScale');
shader._uBlowForce = shader.get_uniform_location('uBlowForce');
shader._uGravity = shader.get_uniform_location('uGravity');
// And update all uniforms at the start of each animation.
shader.connect('begin-animation', (shader, settings, forOpening, actor) => {
// Usually, the shards fly away from the center of the window.
let epicenterX = 0.5;
let epicenterY = 0.5;
// However, if this option is set, we use the mouse pointer position.
if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) {
const [x, y] = global.get_pointer();
const [ok, localX, localY] = actor.transform_stage_point(x, y);
if (ok) {
epicenterX = localX / actor.width;
epicenterY = localY / actor.height;
}
}
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]);
shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]);
shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]);
shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]);
// clang-format on
});
// This is required to bind the shard texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the shard texture.
pipeline.set_layer_texture(1, this._shardTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(shader._uShardTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
static getMinShellVersion() {
getMinShellVersion() {
return [40, 0];
}
@@ -47,22 +128,21 @@ var BrokenGlass = class BrokenGlass {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'broken-glass';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('Broken Glass');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource('/ui/gtk4/BrokenGlass.ui');
@@ -80,163 +160,10 @@ var BrokenGlass = class BrokenGlass {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(actor, settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows are set to twice their original size, so that
// we have some space to draw the shards. We also set the animation mode to "Linear".
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 2.0, to: 2.0, mode: 1},
'scale-y': {from: 2.0, to: 2.0, mode: 1}
};
// 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) {
return {x: 2.0, y: 2.0};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
// This shader creates a complex-looking effect with rather simple means. Here is how it
// works: The window is drawn five times on top of each other (see the SHARD_LAYERS
// constant in the GLSL code). Each layer only draws some of the shards, all layers
// combined make up the entire window. The layers are then scaled, rotated, and moved
// independently from each other - this creates the impression that all shards are
// moving independently. In reality, there are only five groups of shards! Which shard
// belongs to which layer is defined by the green channel of the texture
// resources/img/shards.png. The red channel of the texture contains the distance to the
// shard edges. This information is used to fade out the shards.
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(actor, settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the shards texture. As the shader is re-created for each window animation,
// this texture is also re-created each time. This could be improved in the future!
const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png');
this._shardTexture = new Clutter.Image();
this._shardTexture.set_data(
shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardData.width,
shardData.height, shardData.rowstride);
// Usually, the shards fly away from the center of the window.
let epicenterX = 0.5;
let epicenterY = 0.5;
// However, if this option is set, we use the mouse pointer position.
if (settings.get_boolean('broken-glass-use-pointer')) {
const [x, y] = global.get_pointer();
const [ok, localX, localY] = actor.transform_stage_point(x, y);
epicenterX = localX / actor.width;
epicenterY = localY / actor.height;
}
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
uniform sampler2D uShardTexture;
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float SHARD_SCALE = ${settings.get_double('broken-glass-scale')};
const float SHARD_LAYERS = 5;
const float BLOW_FORCE = ${settings.get_double('broken-glass-blow-force')};
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec2 EPICENTER = vec2(${epicenterX}, ${epicenterY});
const float GRAVITY = ${forOpening ? '-1.0' : '1.0'} *
${settings.get_double('broken-glass-gravity')};
void main() {
cogl_color_out = vec4(0, 0, 0, 0);
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Draw the individual shard layers.
for (float i=0; i<SHARD_LAYERS; ++i) {
// To enable drawing shards outside of the window bounds, the actor was scaled
// by ACTOR_SCALE. Here we scale and move the texture coordinates so that the
// window gets drawn at the correct position again.
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING;
// Scale and rotate around our epicenter.
coords -= EPICENTER;
// Scale each layer a bit differently.
coords /= mix(1.0, 1.0 + BLOW_FORCE*(i+2)/SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0)-0.5)*0.2*progress;
coords = vec2(coords.x * cos(rotation) - coords.y * sin(rotation),
coords.x * sin(rotation) + coords.y * cos(rotation));
// Move down each layer a bit.
float gravity = GRAVITY*0.1*(i+1)*progress*progress;
coords += vec2(0, gravity);
// Restore correct position.
coords += EPICENTER;
// Retrieve information from the shard texture for our layer.
vec2 shardCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / SHARD_SCALE / 500.0;
vec2 shardMap = texture2D(uShardTexture, shardCoords).rg;
// The green channel contains a random value in [0..1] for each shard. We
// discretize this into SHARD_LAYERS bins and check if our layer falls into
// the bin of the current shard.
float shardGroup = floor(shardMap.g * SHARD_LAYERS * 0.999);
if (shardGroup == i) {
vec4 windowColor = texture2D(uTexture, coords);
// Dissolve the shard by using distance information from the red channel.
float dissolve = (shardMap.x - pow(progress+0.1, 2)) > 0 ? 1: 0;
cogl_color_out = mix(cogl_color_out, windowColor, dissolve);
}
}
}
`);
};
// This is overridden to bind the shard texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
// get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
vfunc_paint_target(node, paint_context) {
const pipeline = this.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(
0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR);
// Bind the shard texture.
pipeline.set_layer_texture(1, this._shardTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
this.set_uniform_value('uShardTexture', 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
+41 -137
View File
@@ -20,23 +20,48 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect looks a bit like the transporter effect from TOS. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var EnergizeA = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var EnergizeA = class EnergizeA {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
// 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('energize-a-color'))[1];
// clang-format off
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('energize-a-scale')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
@@ -44,22 +69,21 @@ var EnergizeA = class EnergizeA {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'energize-a';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('Energize A');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/EnergizeA.ui`);
@@ -75,130 +99,10 @@ var EnergizeA = class EnergizeA {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
// 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) {
return {x: 1.0, y: 1.0};
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1];
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float FADE_IN_TIME = 0.3;
const float FADE_OUT_TIME = 0.6;
const float HEART_FADE_TIME = 0.3;
const float EDGE_FADE_WIDTH = 50;
// This method returns two values:
// result.x: A mask for the particles.
// result.y: The opacity of the fading window.
vec2 getMasks() {
float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1);
float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1);
float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1);
// Compute mask for the "atom" particles.
float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0;
float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0));
atomMask *= fadeInProgress;
atomMask *= smoothstep(1.0, 0.0, fadeOutProgress);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH);
atomMask *= edgeFade;
float heartMask = getRelativeEdgeMask(0.5);
heartMask = 3.0 * pow(heartMask, 5);
heartMask *= fadeOutProgress;
heartMask *= 1.0 - heartProgress;
atomMask = clamp(heartMask+atomMask, 0, 1);
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeOutProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(atomMask, windowMask);
}
void main() {
vec2 masks = getMasks();
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec3 effectColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255});
// Dissolve window to effect color / transparency.
cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y;
vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress);
scaledUV /= ${settings.get_double('energize-a-scale')};
// Add molecule particles.
vec2 uv = scaledUV + vec2(0, 0.1*uTime);
uv *= 0.010598 * vec2(0.5*uSizeX, uSizeY);
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0*uTime))), 3.0);
// Add more molecule particles.
for (int i=1; i<=3;++i) {
vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * vec2(uSizeX, uSizeY);
float atoms = simplex3D(vec3(uv, 2.0*uTime/i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2);
}
cogl_color_out.rgb += effectColor * particles * masks.x;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks, 0.0, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(particles), 1.0);
}
`);
};
});
}
+42 -160
View File
@@ -20,23 +20,49 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect looks a bit like the transporter effect from TNG. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var EnergizeB = class {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
// 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('energize-b-color'))[1];
// clang-format off
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('energize-b-scale')]);
// clang-format on
});
});
}
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var EnergizeB = class EnergizeB {
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
@@ -44,22 +70,21 @@ var EnergizeB = class EnergizeB {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'energize-b';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('Energize B');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/EnergizeB.ui`);
@@ -75,153 +100,10 @@ var EnergizeB = class EnergizeB {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
// 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) {
return {x: 1.0, y: 1.0};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1];
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float SHOWER_TIME = 0.3;
const float SHOWER_WIDTH = 0.3;
const float STREAK_TIME = 0.6;
const float EDGE_FADE = 50;
const float SCALE = ${settings.get_double('energize-b-scale')};
// This method returns four values:
// result.x: A mask for the particles which lead the shower.
// result.y: A mask for the streaks which follow the shower particles.
// result.z: A mask for the final "atom" particles.
// result.w: The opacity of the fading window.
vec4 getMasks() {
float showerProgress = uProgress/SHOWER_TIME;
float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1);
float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t;
// A smooth gradient which moves to the bottom within the showerProgress.
float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
// This is 1 above the streak mask.
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0;
// Compute mask for the "atom" particles.
float atomMask = getRelativeEdgeMask(0.2);
atomMask = max(0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= sqrt(1-fadeProgress*fadeProgress);
// Make some particles visible in the streaks.
showerMask += 0.05 * streakMask;
// Add shower mask to streak mask.
streakMask = max(streakMask, showerMask);
// Fade-out the masks at the window edges.
float edgeFade = getAbsoluteEdgeMask(EDGE_FADE);
streakMask *= edgeFade;
showerMask *= edgeFade;
// Fade-out the masks from top to bottom.
float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress);
streakMask *= fade;
showerMask *= fade;
// Compute fading window opacity.
float windowMask = pow(1.0 - fadeProgress, 2.0);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec4(showerMask, streakMask, atomMask, windowMask);
}
void main() {
vec4 masks = getMasks();
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec3 effectColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255});
// Dissolve window to effect color / transparency.
cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w;
// Add leading shower particles.
vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME);
showerUV *= 0.02 * vec2(uSizeX, uSizeY) / SCALE;
float shower = pow(simplex2D(showerUV), 10.0);
cogl_color_out.rgb += effectColor * shower * masks.x;
// Add trailing streak lines.
vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME);
streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / SCALE;
float streaks = simplex2DFractal(streakUV) * 0.5;
cogl_color_out.rgb += effectColor * streaks * masks.y;
// Add glimmering atoms.
vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME);
atomUV *= 0.2 * vec2(uSizeX, uSizeY) / SCALE;
float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
cogl_color_out.rgb += effectColor * atoms * masks.z;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(masks.rgb, 1.0);
// cogl_color_out = vec4(vec3(masks.x), 1.0);
// cogl_color_out = vec4(vec3(masks.y), 1.0);
// cogl_color_out = vec4(vec3(masks.z), 1.0);
// cogl_color_out = vec4(vec3(masks.w), 1.0);
// cogl_color_out = vec4(vec3(shower), 1.0);
// cogl_color_out = vec4(vec3(streaks), 1.0);
// cogl_color_out = vec4(vec3(atoms), 1.0);
}
`);
};
});
}
+62 -179
View File
@@ -13,34 +13,75 @@
'use strict';
const {Gio, GObject} = imports.gi;
const {Gio} = imports.gi;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect is a homage to the good old Compiz days. However, it is implemented //
// quite differently. While Compiz used a particle system, this effect uses a noise //
// shader. The noise is moved vertically over time and mapped to a configurable color //
// shader. The noise is moved vertically over time and mapped to a configurable color //
// gradient. It is faded to transparency towards the edges of the window. In addition, //
// there are a couple of moving gradients which fade-in or fade-out the fire effect. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var Fire = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var Fire = class Fire {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store all uniform locations.
shader._uGradient = [
shader.get_uniform_location('uGradient1'),
shader.get_uniform_location('uGradient2'),
shader.get_uniform_location('uGradient3'),
shader.get_uniform_location('uGradient4'),
shader.get_uniform_location('uGradient5'),
];
shader._u3DNoise = shader.get_uniform_location('u3DNoise');
shader._uScale = shader.get_uniform_location('uScale');
shader._uMovementSpeed = shader.get_uniform_location('uMovementSpeed');
// And update all uniforms at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
for (let i = 1; i <= 5; i++) {
const c = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
shader.set_uniform_float(
shader._uGradient[i - 1], 4,
[c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
}
// clang-format off
shader.set_uniform_float(shader._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('flame-scale')]);
shader.set_uniform_float(shader._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
@@ -48,22 +89,21 @@ var Fire = class Fire {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'fire';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('Fire');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Fire.ui`);
@@ -89,7 +129,7 @@ var Fire = class Fire {
});
// Initialize the fire-preset dropdown.
Fire._createFirePresets(dialog);
this._createFirePresets(dialog);
// Finally, return the new settings page.
return dialog.getBuilder().get_object('fire-prefs');
@@ -97,34 +137,18 @@ var Fire = class Fire {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should neither be scaled nor faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: 1.0, to: 1.0, mode: 3}
};
// 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) {
return {x: 1.0, y: 1.0};
}
// ----------------------------------------------------------------------- private stuff
// This populates the preset dropdown menu for the fire options.
static _createFirePresets(dialog) {
dialog.getBuilder().get_object('settings-widget').connect('realize', (widget) => {
_createFirePresets(dialog) {
dialog.getBuilder().get_object('fire-prefs').connect('realize', (widget) => {
const presets = [
{
name: _('Default Fire'),
@@ -209,144 +233,3 @@ var Fire = class Fire {
});
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the gradient values from the settings. We directly inject the values in the
// GLSL code below. The shader is compiled once for each window-closing anyways. In
// the future, we may want to prevent this frequent recompilations of shaders,
// though.
const gradient = [];
for (let i = 1; i <= 5; i++) {
const color =
Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1];
gradient.push(`vec4(${color.red / 255}, ${color.green / 255}, ${
color.blue / 255}, ${color.alpha / 255})`);
}
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
// These may be configurable in the future.
const float EDGE_FADE = 70;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
const float FIRE_SPEED = ${settings.get_double('flame-movement-speed')};
// This maps the input value from [0..1] to a color from the gradient.
vec4 getFireColor(float v) {
const float steps[5] = float[](0.0, 0.2, 0.35, 0.5, 0.8);
const vec4 colors[5] = vec4[](
${gradient[0]},
${gradient[1]},
${gradient[2]},
${gradient[3]},
${gradient[4]}
);
if (v < steps[0]) {
return colors[0];
}
for (int i=0; i<4; ++i) {
if (v <= steps[i+1]) {
return mix(colors[i], colors[i+1], vec4(v - steps[i])/(steps[i+1]-steps[i]));
}
}
return colors[4];
}
// This method requires the uniforms from standardUniforms() to be available.
// It returns two values: The first is an alpha value which can be used for the window
// texture. This gradually dissolves the window from top to bottom. The second can be used
// to mask any effect, it will be most opaque where the window is currently fading and
// gradually dissolve to zero over time.
// hideTime: A value in [0..1]. It determines the percentage of the animation which
// is spent for hiding the window. 1-hideTime will be spent thereafter for
// dissolving the effect mask.
// fadeWidth: The relative size of the window-hiding gradient in [0..1].
// edgeFadeWidth: The pixel width of the effect fading range at the edges of the window.
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
float burnProgress = clamp(uProgress/hideTime, 0, 1);
float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
// Visible part of the window. Gradually dissolves towards the bottom.
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
// Gradient from top burning window.
float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
// Fade-out when the window burned down.
if (uProgress > hideTime) {
float fade = sqrt(1-afterBurnProgress*afterBurnProgress);
effectMask *= mix(1, 1-t, afterBurnProgress) * fade;
}
// Fade at window borders.
effectMask *= getAbsoluteEdgeMask(edgeFadeWidth);
#if ${forOpening ? '1' : '0'}
windowMask = 1.0 - windowMask;
#endif
return vec2(windowMask, effectMask);
}
void main() {
// Get a noise value which moves vertically in time.
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
uv.y += uTime * FIRE_SPEED;
#if ${settings.get_boolean('flame-3d-noise') ? 1 : 0}
float noise = simplex3DFractal(vec3(uv*4.0, uTime*FIRE_SPEED*1.5));
#else
float noise = simplex2DFractal(uv * 4.0);
#endif
// Modulate noise by effect mask.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
noise *= effectMask.y;
// Map noise value to color.
vec4 fire = getFireColor(noise);
fire.rgb *= fire.a;
// Get the window texture and fade it according to the effect mask.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st) * effectMask.x;
// Add the fire to the window.
cogl_color_out = cogl_color_out * (1.0 - fire.a) + fire;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(noise), 1);
// cogl_color_out = vec4(vec3(effectMask.x), 1);
// cogl_color_out = vec4(vec3(effectMask.y), 1);
}
`);
};
});
}
+129
View File
@@ -0,0 +1,129 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect overlays a glowing hexagonal grid over the window. The grid cells then //
// gradually shrink until the window is fully dissolved. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var Hexagon = class {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uAdditiveBlending = shader.get_uniform_location('uAdditiveBlending');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uScale = shader.get_uniform_location('uScale');
shader._uLineWidth = shader.get_uniform_location('uLineWidth');
shader._uGlowColor = shader.get_uniform_location('uGlowColor');
shader._uLineColor = shader.get_uniform_location('uLineColor');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// Get the two configurable colors. They are directly injected into the shader
// code below.
const gc =
Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1];
const lc =
Clutter.Color.from_string(settings.get_string('hexagon-line-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uAdditiveBlending, 1, [settings.get_boolean('hexagon-additive-blending')]);
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uScale, 1, [settings.get_double('hexagon-scale')]);
shader.set_uniform_float(shader._uLineWidth, 1, [settings.get_double('hexagon-line-width')]);
shader.set_uniform_float(shader._uGlowColor, 4, [gc.red / 255, gc.green / 255, gc.blue / 255, gc.alpha / 255]);
shader.set_uniform_float(shader._uLineColor, 4, [lc.red / 255, lc.green / 255, lc.blue / 255, lc.alpha / 255]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
getNick() {
return 'hexagon';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
getLabel() {
return _('Hexagon');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Hexagon.ui`);
// Bind all properties.
dialog.bindAdjustment('hexagon-animation-time');
dialog.bindAdjustment('hexagon-scale');
dialog.bindAdjustment('hexagon-line-width');
dialog.bindColorButton('hexagon-line-color');
dialog.bindColorButton('hexagon-glow-color');
dialog.bindSwitch('hexagon-additive-blending');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('hexagon-prefs');
}
// ---------------------------------------------------------------- API for extension.js
// 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) {
return {x: 1.0, y: 1.0};
}
}
+71 -178
View File
@@ -20,6 +20,7 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// The Matrix shader multiplies a grid of random letters with some gradients which are //
@@ -29,18 +30,72 @@ const utils = Me.imports.src.utils;
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var Matrix = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var Matrix = class Matrix {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._fontTexture) {
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uFontTexture = shader.get_uniform_location('uFontTexture');
shader._uTrailColor = shader.get_uniform_location('uTrailColor');
shader._uTipColor = shader.get_uniform_location('uTipColor');
shader._uLetterSize = shader.get_uniform_location('uLetterSize');
shader._uRandomness = shader.get_uniform_location('uRandomness');
shader._uOverShoot = shader.get_uniform_location('uOverShoot');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c1 =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
shader.set_uniform_float(shader._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
shader.set_uniform_float(shader._uLetterSize, 1, [settings.get_int('matrix-scale')]);
shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('matrix-randomness')]);
shader.set_uniform_float(shader._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
// clang-format on
});
// This is required to bind the font texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Bind the font texture.
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
pipeline.set_uniform_1i(shader._uFontTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
static getMinShellVersion() {
getMinShellVersion() {
return [40, 0];
}
@@ -48,22 +103,21 @@ var Matrix = class Matrix {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'matrix';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('Matrix');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource('/ui/gtk4/Matrix.ui');
@@ -82,171 +136,10 @@ var Matrix = class Matrix {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should not be faded but scaled vertically to allow for some
// overshooting.
static tweakTransition(actor, settings, forOpening) {
const yScale = 1.0 + settings.get_double('matrix-overshoot');
return {
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 1.0, to: 1.0, mode: 1},
'scale-y': {from: yScale, to: yScale, mode: 1}
};
// 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) {
return {x: 1.0, y: 1.0 + settings.get_double('matrix-overshoot')};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the font texture. As the shader is re-created for each window animation,
// this texture is also re-created each time. This could be improved in the future!
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
const trailColor =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const tipColor =
Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// The technique for this effect was inspired by
// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
// different as the letters drop only once and there is no need for a noise texture.
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
uniform sampler2D uFontTexture;
// These may be configurable in the future.
const float EDGE_FADE = 30;
const float FADE_WIDTH = 150;
const float TRAIL_LENGTH = 0.2;
const float FINAL_FADE_START_TIME = 0.8;
const float LETTER_TILES = 16.0;
const float LETTER_SIZE = ${settings.get_int('matrix-scale')};
const float LETTER_FLICKER_SPEED = 2.0;
const float RANDOMNESS = ${settings.get_double('matrix-randomness')};
const float OVERSHOOT = ${settings.get_double('matrix-overshoot')};
// This returns a flickering grid of random letters.
float getText(vec2 fragCoord) {
vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
vec2 uv = mod(pixelCoords.xy, LETTER_SIZE)/LETTER_SIZE;
vec2 block = pixelCoords/LETTER_SIZE - uv;
// Choose random letter.
uv += floor(hash22(floor(hash22(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
return texture2D(uFontTexture, uv/LETTER_TILES).r;
}
// This returns two values: The first are gradients for the "raindrops" which move
// from top to bottom. This is used for fading the letters. The second value is set
// to one below each drop and to zero above it. This second value is used for fading
// the window texture.
vec2 getRain(vec2 fragCoord) {
float column = cogl_tex_coord_in[0].x * uSizeX;
column -= mod(column, LETTER_SIZE);
float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, RANDOMNESS);
float speed = fract(cos(column)*12.989) * mix(0.0, 0.3, RANDOMNESS) + 1.5;
float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
// Fade at window borders.
rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
// Add some variation to the drop start and end position.
float shorten = fract(sin(column+42.0)*33.423) * mix(0.0, OVERSHOOT*0.25, RANDOMNESS);
rainAlpha *= smoothstep(0, 1, clamp(cogl_tex_coord_in[0].y / shorten, 0, 1));
rainAlpha *= smoothstep(0, 1, clamp((1.0 - cogl_tex_coord_in[0].y) / shorten, 0, 1));
#if ${forOpening ? '1' : '0'}
windowAlpha = 1.0 - windowAlpha;
#endif
return vec2(rainAlpha, windowAlpha);
}
void main() {
vec2 coords = cogl_tex_coord_in[0].st;
coords.y = coords.y * (OVERSHOOT + 1.0) - OVERSHOOT * 0.5;
// Get a cool matrix effect. See comments for those methods above.
vec2 rain = getRain(coords);
float text = getText(coords);
// Get the window texture and fade it according to the effect mask.
cogl_color_out = texture2D(uTexture, coords) * rain.y;
// This is used to fade out the remaining trails in the end.
float finalFade = 1-clamp((uProgress-FINAL_FADE_START_TIME)/
(1-FINAL_FADE_START_TIME), 0, 1);
float rainAlpha = finalFade * rain.x;
// Add the matrix effect to the window.
vec3 trailColor = vec3(${trailColor.red / 255},
${trailColor.green / 255},
${trailColor.blue / 255});
vec3 tipColor = vec3(${tipColor.red / 255},
${tipColor.green / 255},
${tipColor.blue / 255});
cogl_color_out.rgb += mix(trailColor, tipColor, min(1, pow(rainAlpha+0.1, 4))) * rainAlpha * text;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(text), 1);
// cogl_color_out = vec4(vec3(rain.x), 1);
// cogl_color_out = vec4(vec3(rain.y), 1);
}
`);
};
// This is overridden to bind the font texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
// get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
vfunc_paint_target(node, paint_context) {
const pipeline = this.get_pipeline();
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
this.set_uniform_value('uFontTexture', 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
+155
View File
@@ -0,0 +1,155 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const {Gio, Shell, GObject, Clutter} = imports.gi;
const ByteArray = imports.byteArray;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
//////////////////////////////////////////////////////////////////////////////////////////
// This is the base class for all shaders of Burn-My-Windows. It automagically loads //
// the shader's source code from the resource file resources/shaders/<nick>.glsl and //
// ensures that some standard uniforms are always updated. //
// Using Shell.GLSLEffect as a base class has some benefits and some drawbacks. The //
// main benefit when compared to Clutter.ShaderEffect is that setting uniforms of types //
// vec2, vec3 or vec4 is supported via the API (with Clutter.ShaderEffect the GJS //
// binding does not work properly). However, there are two drawbacks: On the one hand, //
// the shader source code is cached statically - this mean if we want to have a //
// different shader, we have to derive a new class. Therefore, each effect has to //
// derive its own class from the class below. This is encapsulated in the //
// ShaderFactory, however it is some really awkward code. The other drawback is the //
// hard-coded use of straight alpha (as opposed to premultiplied). This makes the //
// shaders a bit more complicated than required. //
// //
// The Shader fires two signals: //
// * begin-animation: This is called each time a new animation is started. It can //
// be used to set uniform values which do not change during the //
// animation. //
// * update-animation: This is called at each frame during the animation. It can be //
// used to set uniforms which change during the animation. //
//////////////////////////////////////////////////////////////////////////////////////////
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, GObject.TYPE_DOUBLE]}
}
},
class Shader extends Shell.GLSLEffect { // --------------------------------------------
// The constructor automagically loads the shader's source code (in
// vfunc_build_pipeline()) from the resource file resources/shaders/<nick>.glsl
// resolving any #includes in this file.
_init(nick) {
this._nick = nick;
// This will call vfunc_build_pipeline().
super._init();
// These will be updated during the animation.
this._progress = 0;
this._time = 0;
// Store standard uniform locations.
this._uForOpening = this.get_uniform_location('uForOpening');
this._uProgress = this.get_uniform_location('uProgress');
this._uTime = this.get_uniform_location('uTime');
this._uSize = this.get_uniform_location('uSize');
this._uPadding = this.get_uniform_location('uPadding');
}
// This is called once each time the shader is used.
beginAnimation(settings, forOpening, actor) {
// Reset progress values.
this._progress = 0;
this._time = 0;
// This is not necessarily symmetric, but I haven't figured out a way to
// get the actual values...
const padding = (actor.width - actor.meta_window.get_frame_rect().width) / 2;
this.set_uniform_float(this._uPadding, 1, [padding]);
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
this.emit('begin-animation', settings, forOpening, actor);
}
// This is called at each frame during the animation.
updateAnimation(progress, time) {
// Store the current time and progress values. The corresponding signal is emitted
// each frame in vfunc_paint_target.
this._progress = progress;
this._time = time;
}
// This is called by the constructor. This means, it's only called when the
// effect is used for the first time.
vfunc_build_pipeline() {
// Shell.GLSLEffect requires the declarations and the main source code as separate
// strings. As it's more convenient to store the in one GLSL file, we use a regex
// here to split the source code in two parts.
const code = this._loadGLSLResource(`/shaders/${this._nick}.glsl`);
// Match anything between the curly brackets of "void main() {...}".
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
const match = regex.exec(code);
const declarations = code.substr(0, match.index);
const main = match[1];
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
}
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
// the handler. This could still be null if called from the updateAnimation() above.
vfunc_paint_target(...params) {
this.emit('update-animation', this._progress, this._time);
this.set_uniform_float(this._uProgress, 1, [this._progress]);
this.set_uniform_float(this._uTime, 1, [this._time]);
super.vfunc_paint_target(...params);
}
// --------------------------------------------------------------------- private stuff
// This loads the file at 'path' contained in the extension's resources to a
// JavaScript string.
_loadStringResource(path) {
const data = Gio.resources_lookup_data(path, 0);
return ByteArray.toString(ByteArray.fromGBytes(data));
}
// This loads a GLSL file from the extension's resources to a JavaScript string. Any
// #include statements in this file are replaced with the corresponding file contents.
_loadGLSLResource(path) {
let code = this._loadStringResource(path);
// This regex matches either #include "..." or #include <...>. The part between the
// brackets is captured in the capture group.
const regex = RegExp('#include ["<](.+)[">]', 'g');
code = code.replace(regex, (m, file) => {
return this._loadStringResource('/shaders/' + file);
});
// Add a trailing newline. Else the GLSL compiler complains...
return code + '\n';
}
});
+95
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@@ -0,0 +1,95 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const GObject = imports.gi.GObject;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
//////////////////////////////////////////////////////////////////////////////////////////
// Each effect of Burn-My-Windows owns an instance of this class. It is used to created //
// shaders whenever a new one is required. It tries to re-use old shaders as much as //
// possible in order to avoid memory leaks. //
//////////////////////////////////////////////////////////////////////////////////////////
var ShaderFactory = class {
// Creates a new ShaderFactory. Requires the nick of the effect and a callback function
// which will be called whenever a new shader is created.
constructor(nick, setupFunc) {
// The _freeShaders array contains previously created shaders which are not currently
// in use.
this._freeShaders = [];
// The nick of the effect is required when creating new shaders as it's part of the
// GLSL source code file name.
this._nick = nick;
// Store the setup callback.
this._setupFunc = setupFunc;
}
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is opened or closed. It returns an
// instance of the shader class, trying to reuse previously created shaders. If a new
// shader instance is required, it calls creates a new one and calls the setupFunc
// thereafter.
getShader() {
let shader;
// If there are currently no free shaders, we have to create a new one.
if (this._freeShaders.length == 0) {
// Since Shell.GLSLEffect caches the shader source per class (not per instance), we
// have to derive a new shader type for each effect. The type name contains the nick
// of the effect to make it unique.
const typeName = `BurnMyWindowsShader_${this._nick}`;
// Only try to register the new type once.
if (GObject.type_from_name(typeName) == null) {
const outerThis = this;
GObject.registerClass({GTypeName: typeName},
class Shader extends Me.imports.src.Shader.Shader {
// This will actually load the GLSL source code from the resources.
_init() {
super._init(outerThis._nick);
}
// This can be called to mark this instance to be re-usable.
returnToFactory() {
outerThis._freeShaders.push(this);
}
});
}
// Now create a niew instance of the newly registered shader type.
// GObject.Object.new is only available with newer versions of GJS.
if (GObject.Object.new) {
shader = GObject.Object.new(GObject.type_from_name(typeName), {});
} else {
shader = GObject.Object.newv(GObject.type_from_name(typeName), []);
}
// Call the provided setup callback.
this._setupFunc(shader);
} else {
shader = this._freeShaders.pop();
}
return shader;
}
}
+146
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@@ -0,0 +1,146 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effects dissolves your windows into a cloud of dust. For this, it uses an //
// approach similar to the Broken Glass effect. A dust texture is used to segment the //
// window texture into a set of layers. Each layer is then moved, sheared and scaled //
// randomly. Just a few layers are sufficient to create the illusion of many individual //
// dust particles. //
// This effect is not available on GNOME 3.3x, due to the limitation described in the //
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var SnapOfDisintegration = class {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._dustTexture) {
const dustData = GdkPixbuf.Pixbuf.new_from_resource('/img/dust.png');
this._dustTexture = new Clutter.Image();
this._dustTexture.set_data(dustData.get_pixels(), Cogl.PixelFormat.RGB_888,
dustData.width, dustData.height, dustData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uDustTexture = shader.get_uniform_location('uDustTexture');
shader._uDustColor = shader.get_uniform_location('uDustColor');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uDustScale = shader.get_uniform_location('uDustScale');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
// The dust particles will fade to this color over time.
const c = Clutter.Color.from_string(settings.get_string('snap-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uDustColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uDustScale, 1, [settings.get_double('snap-scale')]);
// clang-format on
});
// This is required to bind the dust texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the dust texture.
pipeline.set_layer_texture(1, this._dustTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
pipeline.set_uniform_1i(shader._uDustTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
getMinShellVersion() {
return [40, 0];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
getNick() {
return 'snap';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
getLabel() {
return _('Snap of Disintegration');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource('/ui/gtk4/SnapOfDisintegration.ui');
// Bind all properties.
dialog.bindAdjustment('snap-animation-time');
dialog.bindAdjustment('snap-scale');
dialog.bindColorButton('snap-color');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('snap-prefs');
}
// ---------------------------------------------------------------- API for extension.js
// 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) {
return {x: 1.2, y: 1.2};
}
}
+76 -183
View File
@@ -20,6 +20,7 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect tears your windows apart with a series of violent scratches! //
@@ -27,18 +28,76 @@ const utils = Me.imports.src.utils;
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var TRexAttack = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var TRexAttack = class TRexAttack {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._clawTexture) {
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
this._clawTexture = new Clutter.Image();
this._clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
clawData.width, clawData.height, clawData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uClawTexture = shader.get_uniform_location('uClawTexture');
shader._uFlashColor = shader.get_uniform_location('uFlashColor');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uClawSize = shader.get_uniform_location('uClawSize');
shader._uNumClaws = shader.get_uniform_location('uNumClaws');
shader._uWarpIntensity = shader.get_uniform_location('uWarpIntensity');
// 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('claw-scratch-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// clang-format off
shader.set_uniform_float(shader._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
shader.set_uniform_float(shader._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
shader.set_uniform_float(shader._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
shader.set_uniform_float(shader._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
// clang-format on
});
// This is required to bind the claw texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('update-animation', (shader) => {
const pipeline = shader.get_pipeline();
// Use linear filtering for the window texture.
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
// Bind the claw texture.
pipeline.set_layer_texture(1, this._clawTexture.get_texture());
pipeline.set_uniform_1i(shader._uClawTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
static getMinShellVersion() {
getMinShellVersion() {
return [40, 0];
}
@@ -46,22 +105,21 @@ var TRexAttack = class TRexAttack {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'trex';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('T-Rex Attack');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource('/ui/gtk4/TRexAttack.ui');
@@ -79,176 +137,11 @@ var TRexAttack = class TRexAttack {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, we slightly increase the window's scale as part of the warp effect.
static tweakTransition(actor, settings, forOpening) {
const warp = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3},
'scale-y': {from: forOpening ? warp : 1.0, to: forOpening ? 1.0 : warp, mode: 3}
};
// 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) {
const scale = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
return {x: scale, y: scale};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the claw texture. As the shader is re-created for each window animation,
// this texture is also re-created each time. This could be improved in the future!
// See assets/README.md for how this texture was created.
const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
this._clawTexture = new Clutter.Image();
this._clawTexture.set_data(
clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width,
clawData.height, clawData.rowstride);
const color =
Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
// See assets/README.md for how this texture was created.
uniform sampler2D uClawTexture;
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float CLAW_SIZE = ${settings.get_double('claw-scratch-scale')};
const float NUM_CLAWS = ${settings.get_int('claw-scratch-count')};
const float WARP_INTENSITY = 1.0 + ${settings.get_double('claw-scratch-warp')};
const float FLASH_INTENSITY = 0.1;
const float MAX_SPAWN_TIME = 0.6; // Scratches will only start in the first half of the animation.
const float FF_TIME = 0.6; // Relative time for the final fade to transparency.
// This method generates a grid of randomly rotated, slightly shifted and scaled
// UV squares. It returns the texture coords of the UV square at the given actor
// coordinates. If these do not fall into one of the UV grids, the coordinates of
// the closest UV grid will be clamped and returned.
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = texCoords + hash22(seed);
coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
// Apply global scale.
coords *= gridScale;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// This is unique for each cell.
vec2 cellID = coords-cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float scale = mix(0.8, 1.0, hash12(cellID*seed*134.451));
float offsetX = mix(0.0, 1.0 - scale, hash12(cellID*seed*54.4129));
float offsetY = mix(0.0, 1.0 - scale, hash12(cellID*seed*25.3089));
float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID*seed*2.99837));
cellUV -= vec2(offsetX, offsetY);
cellUV /= scale;
cellUV -= 0.5;
cellUV = vec2(cellUV.x * cos(rotation) - cellUV.y * sin(rotation),
cellUV.x * sin(rotation) + cellUV.y * cos(rotation));
cellUV += 0.5;
// Clamp resulting coordinates.
return clamp(cellUV, vec2(0), vec2(1));
}
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Warp the texture coordinates to create a blow-up effect.
vec2 coords = cogl_tex_coord_in[0].st * 2.0 - 1.0;
float dist = length(coords);
coords = (coords/dist * pow(dist, WARP_INTENSITY)) * 0.5 + 0.5;
coords = mix(cogl_tex_coord_in[0].st, coords, progress);
// Accumulate several random scratches. The color in the scratch map refers to the
// relative time when the respective part will become invisible. Therefore we can
// add a value to make the scratch appear later.
float scratchMap = 1.0;
for (int i=0; i<NUM_CLAWS; ++i) {
vec2 uv = getClawUV(coords, 1.0/CLAW_SIZE, SEED*(i+1));
float delay = i/NUM_CLAWS * MAX_SPAWN_TIME;
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
}
// Get the window texture. We shift the texture lookup by the local derivative of
// the claw texture in order to mimic some folding distortion.
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
cogl_color_out = texture2D(uTexture, coords + offset);
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
}
// Hide flashes where there is now window.
flashIntensity *= cogl_color_out.a;
// Hide scratched out parts.
cogl_color_out *= (scratchMap > progress ? 1 : 0);
vec3 flashColor = vec3(${color.red / 255},
${color.green / 255},
${color.blue / 255}) * ${color.alpha / 255};
cogl_color_out.rgb += flashIntensity * mix(flashColor, vec3(0), progress);
// Fade out the remaining shards.
float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME)/FF_TIME);
cogl_color_out *= sqrt(1-fadeProgress*fadeProgress);
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(flashIntensity), 1);
// cogl_color_out = vec4(vec3(scratchMap), 1);
}
`);
};
// This is overridden to bind the claw texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
// get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
vfunc_paint_target(node, paint_context) {
const pipeline = this.get_pipeline();
pipeline.set_layer_texture(1, this._clawTexture.get_texture());
this.set_uniform_value('uClawTexture', 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
+37 -110
View File
@@ -20,6 +20,7 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect hides the actor by making it first transparent from top and bottom //
@@ -27,18 +28,38 @@ const utils = Me.imports.src.utils;
// the center. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var TVEffect = class {
// The effect class is completely static. It can be used to get some metadata (like the
// effect's name or supported GNOME Shell versions), to initialize the respective page of
// the settings dialog, as well as to create the actual shader for the effect.
var TVEffect = class TVEffect {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uColor = shader.get_uniform_location('uColor');
// 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('tv-effect-color'))[1];
shader.set_uniform_float(shader._uColor, 3,
[c.red / 255, c.green / 255, c.blue / 255]);
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
@@ -46,22 +67,21 @@ var TVEffect = class TVEffect {
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
static getNick() {
getNick() {
return 'tv';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('TV Effect');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/TVEffect.ui`);
@@ -76,103 +96,10 @@ var TVEffect = class TVEffect {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows are scaled down vertically.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: 1.0, to: 1.0, mode: 3},
'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3}
};
// 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) {
return {x: 1.0, y: 1.0};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
const float BLUR_WIDTH = 0.01; // Width of the gradients.
const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
const float LR_TIME = 0.4; // Relative time for the left/right animation.
const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
const float FF_TIME = 0.1; // Relative time for the final fade to transparency.
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// All of these are in [0..1] during the different stages of the animation.
// tb refers to the top-bottom animation.
// lr refers to the left-right animation.
// ff refers to the final fade animation.
float tbProgress = smoothstep(0, 1, clamp(progress/TB_TIME, 0, 1));
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY)/LR_TIME, 0, 1));
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
// This is a top-center-bottom gradient in [0..1..0]
float tb = cogl_tex_coord_in[0].t * 2;
tb = tb < 1 ? tb : 2 - tb;
// This is a left-center-right gradient in [0..1..0]
float lr = cogl_tex_coord_in[0].s * 2;
lr = lr < 1 ? lr : 2 - lr;
// Combine the progress values with the gradients to create the alpha masks.
float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
float ffMask = 1 - smoothstep(0, 1, ffProgress);
// Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask;
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec4 effectColor = vec4(${color.red / 255},
${color.green / 255},
${color.blue / 255}, 1.0) * windowColor.a;
windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress));
cogl_color_out = windowColor * mask;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(tbMask), 1);
// cogl_color_out = vec4(vec3(lrMask), 1);
// cogl_color_out = vec4(vec3(ffMask), 1);
// cogl_color_out = vec4(vec3(mask), 1);
}
`);
};
});
}
+47 -150
View File
@@ -20,47 +20,76 @@ const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect lets your windows be carried to the realm of dreams by some little //
// fairies. It's implemented with several overlaid grids of randomly moving points. //
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect is registered further down in this file.
let Shader = null;
// The effect class can be used to get some metadata (like the effect's name or supported
// GNOME Shell versions), to initialize the respective page of the settings dialog, as
// well as to create the actual shader for the effect.
var Wisps = class {
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
var Wisps = class Wisps {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import Clutter in this function as it is not available in the preferences
// process. This creator function of the ShaderFactory is only called within GNOME
// Shell's process.
const Clutter = imports.gi.Clutter;
// Store uniform locations of newly created shaders.
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uColor = shader.get_uniform_location('uColor');
shader._uScale = shader.get_uniform_location('uScale');
// 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('wisps-color'))[1];
// If we are currently performing integration test, the animation uses a fixed
// seed.
const testMode = settings.get_boolean('test-mode');
// 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('wisps-scale')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. the '*-close-effect').
static getNick() {
getNick() {
return 'wisps';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
static getLabel() {
getLabel() {
return _('Wisps');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// binds all properties to the settings and appends the page to the main stack of the
// preferences dialog.
static getPreferences(dialog) {
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Wisps.ui`);
@@ -76,142 +105,10 @@ var Wisps = class Wisps {
// ---------------------------------------------------------------- API for extension.js
// This is called from extension.js whenever a window is closed with this effect.
static createShader(actor, settings, forOpening) {
return new Shader(settings, forOpening);
}
// The tweakTransition() is called from extension.js to tweak a window's open / close
// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
// The parameter 'forOpening' is set to true if this is called for a window-open
// transition, for a window-close transition it is set to false. The modes can be set to
// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
// current value of the opacity transition is passed as uProgress to the shader.
// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
// For this effect, windows should be scaled down slightly but not faded.
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 3},
'scale-x': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3},
'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3}
};
// 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) {
return {x: 1.0, y: 1.0};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// The shader class for this effect will only be registered in GNOME Shell's process //
// (not in the preferences process). It's done this way as Clutter may not be installed //
// on the system and therefore the preferences would crash. //
//////////////////////////////////////////////////////////////////////////////////////////
if (utils.isInShellProcess()) {
const Clutter = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1];
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
const float WISPS_RADIUS = 20.0;
const float WISPS_SPEED = 10.0;
const float WISPS_SPACING = 40 + WISPS_RADIUS;
const int WISPS_LAYERS = 8;
const float WISPS_IN_TIME = 0.5;
const float WINDOW_OUT_TIME = 1.0;
// Returns a grid of randomly moving points. Each grid cell contains one point which
// moves on an ellipse.
float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY);
// Apply global scale.
coords /= gridSize;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
// This is unique for each cell.
vec2 cellID = coords-cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED;
float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129));
float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS;
float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949));
vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1)));
offset *= 0.5 - 0.5 * radius / gridSize;
offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
offset.x * sin(rotation) + offset.y * cos(rotation));
cellUV += offset;
// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
float dist = length(cellUV - 0.5) * gridSize / radius;
if (dist < 1.0) {
return min(10, 0.01 / pow(dist, 2.0));
}
return 0.0;
}
void main() {
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Get the color of the window.
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
vec4 effectColor = vec4(${color.red / 255},
${color.green / 255},
${color.blue / 255}, 1.0) * windowColor.a;
// Compute several layers of moving wisps.
vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= ${settings.get_double('wisps-scale')};
float wisps = 0;
for (int i=0; i<WISPS_LAYERS; ++i) {
wisps += getWisps(uv*0.3, WISPS_SPACING, SEED * (i+1));
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0, 1, clamp(progress/WISPS_IN_TIME, 0, 1));
float wispsOut = smoothstep(0, 1, clamp((progress - WISPS_IN_TIME)/(1.0 - WISPS_IN_TIME), 0, 1));
float windowOut = smoothstep(0, 1, clamp(progress/WINDOW_OUT_TIME, 0, 1));
// Use a noise function to dissolve the window.
float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * vec2(uSizeX, uSizeY) / 250) - 1.0));
float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0) : mix(noise, 1.0, windowOut * 2.0 - 1.0));
cogl_color_out = windowColor * windowMask * mask;
// Add the wisps.
cogl_color_out += min(wispsIn, 1.0 - wispsOut) * wisps * effectColor * mask;
// These are pretty useful for understanding how this works.
// cogl_color_out = vec4(vec3(windowMask), 1.0);
// cogl_color_out = vec4(vec3(wisps), 1.0);
// cogl_color_out = vec4(vec3(noise), 1.0);
// cogl_color_out = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
}
`);
};
});
}
-275
View File
@@ -1,275 +0,0 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
//////////////////////////////////////////////////////////////////////////////////////////
// These functions return strings which can be injected to GLSL shader code. //
//////////////////////////////////////////////////////////////////////////////////////////
// These should be included in every shader.
// uTexture: Contains the texture of the window.
// uProgress: A value which transitions from 0 to 1 during the entire animation.
// uTime: A steadily increasing value in seconds.
// uSizeX: The horizontal size of uTexture in pixels.
// uSizeY: The vertical size of uTexture in pixels.
function standardUniforms() {
return `
uniform sampler2D uTexture;
uniform float uProgress;
uniform float uTime;
uniform int uSizeX;
uniform int uSizeY;
`;
}
// This method returns a mask which smoothly transitions towards zero when approaching
// the window's borders. There is a variant which takes the transition area width in
// pixels and one which takes this as a percentage.
function edgeMask() {
return `
float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
float mask = 1.0;
mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
return mask;
}
float getAbsoluteEdgeMask(float fadePixels) {
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
return getEdgeMask(uv, vec2(uSizeX, uSizeY), fadePixels);
}
float getRelativeEdgeMask(float fadeAmount) {
vec2 uv = cogl_tex_coord_in[0].st;
return getEdgeMask(uv, vec2(1.0), fadeAmount);
}
`;
}
// These noise algorithms are based on implementations by various authors from
// shadertoy.com, which are all available under the MIT License. See the respective links
// in the comments below.
function noise() {
return `
////////////////////////////////////////////////////////////////////////////////////////
// Hash without Sine //
// MIT License, https://www.shadertoy.com/view/4djSRW //
// Copyright (c) 2014 David Hoskins. //
////////////////////////////////////////////////////////////////////////////////////////
// 1 out, 1 in...
float hash11(float p) {
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
// 1 out, 2 in...
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
// 1 out, 3 in...
float hash13(vec3 p3) {
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.zyx + 31.32);
return fract((p3.x + p3.y) * p3.z);
}
// 2 out, 1 in...
vec2 hash21(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
// 2 out, 2 in...
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
// 2 out, 3 in...
vec2 hash23(vec3 p3) {
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
// 3 out, 1 in...
vec3 hash31(float p) {
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xxy+p3.yzz)*p3.zyx);
}
// 3 out, 2 in...
vec3 hash32(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy+p3.yzz)*p3.zyx);
}
// 3 out, 3 in...
vec3 hash33(vec3 p3) {
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy + p3.yxx)*p3.zyx);
}
// 4 out, 1 in...
vec4 hash41(float p) {
vec4 p4 = fract(vec4(p) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
// 4 out, 2 in...
vec4 hash42(vec2 p) {
vec4 p4 = fract(vec4(p.xyxy) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
// 4 out, 3 in...
vec4 hash43(vec3 p) {
vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
// 4 out, 4 in...
vec4 hash44(vec4 p4) {
p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
////////////////////////////////////////////////////////////////////////////////////////
// 2D Simplex Noise //
// MIT License, https://www.shadertoy.com/view/Msf3WH //
// Copyright © 2013 Inigo Quilez //
////////////////////////////////////////////////////////////////////////////////////////
float simplex2D(vec2 p) {
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
float m = step(a.y,a.x);
vec2 o = vec2(m,1.0-m);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*h*vec3( dot(a,-1.0 + 2.0 * hash22(i+0.0)),
dot(b,-1.0 + 2.0 * hash22(i+o)),
dot(c,-1.0 + 2.0 * hash22(i+1.0)));
return 0.5 + 0.5 * dot( n, vec3(70.0) );
}
float simplex2DFractal(vec2 p) {
mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
float f = 0.5000*simplex2D( p ); p = m*p;
f += 0.2500*simplex2D( p ); p = m*p;
f += 0.1250*simplex2D( p ); p = m*p;
f += 0.0625*simplex2D( p ); p = m*p;
return f;
}
////////////////////////////////////////////////////////////////////////////////////////
// 3D Simplex Noise //
// MIT License, https://www.shadertoy.com/view/XsX3zB //
// Copyright © 2013 Nikita Miropolskiy //
////////////////////////////////////////////////////////////////////////////////////////
float simplex3D(vec3 p) {
// skew constants for 3D simplex functions
const float F3 = 0.3333333;
const float G3 = 0.1666667;
// 1. find current tetrahedron T and it's four vertices
// s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices
// x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertice
// calculate s and x
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
// calculate i1 and i2
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
// x1, x2, x3
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
// 2. find four surflets and store them in d
vec4 w, d;
// calculate surflet weights
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
// w fades from 0.6 at the center of the surflet to 0.0 at the margin
w = max(0.6 - w, 0.0);
// calculate surflet components
d.x = dot(-0.5 + hash33(s), x);
d.y = dot(-0.5 + hash33(s + i1), x1);
d.z = dot(-0.5 + hash33(s + i2), x2);
d.w = dot(-0.5 + hash33(s + 1.0), x3);
// multiply d by w^4
w *= w;
w *= w;
d *= w;
// 3. return the sum of the four surflets
return dot(d, vec4(52.0)) * 0.5 + 0.5;
}
// directional artifacts can be reduced by rotating each octave
float simplex3DFractal(vec3 m) {
// const matrices for 3D rotation
const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
return 0.5333333*simplex3D(m*rot1)
+0.2666667*simplex3D(2.0*m*rot2)
+0.1333333*simplex3D(4.0*m*rot3)
+0.0666667*simplex3D(8.0*m);
}
`;
}
+18 -10
View File
@@ -15,8 +15,22 @@
const {Gtk} = imports.gi;
// Returns the given argument, except for "alpha", "beta", and "rc". In these cases -3,
// -2, and -1 are returned respectively.
function toNumericVersion(x) {
switch (x) {
case 'alpha':
return -3;
case 'beta':
return -2;
case 'rc':
return -1;
}
return x;
}
const Config = imports.misc.config;
const [GS_MAJOR, GS_MINOR] = Config.PACKAGE_VERSION.split('.');
const [GS_MAJOR, GS_MINOR] = Config.PACKAGE_VERSION.split('.').map(toNumericVersion);
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
@@ -51,27 +65,21 @@ function getGTKString() {
return isGTK4() ? 'gtk4' : 'gtk3';
}
// This method returns true if called in GNOME Shell's process, false if called in the
// preferences process.
function isInShellProcess() {
return window.global && global.stage;
}
// This method returns true if the current GNOME Shell version matches the given
// arguments.
function shellVersionIs(major, minor) {
return GS_MAJOR == major && GS_MINOR == minor;
return GS_MAJOR == major && GS_MINOR == toNumericVersion(minor);
}
// This method returns true if the current GNOME Shell version is at least as high as the
// given arguments.
// given arguments. Supports "alpha" and "beta" for the minor version number.
function shellVersionIsAtLeast(major, minor) {
if (GS_MAJOR > major) {
return true;
}
if (GS_MAJOR == major) {
return GS_MINOR >= minor;
return GS_MINOR >= toNumericVersion(minor);
}
return false;

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