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89 Commits

Author SHA1 Message Date
Simon Schneegans 38f67dc8cd 🎉 Add dominat color extractor
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2022-05-21 11:08:50 +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
196 changed files with 3885 additions and 2421 deletions
+1
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@@ -3,4 +3,5 @@ AlignConsecutiveAssignments: true
AlignAfterOpenBracket: Align
ContinuationIndentWidth: 2
KeepEmptyLinesAtTheStartOfBlocks: true
SortIncludes: false
ColumnLimit: 90
+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@v1.2.0
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@v1.2.0
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
+1 -1
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@@ -86,7 +86,7 @@ jobs:
- '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 -1
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@@ -46,6 +46,7 @@ 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>
@@ -53,7 +54,7 @@ While [coding new features](docs/how-to-create-new-effects.md) or [translating t
<h3 align="center">🥉 Current Bronze Sponsors</h3>
<p align="center">
<a href="https://github.com/danielheadbang">@danielheadbang</a><br>
<a href='https://github.com/AngelBrielez'>Angel Brielez</a>
</p>
<h3 align="center">🏅 Previous Sponsors and One-Time Donators</h3>
+16
View File
@@ -1,5 +1,21 @@
# Changelog of the Burn-My-Windows Extension
## [Burn My Windows 16](https://github.com/schneegans/Burn-My-Windows/releases/tag/v16)
**Release Date:** TBD
#### Enhancements
* 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.
* 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 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.
#### 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
+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(),
...
];
```
+96 -63
View File
@@ -31,21 +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.Apparition.Apparition,
Me.imports.src.BrokenGlass.BrokenGlass,
Me.imports.src.EnergizeA.EnergizeA,
Me.imports.src.EnergizeB.EnergizeB,
Me.imports.src.Fire.Fire,
Me.imports.src.Hexagon.Hexagon,
Me.imports.src.Matrix.Matrix,
Me.imports.src.SnapOfDisintegration.SnapOfDisintegration,
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 //
@@ -63,6 +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);
@@ -70,10 +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;
@@ -83,6 +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;
@@ -98,7 +95,7 @@ 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
@@ -172,7 +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));
}
@@ -192,7 +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@')) {
@@ -204,18 +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
@@ -223,14 +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]);
@@ -291,6 +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);
@@ -303,6 +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;
@@ -337,7 +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');
@@ -347,16 +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', '');
@@ -366,18 +391,18 @@ 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;
}
@@ -389,19 +414,24 @@ class Extension {
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);
const duration = testMode ?
5000 :
this._settings.get_int(this._currentEffect.getNick() + '-animation-time');
// 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 =
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);
@@ -424,11 +454,10 @@ class Extension {
// Tweak the transition according to the config object. For some reason, there are
// rare cases, where no transition is set up. This happens from time to time...
if (transition) {
const middle = (config[property].to + config[property].from) / 2;
transition.set_duration(duration);
transition.set_to(testMode ? middle : config[property].to);
transition.set_from(testMode ? middle : 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);
}
}
@@ -445,9 +474,8 @@ 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');
@@ -457,25 +485,30 @@ class Extension {
return;
}
// First remove any old effect.
actor.remove_effect_by_name(`burn-my-windows-effect`);
actor.add_effect_with_name(`burn-my-windows-effect`, shader);
// Assign the effect to the window actor!
actor.add_effect_with_name('burn-my-windows-effect', shader);
// Update uniforms at each frame.
// Set one-time uniforms.
shader.beginAnimation(this._settings, forOpening, actor);
// Set other uniforms each frame.
transition.connect('new-frame', (t) => {
shader.set_uniform_value('uProgress', testMode ? 0.5 : t.get_progress());
shader.set_uniform_value('uTime',
testMode ? duration / 2 : 0.001 * t.get_elapsed_time());
shader.set_uniform_value('uSizeX', actor.width);
shader.set_uniform_value('uSizeY', actor.height);
if (testMode) {
shader.updateAnimation(0.5, 0.001 * duration * 0.5);
} else {
shader.updateAnimation(t.get_progress(), 0.001 * t.get_elapsed_time());
}
});
// Remove the effect if the animation finished or was interrupted.
if (forOpening) {
transition.connect('stopped', () => {
actor.remove_effect_by_name(`burn-my-windows-effect`);
});
const oldShader = actor.get_effect('burn-my-windows-effect');
if (oldShader) {
actor.remove_effect(oldShader);
oldShader.returnToFactory();
}
});
}
// Finally, ensure that all animation times are set properly so that other extensions
+1 -1
View File
@@ -12,5 +12,5 @@
"42"
],
"url": "https://github.com/Schneegans/Burn-My-Windows",
"version": 15
"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"
+14 -14
View File
@@ -8,8 +8,8 @@ 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: 2022-03-15 06:54+0000\n"
"Last-Translator: Adolfo Jayme Barrientos <fitojb@ubuntu.com>\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"
@@ -71,7 +71,7 @@ msgstr "Ataque de T-Rex"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
msgstr "Chasquido de desintegración"
#: src/Wisps.js:55
msgid "Wisps"
@@ -103,7 +103,7 @@ msgstr "Viene Papá Noel"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
msgstr "Hexágonos"
#: src/EnergizeA.js:54
msgid "Energize A"
@@ -111,7 +111,7 @@ msgstr "Energizar A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
msgstr "Aparición"
#: src/EnergizeB.js:54
msgid "Energize B"
@@ -298,27 +298,27 @@ msgstr "Previsualizar este efecto"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
msgstr "Ancho de la línea de malla"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
msgstr "Color de línea"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
msgstr "Color del brillo"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
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 ""
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."
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 :)"
@@ -348,15 +348,15 @@ msgstr "Añadir también efectos a los diálogos"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
msgstr "Intensidad del giro"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
msgstr "Intensidad del temblor"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
msgstr "Intensidad de la succión"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
+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"
+19 -19
View File
@@ -8,8 +8,8 @@ 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: 2022-02-21 11:58+0000\n"
"Last-Translator: Nathan <bonnemainsnathan@gmail.com>\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"
@@ -17,7 +17,7 @@ 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 4.12.1\n"
#: prefs.js:112
msgid "Effect Options"
@@ -71,11 +71,11 @@ msgstr "Attaque de T-Rex"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
msgstr "Désintégration"
#: src/Wisps.js:55
msgid "Wisps"
msgstr "Volutes"
msgstr "Feux follets"
#: src/Fire.js:58
msgid "Fire"
@@ -103,7 +103,7 @@ msgstr "Le Père Noël arrive"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
msgstr "Hexagone"
#: src/EnergizeA.js:54
msgid "Energize A"
@@ -111,7 +111,7 @@ msgstr "Énergie A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
msgstr "Apparition"
#: src/EnergizeB.js:54
msgid "Energize B"
@@ -131,7 +131,7 @@ msgstr "Voir le journal des modifications"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Signaler un bug"
msgstr "Signaler un bogue"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
@@ -280,11 +280,11 @@ msgstr "Gradient"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Échelle de griffe"
msgstr "Taille de la griffe"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Nombre de coups"
msgstr "Nombre de griffures"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
@@ -300,23 +300,23 @@ msgstr "Voir l'aperçu de cet effet"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
msgstr "Largeur des lignes du maillage"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
msgstr "Couleur de ligne"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
msgstr "Couleur de la lueur"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
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 ""
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!"
@@ -333,7 +333,7 @@ msgstr "Animation d'ouverture de fenêtre"
#: 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 plusieurs sont sélectionnés, un est choisi au hasard."
msgstr "Si plusieurs effets sont sélectionnés, un est choisi au hasard."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
@@ -350,15 +350,15 @@ 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 ""
msgstr "Intensité du tournoiement"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
msgstr "Intensité de la secousse"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
msgstr "Intensité de la succion"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
+13 -13
View File
@@ -8,7 +8,7 @@ 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: 2022-02-28 12:56+0000\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"
@@ -17,7 +17,7 @@ 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 4.11.1-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
@@ -71,7 +71,7 @@ msgstr "Attacco T-Rex"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
msgstr "Scatto di disintegrazione"
#: src/Wisps.js:55
msgid "Wisps"
@@ -103,7 +103,7 @@ msgstr "Babbo Natale sta arrivando"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
msgstr "Esagono"
#: src/EnergizeA.js:54
msgid "Energize A"
@@ -111,7 +111,7 @@ msgstr "Energia A"
#: src/Apparition.js:57
msgid "Apparition"
msgstr ""
msgstr "Apparizione"
#: src/EnergizeB.js:54
msgid "Energize B"
@@ -298,23 +298,23 @@ msgstr "Anteprima di questo effetto"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
msgstr "Larghezza linea mesh"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
msgstr "Colore della linea"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
msgstr "Colore bagliore"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr ""
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 ""
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!"
@@ -348,15 +348,15 @@ msgstr "Aggiungi anche effetti ai dialoghi"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
msgstr "Intensità di rotazione"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
msgstr "Intensità di scuotimento"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
msgstr "Intensità di aspirazione"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
+50 -48
View File
@@ -8,66 +8,68 @@ 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: 2022-01-29 12:30+0000\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"
"Language-Team: Norwegian Bokmål <https://hosted.weblate.org/projects/"
"burn-my-windows/core/nb_NO/>\n"
"Language: nb_NO\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 4.11-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
msgid "Effect Options"
msgstr ""
msgstr "Effektalternativer"
#: prefs.js:140
msgid "Go Back"
msgstr ""
msgstr "Gå tilbake"
#: prefs.js:182
msgid "General Options"
msgstr ""
msgstr "Generelle innstillinger"
#: prefs.js:276
msgid "Gold Sponsors"
msgstr ""
msgstr "Gullsponsorer"
#: prefs.js:279
msgid "Silver Sponsors"
msgstr ""
msgstr "Sølvsponsorer"
#: prefs.js:282
msgid "Bronze Sponsors"
msgstr ""
msgstr "Bronsesponsorer"
#: prefs.js:285
msgid "Past Sponsors"
msgstr ""
msgstr "Tidligere sponsorer"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr ""
msgstr "Forhåndsvisning for %s"
#: 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 ""
msgstr "T-rex-angrep"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
@@ -79,11 +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"
@@ -95,15 +97,15 @@ 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 ""
msgstr "Heksagon"
#: src/EnergizeA.js:54
msgid "Energize A"
@@ -123,19 +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"
@@ -147,7 +149,7 @@ msgstr "Doner"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr ""
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
@@ -199,7 +201,7 @@ msgstr "Animasjonstid [ms]"
#: 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
@@ -209,12 +211,12 @@ msgstr ""
#: 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/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr ""
msgstr "Tilfeldighet"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
@@ -230,21 +232,21 @@ 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/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/TVEffect.ui:70 resources/ui/gtk4/EnergizeA.ui:116
@@ -252,23 +254,23 @@ msgstr ""
#: 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"
@@ -292,7 +294,7 @@ msgstr ""
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr ""
msgstr "Forhåndsvis denne effekten"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
@@ -300,11 +302,11 @@ msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
msgstr "Linjefarge"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
msgstr "Glødefarge"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
@@ -320,7 +322,7 @@ 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 ""
msgstr "Hvis du liker denne utvidelsen kan du anbefale den til vennene dine :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
@@ -329,12 +331,12 @@ 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 ""
msgstr "Hvis flere blir valgt, velges én tilfeldig."
#: 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:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
@@ -346,19 +348,19 @@ msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
msgstr "Hvirvelintensitet"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
msgstr "Ristingsintensitet"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
msgstr "Sugeintensitet"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr ""
msgstr "Velg en forhåndsinnstilling"
#~ msgid "Via PayPal"
#~ msgstr "med PayPal"
+9 -9
View File
@@ -8,7 +8,7 @@ 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: 2022-03-31 11:07+0000\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"
@@ -104,7 +104,7 @@ msgstr "Дед Мороз идёт"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
msgstr "Гексагон"
#: src/EnergizeA.js:54
msgid "Energize A"
@@ -299,15 +299,15 @@ msgstr "Предпросмотр этого эффекта"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr ""
msgstr "Ширина линии сетки"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
msgstr "Цвет линии"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr ""
msgstr "Цвет свечения"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
@@ -315,7 +315,7 @@ 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 ""
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!"
@@ -349,15 +349,15 @@ msgstr "Также добавить эффекты к диалогам"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
msgstr "Интенсивность вращения"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr ""
msgstr "Интенсивность встряски"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr ""
msgstr "Интенсивность всасывания"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
+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"
+6 -6
View File
@@ -8,7 +8,7 @@ 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: 2022-03-21 05:57+0000\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"
@@ -17,7 +17,7 @@ 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 4.12-dev\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
msgid "Effect Options"
@@ -103,7 +103,7 @@ msgstr "Noel Baba Geliyor"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
msgstr "Altıgen"
#: src/EnergizeA.js:54
msgid "Energize A"
@@ -286,7 +286,7 @@ msgstr "Pençe Çizik Sayısı"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr ""
msgstr "Çözgü Etkisi"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
@@ -302,7 +302,7 @@ msgstr ""
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr ""
msgstr "Çizgi rengi"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
@@ -314,7 +314,7 @@ 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 ""
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!"
+27 -43
View File
@@ -8,8 +8,8 @@ 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: 2022-03-01 15:05+0000\n"
"Last-Translator: 刘韬 <lyuutau@outlook.com>\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"
@@ -17,71 +17,61 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.11.1-dev\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
#, fuzzy
msgid "Effect Options"
msgstr "效果选项"
msgstr "特殊效果选项"
#: prefs.js:140
msgid "Go Back"
msgstr ""
msgstr "返回"
#: prefs.js:182
#, fuzzy
msgid "General Options"
msgstr "一般选项"
msgstr "常规选项"
#: prefs.js:276
#, fuzzy
msgid "Gold Sponsors"
msgstr "金牌赞助商"
#: prefs.js:279
#, fuzzy
msgid "Silver Sponsors"
msgstr "银牌赞助商"
#: prefs.js:282
#, fuzzy
msgid "Bronze Sponsors"
msgstr "铜牌赞助商"
#: prefs.js:285
#, fuzzy
msgid "Past Sponsors"
msgstr "往届赞助商"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, fuzzy, javascript-format
#, javascript-format
msgid "Preview for %s"
msgstr "%s 的预览"
#: prefs.js:532
#, fuzzy
msgid "Close this Window to Preview the Effect!"
msgstr "关闭此窗口,预览效果!"
#: src/BrokenGlass.js:57
#, fuzzy
msgid "Broken Glass"
msgstr "破碎的玻璃"
#: src/TVEffect.js:56
#, fuzzy
msgid "TV Effect"
msgstr "电视效果"
#: src/TRexAttack.js:56
#, fuzzy
msgid "T-Rex Attack"
msgstr "霸王龙攻击"
#: src/SnapOfDisintegration.js:60
msgid "Snap of Disintegration"
msgstr ""
msgstr "瓦解效果"
#: src/Wisps.js:55
msgid "Wisps"
@@ -89,14 +79,13 @@ msgstr ""
#: src/Fire.js:58
msgid "Fire"
msgstr ""
msgstr "火烧效果"
#: src/Fire.js:130
msgid "Default Fire"
msgstr ""
msgstr "普通火烧效果"
#: src/Fire.js:140
#, fuzzy
msgid "Hell Fire"
msgstr "地狱之火"
@@ -106,22 +95,20 @@ msgid "Dark and Smutty"
msgstr "黑暗和污秽"
#: src/Fire.js:160
#, fuzzy
msgid "Cold Breeze"
msgstr "寒风"
#: src/Fire.js:170
#, fuzzy
msgid "Santa is Coming"
msgstr "圣诞老人来了"
#: src/Hexagon.js:53
msgid "Hexagon"
msgstr ""
msgstr "六边形"
#: src/EnergizeA.js:54
msgid "Energize A"
msgstr ""
msgstr "瞬移效果A"
#: src/Apparition.js:57
msgid "Apparition"
@@ -129,7 +116,7 @@ msgstr ""
#: src/EnergizeB.js:54
msgid "Energize B"
msgstr ""
msgstr "瞬移效果B"
#: src/Matrix.js:58
msgid "Matrix"
@@ -148,7 +135,6 @@ msgid "Report a Bug"
msgstr "报告错误"
#: resources/ui/common/main-menu.ui:20
#, fuzzy
msgid "Create an Effect"
msgstr "创建效果"
@@ -174,7 +160,6 @@ msgstr "关于 Burn-My-Windows"
#: 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
#, fuzzy
msgid "Animation Time [ms]"
msgstr "动画时间 [毫秒]"
@@ -230,22 +215,18 @@ msgstr "规模"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
#, fuzzy
msgid "Randomness"
msgstr "随机性"
#: resources/ui/gtk4/Matrix.ui:162
#, fuzzy
msgid "Vertical Overshooting"
msgstr "垂直过冲"
#: resources/ui/gtk4/Matrix.ui:208
#, fuzzy
msgid "Trail Color"
msgstr "尾迹颜色"
#: resources/ui/gtk4/Matrix.ui:242
#, fuzzy
msgid "Tip Color"
msgstr "提示颜色"
@@ -254,19 +235,19 @@ msgid "Gravity"
msgstr "重力"
#: resources/ui/gtk4/BrokenGlass.ui:162
#, fuzzy
msgid "Blow Force"
msgstr "吹力"
msgstr "砸破力"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr ""
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 ""
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
@@ -285,25 +266,27 @@ msgid "Speed"
msgstr "速度"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
#, fuzzy
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 ""
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 ""
msgstr "渐变"
#: resources/ui/gtk4/TRexAttack.ui:70
#, fuzzy
msgid "Claw Scratch Scale"
msgstr ""
msgstr "爪痕大小"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr ""
msgstr "爪痕数量"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
@@ -311,7 +294,7 @@ msgstr ""
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr ""
msgstr "爪痕颜色"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
@@ -380,5 +363,6 @@ msgid "Suction Intensity"
msgstr ""
#: resources/ui/gtk3/Fire.ui:63
#, fuzzy
msgid "Choose a Preset"
msgstr ""
msgstr "选一个预设配置"
+47 -45
View File
@@ -30,21 +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.Apparition.Apparition,
Me.imports.src.BrokenGlass.BrokenGlass,
Me.imports.src.EnergizeA.EnergizeA,
Me.imports.src.EnergizeB.EnergizeB,
Me.imports.src.Fire.Fire,
Me.imports.src.Hexagon.Hexagon,
Me.imports.src.Matrix.Matrix,
Me.imports.src.SnapOfDisintegration.SnapOfDisintegration,
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;
@@ -59,6 +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);
@@ -96,10 +97,11 @@ var PreferencesDialog = class PreferencesDialog {
this.bindSwitch('destroy-dialogs');
// Starting with GNOME Shell 42, the settings dialog uses libadwaita. We have to use a
// different layout, as the stack sidebar looks pretty ugly with the included
// Adw.Clamp...
if (utils.shellVersionIsAtLeast(42, 'beta')) {
// 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')) {
// This is our top-level widget which we will return later.
this._widget = new Gtk.Box({orientation: Gtk.Orientation.VERTICAL});
@@ -112,24 +114,24 @@ var PreferencesDialog = class PreferencesDialog {
const group = new Adw.PreferencesGroup({title: _('Effect Options')});
this.gtkBoxAppend(this._widget, 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 row = new Adw.ActionRow({title: Effect.getLabel(), activatable: true});
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);
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);
// Add the effect's preferences (if any).
const preferences = effect.getPreferences(this);
if (preferences) {
this.gtkBoxAppend(page, preferences);
}
@@ -185,23 +187,23 @@ var PreferencesDialog = class PreferencesDialog {
this.gtkBoxAppend(this._widget, stack);
// Add all other effect pages.
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 page = new BurnMyWindowsEffectPage(Effect, this);
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);
// 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());
stack.add_titled(page, effect.getNick(), effect.getLabel());
}
});
}
@@ -221,7 +223,7 @@ var PreferencesDialog = class PreferencesDialog {
// Starting with GNOME Shell 42, we have to hack our way through the widget tree
// of the Adw.PreferencesWindow...
if (utils.shellVersionIsAtLeast(42, 'beta')) {
if (Adw && utils.shellVersionIsAtLeast(42, 'beta')) {
const header = this._findWidgetByType(window.get_content(), Adw.HeaderBar);
header.pack_end(menu);
@@ -301,11 +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;
@@ -323,11 +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;
@@ -489,17 +491,17 @@ var PreferencesDialog = class PreferencesDialog {
InternalChildren: ['label', 'button'],
},
class BurnMyWindowsEffectPage extends Gtk.Box { // ------------------------------
_init(Effect, dialog) {
_init(effect, dialog) {
super._init();
// Set the effect's name as label.
this._label.label = Effect.getLabel();
this._label.label = effect.getLabel();
// 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());
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();
@@ -507,7 +509,7 @@ var PreferencesDialog = class PreferencesDialog {
// 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()),
title: _('Preview for %s').replace('%s', effect.getLabel()),
default_width: 800,
default_height: 450,
modal: true,
+2 -1
View File
@@ -3,12 +3,13 @@
"<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/danielheadbang'>@danielheadbang</a>"
"<a href='https://github.com/AngelBrielez'>Angel Brielez</a>"
],
"past": [
"<a href='https://github.com/MrTomRod'>@MrTomRod</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"
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;
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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);
}
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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"
#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);
}
+1 -1
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@@ -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
+43 -104
View File
@@ -13,33 +13,56 @@
'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 hides the actor by violently sucking it into the void of magic. //
// towards the middle and then hiding the resulting line from left and right towards //
// 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 Apparition = 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 Apparition = class Apparition {
// 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.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 38];
}
@@ -47,22 +70,21 @@ var Apparition = class Apparition {
// 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 '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.
static getLabel() {
getLabel() {
return _('Apparition');
}
// -------------------------------------------------------------------- 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()}/Apparition.ui`);
@@ -80,93 +102,10 @@ var Apparition = class Apparition {
// ---------------------------------------------------------------- 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 animation. 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 = imports.gi.Clutter;
const shaderSnippets = Me.imports.src.shaderSnippets;
Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
_init(actor, settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
// The math for the whirling is inspired by this post:
// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float SHAKE = ${settings.get_double('apparition-shake-intensity')};
const float TWIRL = ${settings.get_double('apparition-twirl-intensity')};
const float SUCTION = ${settings.get_double('apparition-suction-intensity')};
const float RANDOMNESS = ${settings.get_double('apparition-randomness')};
const float ACTOR_SCALE = 2.0;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
void main() {
// We simply inverse the progress for opening windows.
float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Choose a random suction center.
vec2 center = SEED * RANDOMNESS + 0.5 * (1.0 - RANDOMNESS);
vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
// Add some shaking.
coords.x += progress * 0.05 * SHAKE * sin((progress + SEED.x) * (1.0 + SEED.x) * SHAKE);
coords.y += progress * 0.05 * SHAKE * cos((progress + SEED.y) * (1.0 + SEED.y) * SHAKE);
// "Suck" the texture into the center.
float dist = length(coords) / sqrt(2);
coords += progress * coords / dist * 0.5 * SUCTION;
// Apply some whirling.
float angle = pow(1.0 - dist, 2.0) * TWIRL * progress;
float s = sin(angle);
float c = cos(angle);
coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
// Fade out the window texture.
cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress);
}
`);
};
});
}
+99 -178
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');
@@ -80,169 +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 (!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');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
uniform sampler2D uShardTexture;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : 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);
}
});
}
+177
View File
@@ -0,0 +1,177 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
//////////////////////////////////////////////////////////////////////////////////////////
// https://github.com/home-sweet-gnome/dash-to-panel/blob/master/utils.js#L669
// DominantColorExtractor is adapted from https://github.com/micheleg/dash-to-dock
//////////////////////////////////////////////////////////////////////////////////////////
let themeLoader = null;
let iconCacheMap = new Map();
const MAX_CACHED_ITEMS = 1000;
const BATCH_SIZE_TO_DELETE = 50;
const DOMINANT_COLOR_ICON_SIZE = 64;
var DominantColorExtractor = class {
constructor(app) {
this._app = app;
}
// Try to get the pixel buffer for the current icon, if not fail gracefully
_getIconPixBuf() {
let iconTexture = this._app.create_icon_texture(16);
if (themeLoader === null) {
let ifaceSettings = new Gio.Settings({schema: 'org.gnome.desktop.interface'});
themeLoader = new Gtk.IconTheme(),
themeLoader.set_custom_theme(
ifaceSettings.get_string('icon-theme')); // Make sure the correct theme is loaded
}
// Unable to load the icon texture, use fallback
if (iconTexture instanceof St.Icon === false) {
return null;
}
iconTexture = iconTexture.get_gicon();
// Unable to load the icon texture, use fallback
if (iconTexture === null) {
return null;
}
if (iconTexture instanceof Gio.FileIcon) {
// Use GdkPixBuf to load the pixel buffer from the provided file path
return GdkPixbuf.Pixbuf.new_from_file(iconTexture.get_file().get_path());
}
// Get the pixel buffer from the icon theme
if (iconTexture instanceof Gio.ThemedIcon) {
let icon_info =
themeLoader.lookup_icon(iconTexture.get_names()[0], DOMINANT_COLOR_ICON_SIZE, 0);
if (icon_info !== null) return icon_info.load_icon();
}
return null;
}
// The backlight color choosing algorithm was mostly ported to javascript from the
// Unity7 C++ source of Canonicals:
// https://bazaar.launchpad.net/~unity-team/unity/trunk/view/head:/launcher/LauncherIcon.cpp
// so it more or less works the same way.
_getColorPalette() {
if (iconCacheMap.get(this._app.get_id())) {
// We already know the answer
return iconCacheMap.get(this._app.get_id());
}
let pixBuf = this._getIconPixBuf();
if (pixBuf == null) return null;
let pixels = pixBuf.get_pixels(), offset = 0;
let total = 0, rTotal = 0, gTotal = 0, bTotal = 0;
let resample_y = 1, resample_x = 1;
// Resampling of large icons
// We resample icons larger than twice the desired size, as the resampling
// to a size s
// DOMINANT_COLOR_ICON_SIZE < s < 2*DOMINANT_COLOR_ICON_SIZE,
// most of the case exactly DOMINANT_COLOR_ICON_SIZE as the icon size is tipycally
// a multiple of it.
let width = pixBuf.get_width();
let height = pixBuf.get_height();
// Resample
if (height >= 2 * DOMINANT_COLOR_ICON_SIZE)
resample_y = Math.floor(height / DOMINANT_COLOR_ICON_SIZE);
if (width >= 2 * DOMINANT_COLOR_ICON_SIZE)
resample_x = Math.floor(width / DOMINANT_COLOR_ICON_SIZE);
if (resample_x !== 1 || resample_y !== 1)
pixels = this._resamplePixels(pixels, resample_x, resample_y);
// computing the limit outside the for (where it would be repeated at each iteration)
// for performance reasons
let limit = pixels.length;
for (let offset = 0; offset < limit; offset += 4) {
let r = pixels[offset], g = pixels[offset + 1], b = pixels[offset + 2],
a = pixels[offset + 3];
let saturation = (Math.max(r, g, b) - Math.min(r, g, b));
let relevance = 0.1 * 255 * 255 + 0.9 * a * saturation;
rTotal += r * relevance;
gTotal += g * relevance;
bTotal += b * relevance;
total += relevance;
}
total = total * 255;
let r = rTotal / total, g = gTotal / total, b = bTotal / total;
let hsv = ColorUtils.RGBtoHSV(r * 255, g * 255, b * 255);
if (hsv.s > 0.15) hsv.s = 0.65;
hsv.v = 0.90;
let rgb = ColorUtils.HSVtoRGB(hsv.h, hsv.s, hsv.v);
// Cache the result.
let backgroundColor = {
lighter: ColorUtils.colorLuminance(rgb.r, rgb.g, rgb.b, 0.2),
original: ColorUtils.colorLuminance(rgb.r, rgb.g, rgb.b, 0),
darker: ColorUtils.colorLuminance(rgb.r, rgb.g, rgb.b, -0.5)
};
if (iconCacheMap.size >= MAX_CACHED_ITEMS) {
// delete oldest cached values (which are in order of insertions)
let ctr = 0;
for (let key of iconCacheMap.keys()) {
if (++ctr > BATCH_SIZE_TO_DELETE) break;
iconCacheMap.delete(key);
}
}
iconCacheMap.set(this._app.get_id(), backgroundColor);
return backgroundColor;
}
// Downsample large icons before scanning for the backlight color to
// improve performance.
_resamplePixels(pixels, resampleX, resampleY) {
let resampledPixels = [];
// computing the limit outside the for (where it would be repeated at each iteration)
// for performance reasons
let limit = pixels.length / (resampleX * resampleY) / 4;
for (let i = 0; i < limit; i++) {
let pixel = i * resampleX * resampleY;
resampledPixels.push(pixels[pixel * 4]);
resampledPixels.push(pixels[pixel * 4 + 1]);
resampledPixels.push(pixels[pixel * 4 + 2]);
resampledPixels.push(pixels[pixel * 4 + 3]);
}
return resampledPixels;
}
};
+41 -141
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`);
@@ -75,134 +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 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-a-color'))[1];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : 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 -164
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`);
@@ -75,157 +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];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : 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);
}
`);
};
});
}
+60 -177
View File
@@ -13,13 +13,14 @@
'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 //
@@ -29,18 +30,58 @@ const utils = Me.imports.src.utils;
// 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');
@@ -97,33 +137,17 @@ 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) {
_createFirePresets(dialog) {
dialog.getBuilder().get_object('fire-prefs').connect('realize', (widget) => {
const presets = [
{
@@ -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);
}
`);
};
});
}
+58 -179
View File
@@ -20,24 +20,66 @@ 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 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 Hexagon = 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 Hexagon = class Hexagon {
// 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.
static getMinShellVersion() {
getMinShellVersion() {
return [3, 36];
}
@@ -45,22 +87,21 @@ var Hexagon = class Hexagon {
// 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 '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.
static getLabel() {
getLabel() {
return _('Hexagon');
}
// -------------------------------------------------------------------- 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()}/Hexagon.ui`);
@@ -79,172 +120,10 @@ var Hexagon = class Hexagon {
// ---------------------------------------------------------------- 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: 1},
'scale-x': {from: 1.0, to: 1.0, mode: 1},
'scale-y': {from: 1.0, to: 1.0, 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: 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});
// Get the two configurable colors. They are directly injected into the shader code
// below.
const glowColor =
Clutter.Color.from_string(settings.get_string('hexagon-glow-color'))[1];
const lineColor =
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');
// Feel free to read the inline comments below to learn how this shader works.
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float SCALE = 10.0 * ${settings.get_double('hexagon-scale')};
const float LINE_WIDTH = 0.02 * ${settings.get_double('hexagon-line-width')};
// 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 = ${forOpening ? '1.0-uProgress' : 'uProgress'};
// Add some smooth noise to the progress so that not every tile behaves the
// same.
float noise = simplex2D(cogl_tex_coord_in[0].st + SEED);
progress = clamp(mix(noise - 1.0, noise + 1.0, progress), 0.0, 1.0);
// glowProgress fades in in the first half of the animation, tileProgress fades
// in in the second half.
float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
vec2 texScale = vec2(uSizeX, uSizeY) / SCALE;
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
if (tileProgress > hex.z) {
// Crop outer parts of the shrinking tiles.
cogl_color_out *= vec4(0.0);
} else {
// Make the tiles shrink by offsetting the texture lookup towards the edge
// of the cell.
vec2 lookupOffset = tileProgress * hex.xy / texScale / (1.0 - tileProgress);
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st + lookupOffset);
vec4 glow = vec4(${glowColor.red / 255}, ${glowColor.green / 255},
${glowColor.blue / 255}, ${glowColor.alpha / 255});
vec4 line = vec4(${lineColor.red / 255}, ${lineColor.green / 255},
${lineColor.blue / 255}, ${lineColor.alpha / 255});
// For the glow, we accumulate a few exponentially scaled versions of hex.w.
glow.a *= pow(hex.w, 20.0) * 10.0 +
pow(hex.w, 10.0) * 5.0 +
pow(hex.w, 2.0) * 0.5;
// Using step(LINE_WIDTH, hex.z) would be simpler, but the below creates some
// fake antialiasing.
line.a *= 1.0 - smoothstep(LINE_WIDTH*0.5, LINE_WIDTH, hex.z);
// Fade in the glowing lines.
glow.a *= glowProgress;
line.a *= glowProgress;
// Do not add the hexagon lines onto transparent parts of the window.
glow *= cogl_color_out.a;
line *= cogl_color_out.a;
if (${settings.get_boolean('hexagon-additive-blending')}) {
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);
}
}
}
`);
};
});
}
+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);
}
});
}
+152
View File
@@ -0,0 +1,152 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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) {
// 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) {
this.set_uniform_float(this._uProgress, 1, [progress]);
this.set_uniform_float(this._uTime, 1, [time]);
// Store the current time and progress values. The corresponding signal is emitted a
// but later 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);
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
View File
@@ -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;
}
}
+73 -170
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 effects dissolves your windows into a cloud of dust. For this, it uses an //
@@ -31,18 +32,74 @@ 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 SnapOfDisintegration = 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 SnapOfDisintegration = class SnapOfDisintegration {
// 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+.
static getMinShellVersion() {
getMinShellVersion() {
return [40, 0];
}
@@ -50,22 +107,21 @@ var SnapOfDisintegration = class SnapOfDisintegration {
// 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 '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.
static getLabel() {
getLabel() {
return _('Snap of Disintegration');
}
// -------------------------------------------------------------------- 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/SnapOfDisintegration.ui');
@@ -81,163 +137,10 @@ var SnapOfDisintegration = class SnapOfDisintegration {
// ---------------------------------------------------------------- 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 1.2 times their original size, so that we have
// some space to draw the dust particles. We also set the animation mode to "Linear".
static tweakTransition(actor, settings, forOpening) {
return {
'opacity': {from: 255, to: 255, mode: 1},
'scale-x': {from: 1.2, to: 1.2, mode: 1},
'scale-y': {from: 1.2, to: 1.2, 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: 1.2, y: 1.2};
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// 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(actor, settings, forOpening) {
super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
// Load the dust 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 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);
// The dust particles will fade to this color over time.
const color = 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');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.math2D()}
uniform sampler2D uDustTexture;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : Math.random()});
const float DUST_SCALE = ${settings.get_double('snap-scale')};
const float DUST_LAYERS = 4;
const float GROW_INTENSITY = 0.05;
const float SHRINK_INTENSITY = 0.05;
const float WIND_INTENSITY = 0.05;
const float ACTOR_SCALE = 1.2;
const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
const vec4 DUST_COLOR = vec4(${color.red / 255}, ${color.green / 255},
${color.blue / 255}, ${color.alpha / 255});
void main() {
// We simply inverse the progress for opening windows.
float progress = ${forOpening ? '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 + SEED) * 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 * (SEED.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 = coords.x ${forOpening ? ' + ' : ' - '} progress * WIND_INTENSITY;
// Now check wether there is actually something in the current dust layer at
// the coords position.
vec2 dustCoords = (coords + SEED) * vec2(uSizeX, uSizeY) / DUST_SCALE / 100.0;
vec2 dustMap = texture2D(uDustTexture, dustCoords).rg;
float dustGroup = floor(dustMap.g * DUST_LAYERS * 0.999);
if (dustGroup == i) {
// Fade the window color to DUST_COLOR.
vec4 windowColor = texture2D(uTexture, coords + 0.5);
vec3 dustColor = mix(windowColor.rgb, DUST_COLOR.rgb, DUST_COLOR.a);
windowColor.rgb = mix(windowColor.rgb, dustColor*windowColor.a, progress);
// Dissolve the dust particles.
float dissolve = (dustMap.x - progress) > 0 ? 1 : 0;
windowColor *= dissolve;
// Blend the layers.
cogl_color_out = mix(cogl_color_out, windowColor, windowColor.a);
}
}
}
`);
};
// This is overridden 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
vfunc_paint_target(node, paint_context) {
const pipeline = this.get_pipeline();
pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR,
Cogl.PipelineFilter.LINEAR);
pipeline.set_layer_texture(1, this._dustTexture.get_texture());
pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT);
this.set_uniform_value('uDustTexture', 1);
super.vfunc_paint_target(node, paint_context);
}
});
}
+76 -186
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');
@@ -79,179 +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];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
// See assets/README.md for how this texture was created.
uniform sampler2D uClawTexture;
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : 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 -154
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`);
@@ -76,146 +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];
// If we are currently performing integration test, the animation uses a fixed seed.
const testMode = settings.get_boolean('test-mode');
this.set_shader_source(`
// Inject some common shader snippets.
${shaderSnippets.standardUniforms()}
${shaderSnippets.noise()}
${shaderSnippets.edgeMask()}
const vec2 SEED = vec2(${testMode ? 0 : Math.random()},
${testMode ? 0 : 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);
}
`);
};
});
}
-293
View File
@@ -1,293 +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;
`;
}
function math2D() {
return `
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));
}
`;
}
// 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);
}
`;
}
-6
View File
@@ -65,12 +65,6 @@ 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) {
+2 -4
View File
@@ -110,14 +110,12 @@ capture_effect() {
set_setting "open-preview-effect" "${1}"
set_setting "close-preview-effect" "${1}"
sleep 2
do_in_pod gnome-extensions prefs "${EXTENSION}"
sleep 2
sleep 3
capture "tests/references/${1}-open-${SESSION}-${FEDORA_VERSION}.png"
send_keystroke "Alt+F4"
sleep 2
sleep 3
capture "tests/references/${1}-close-${SESSION}-${FEDORA_VERSION}.png"
sleep 2
}
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