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139 Commits

Author SHA1 Message Date
Simon Schneegans 74f759e5a3 📝 Set release date
Deploy / Bundle GNOME Shell Extension (push) Has been cancelled
Deploy / Bundle KWin Effect (push) Has been cancelled
2022-06-30 05:12:33 +02:00
Simon Schneegans 75e4a9c94d 💞 Update credits 2022-06-30 05:03:56 +02:00
albanobattistella 7c194e0b65 🌐 Translated using Weblate (Italian) 2022-06-29 21:44:21 +02:00
Heimen Stoffels c87f088f7d 🌐 Translated using Weblate (Dutch) 2022-06-29 21:44:21 +02:00
Simon Schneegans 3e33953fdd 📝 Add changelog entry 2022-06-26 09:48:30 +02:00
Simon Schneegans 79a3e2241a 💞 Update credits 2022-06-26 08:03:58 +02:00
Simon Schneegans 4aef62b07c 🪲 Fix incinerate random seed on kwin 2022-06-25 21:03:23 +02:00
Simon Schneegans 6b3a6a60b3 🌐 Translated using Weblate (German) 2022-06-25 05:56:53 +02:00
Hosted Weblate 3728660047 🌐 Update translation files 2022-06-25 05:56:53 +02:00
Simon Schneegans 0a4c83a80c 🔀 Merge pull request #174 from Schneegans/feature/incinerate 2022-06-25 05:42:43 +02:00
Simon Schneegans 772c1dc15a 🔧 Disable X11 tests again... 2022-06-25 05:38:30 +02:00
Simon Schneegans 88bf8a9a9e 🔧 Update test references 2022-06-25 05:29:33 +02:00
Simon Schneegans 6135bef34e 🔧 Add incinerate effect to test suite 2022-06-25 05:29:15 +02:00
Simon Schneegans 9a74b9d874 🔧 Attempt to run xsession tests 2022-06-25 05:06:43 +02:00
Simon Schneegans 19f03dddf6 🌐 Update translation template 2022-06-25 05:05:28 +02:00
Simon Schneegans 4201a9ea35 🔧 Do not yet attempt to translate KWin effects 2022-06-25 05:05:19 +02:00
Simon Schneegans 85246135af 📝 Add more comments 2022-06-25 05:02:07 +02:00
Simon Schneegans 573613c2d7 📝 Add some comments 2022-06-21 22:29:09 +02:00
jagfwajgf 9b7822a245 🌐 Translated using Weblate (German) 2022-06-21 18:03:51 +02:00
Simon Schneegans d32d02e07b 📝 Use more precise version number 2022-06-21 07:44:12 +02:00
Simon Schneegans 4106167c49 💞 Add new sponsor 2022-06-21 07:43:32 +02:00
Simon Schneegans 395f2702e8 📝 Add changelog entry 2022-06-21 07:20:59 +02:00
Simon Schneegans 1b09955fef 🔧 Tweak default turbulence of incinerate effect 2022-06-21 07:20:40 +02:00
Simon Schneegans a17fbfd114 🔧 Tweak scale of incinerate effect 2022-06-21 07:12:52 +02:00
Simon Schneegans b40d0f068b 🔧 MAke iTexCoord behave the same on KWin and GNOME 2022-06-21 07:12:34 +02:00
Simon Schneegans c84530931d 🔧 Set seed for incinerate on kwin 2022-06-20 06:01:10 +02:00
Simon Schneegans ae072bf427 🔧 KWin fixes 2022-06-20 05:58:51 +02:00
Simon Schneegans e4b16ba599 🔧 KWin fixes 2022-06-20 05:57:57 +02:00
Simon Schneegans 3ec64ec585 🔧 Remove implicit casts 2022-06-20 05:56:46 +02:00
Simon Schneegans 0f22ac4915 🔧 Remove implicit casts 2022-06-20 05:55:26 +02:00
Simon Schneegans 746cb29ef3 💄 Tweak ui of kwin incinerate settings 2022-06-20 05:55:17 +02:00
Simon Schneegans 48abc8b598 🎉 Add incinerate kwin effect 2022-06-20 05:43:21 +02:00
Simon Schneegans 1ba580943b 📝 Fix indentation 2022-06-20 05:43:10 +02:00
Simon Schneegans fc2424ffb4 🔧 Add incinerate gtk3 ui 2022-06-20 05:39:32 +02:00
Simon Schneegans 1a20ee94cd 🔧 Tweak incinerate effect 2022-06-20 05:37:06 +02:00
Simon Schneegans cc18efd9e0 📝 Add incinerate effect to the README 2022-06-20 05:36:53 +02:00
Simon Schneegans 3323cbf66d 🔧 Tweak incinerate effect 2022-06-18 13:54:56 +02:00
Simon Schneegans 15702cf3da 🔧 Tweak incinerate effect 2022-06-18 09:44:38 +02:00
Simon Schneegans 86dd1131fc 🔧 Improve incinerate effect 2022-06-17 21:17:23 +02:00
Simon Schneegans 2e3bd0bfbb Merge branch 'main' into feature/incinerate 2022-06-17 05:58:36 +02:00
Simon Schneegans bb44d4bd81 🔥 Remove empty file 2022-06-16 05:29:25 +02:00
Simon Schneegans 1cd69b4cbb 🔀 Merge pull request #169 from Schneegans/feature/kde 2022-06-16 05:26:49 +02:00
Simon Schneegans 3afbf6d93b 📝 Add changelog entry 2022-06-16 05:25:54 +02:00
Simon Schneegans 4e5ddfdcc6 🔧 Do not build the apparition effect for KWin for now 2022-06-16 05:19:55 +02:00
Simon Schneegans caec83a391 📝 Fix archive name 2022-06-14 06:20:49 +02:00
Simon Schneegans fdad5f6c89 🔧 Fix job name 2022-06-14 06:20:42 +02:00
Simon Schneegans 4ab87d1257 🔧 Create kwin package on tags 2022-06-14 06:17:06 +02:00
Simon Schneegans 9057f8cceb 🔧 Put all effects into one archive 2022-06-14 06:13:05 +02:00
Simon Schneegans b31a166b22 📝 Update kwin instructions 2022-06-14 06:11:08 +02:00
Simon Schneegans b3568d9be5 📝 Add disclaimer to tutorial 2022-06-14 05:53:32 +02:00
Simon Schneegans ca4484727f 🔧 Use RGB for wisps color 2022-06-13 06:27:10 +02:00
Simon Schneegans d76aea4fc8 🔧 Use rgba color config readers 2022-06-13 06:24:38 +02:00
Simon Schneegans fda91e69bb 🔧 Use RGB for TV color 2022-06-13 06:22:27 +02:00
Simon Schneegans 8d6b844def 🔧 Use RGB for energize b color 2022-06-13 06:20:17 +02:00
Simon Schneegans 87209db9bd 🔧 Fix typo 2022-06-13 06:18:28 +02:00
Simon Schneegans ad76fff308 🔧 Use RGB for energize a color 2022-06-13 06:16:59 +02:00
Simon Schneegans ee902debe1 🔧 Add helpers to read color settings 2022-06-13 06:15:20 +02:00
Simon Schneegans 7e91b9c1f7 📝 Update README 2022-06-12 18:13:49 +02:00
Simon Schneegans c769677328 📝 Add some comments 2022-06-10 17:21:41 +02:00
Simon Schneegans fabe1999ad 🔧 Set duration uniforms 2022-06-10 17:09:22 +02:00
Simon Schneegans 611ba14230 🔧 Fix kwin fire 2022-06-10 16:19:30 +02:00
Simon Schneegans 5c58ccf2cf 🎉 Add fire kwin effect 2022-06-10 16:08:05 +02:00
Simon Schneegans ef746c20e6 🔧 Remove implicit conversions 2022-06-10 15:58:10 +02:00
Simon Schneegans 149e91f06d 🔧 Add BMW to effect names 2022-06-10 15:43:11 +02:00
Simon Schneegans a2fdf05431 🔧 Tweak UI 2022-06-10 15:42:58 +02:00
Simon Schneegans 2571c60d6b 🔧 Remove implicit conversions 2022-06-10 15:42:46 +02:00
Simon Schneegans 55e46b501b 🎉 Add apparition kwin effect 2022-06-10 15:28:42 +02:00
Simon Schneegans 97a4226898 🎉 Add wisps kwin effect 2022-06-10 15:24:54 +02:00
Simon Schneegans 79fe1feb5c 🔧 Fix shellcheck issues 2022-06-10 15:15:38 +02:00
Simon Schneegans d4e0ee95c9 🔧 Build archives for effects 2022-06-10 15:13:49 +02:00
Simon Schneegans 4e2edc1492 🔧 Fix kwin default colors 2022-06-10 14:53:38 +02:00
Simon Schneegans d5bf63b99c 🔧 Update kwin default colors 2022-06-10 14:50:38 +02:00
Simon Schneegans 2bd67c0d37 🔧 Tweak kwin config GUI 2022-06-10 14:38:34 +02:00
Simon Schneegans d4165b4b62 🔧 Fix GLSL compiler issue 2022-06-10 14:38:14 +02:00
Simon Schneegans b4455d5f48 🔧 Only set duration if required 2022-06-10 14:13:29 +02:00
Simon Schneegans cc86b16817 🎉 Add kwin hexagon effect 2022-06-10 14:07:20 +02:00
Simon Schneegans d08c318b7d 🔧 Tweak kwin build process 2022-06-10 13:57:21 +02:00
Simon Schneegans 192719739c 🔧 Flip texture coordinates for kwin 2022-06-10 11:48:31 +02:00
Simon Schneegans 4d77635e78 🔧 Fix implicit conversion 2022-06-10 11:45:59 +02:00
Simon Schneegans e84ec002a3 🔧 Fix typo 2022-06-10 11:10:10 +02:00
Simon Schneegans 46fb61b96c 🎉 Add new kwin effect 2022-06-10 11:07:56 +02:00
Simon Schneegans 6a764b6552 🔧 Load defaults from settings 2022-06-10 11:07:41 +02:00
Simon Schneegans d7859145c3 🔧 Update kwin settings ui 2022-06-10 11:04:03 +02:00
Simon Schneegans 15a622d7b7 🔧 Fix shellcheck issues 2022-06-10 10:42:59 +02:00
Simon Schneegans 2056130e98 🔧 Fixes for kwin 2022-06-10 10:42:04 +02:00
Simon Schneegans bfc3467e33 🔧 Fixes for kwin 2022-06-10 10:29:47 +02:00
Simon Schneegans 9f8258b9f8 🔧 Fix setting of window size 2022-06-10 10:29:29 +02:00
Simon Schneegans 4e5084bdba 🔧 Use correct duration 2022-06-10 10:29:12 +02:00
Simon Schneegans 6fb56612e2 🔧 Reduce number of implicit calls 2022-06-10 08:24:42 +02:00
Simon Schneegans f44d0ae5b6 🔧 Add new kwin effect 2022-06-10 08:13:35 +02:00
Simon Schneegans 3cbbd63629 📝 Fix typo 2022-06-10 07:34:14 +02:00
Simon Schneegans a182f247cb 🔧 Pass duration to kwin shaders 2022-06-10 07:33:06 +02:00
Simon Schneegans 46a1729e54 🔧 Use uDuration instead of uTime 2022-06-10 07:30:44 +02:00
Simon Schneegans 0bd0fb27b9 🔧 Use new global methods for shader I/O 2022-06-10 07:20:21 +02:00
Simon Schneegans 25f2261ad6 📝 Update tutorial 2022-06-10 07:20:02 +02:00
Ulices af9cdb6459 🌐 Translated using Weblate (Spanish) 2022-06-09 22:54:04 +02:00
Simon Schneegans e9e51adbf4 🔧 Fix shellcheck issues 2022-06-09 14:09:50 +02:00
Simon Schneegans ba9f1c91f5 🔧 Generate JS code for kwin 2022-06-09 14:03:00 +02:00
Simon Schneegans bf3aa0af93 🔧 Use methods shader I/O 2022-06-09 11:34:18 +02:00
Simon Schneegans b8335dd4e6 🔧 Fix function call 2022-06-09 10:59:03 +02:00
Simon Schneegans bbd7d6ea64 🔧 Use consistent class names 2022-06-09 10:46:45 +02:00
Simon Schneegans 03a6d9263a 🔧 Make class name unique 2022-06-09 08:29:04 +02:00
Simon Schneegans 3360b45c18 🔧 Use vec4 for color 2022-06-09 08:28:48 +02:00
Simon Schneegans 67d6df0a70 🔧 Fix incompatibilites with OpenGL 1.0 2022-06-09 08:06:43 +02:00
Simon Schneegans e96b42a3f7 🔧 Support different profiles for kwin 2022-06-09 07:47:12 +02:00
Simon Schneegans 1e665f0db3 🔧 Tweak shader 2022-05-31 05:55:19 +02:00
Simon Schneegans d6e46d951c 🚚 Rename burn effect 2022-05-28 21:05:52 +02:00
Simon Schneegans d114c68422 Merge branch 'main' into feature/incinerate 2022-05-28 20:56:38 +02:00
Simon Schneegans 9a68af1676 🔧 Make ShellCheck happy 2022-05-28 06:01:01 +02:00
Simon Schneegans bf0feae117 🔧 Make ShellCheck happy 2022-05-28 05:57:41 +02:00
Simon Schneegans 74bd7cdef8 🔧 Use generic i/o names 2022-05-28 05:56:04 +02:00
Simon Schneegans c635336a7e 🔧 Append common.glsl to kwin shaders 2022-05-28 05:52:25 +02:00
Simon Schneegans 6807be6f35 Merge branch 'main' into feature/kde 2022-05-27 21:29:45 +02:00
Simon Schneegans 8aafd57b2f 🔀 Merge pull request #161 from Schneegans/feature/simplify-includes 2022-05-27 21:28:40 +02:00
Simon Schneegans b99c80a343 📝 Add changelog entry 2022-05-27 21:23:54 +02:00
Simon Schneegans 6a65d59144 🚚 Rename shader files 2022-05-27 21:21:05 +02:00
Simon Schneegans c90f3a1c97 🚚 Move common includes to one file 2022-05-27 21:18:18 +02:00
Simon Schneegans 18c46f58c2 📝 Add some comments 2022-05-27 21:06:44 +02:00
albanobattistella 75d5b6ddd5 🌐 Translated using Weblate (Italian) 2022-05-27 20:23:57 +02:00
Simon Schneegans 411a87d7fc 🔧 Ignore kwin build directory 2022-05-27 20:16:24 +02:00
Simon Schneegans c92f3b5574 🎉 Add some initial kwin files 2022-05-27 20:16:09 +02:00
Heimen Stoffels eb2fb8b523 🌐 Translated using Weblate (Dutch) 2022-05-26 21:18:11 +02:00
Hosted Weblate de056a56df 🌐 Update translation files 2022-05-26 21:18:11 +02:00
Simon Schneegans fb38d883c9 🔀 Merge pull request #158 from Schneegans/feature/disable-on-battery 2022-05-25 16:59:06 +02:00
Simon Schneegans ee10cdf9ad 🔧 Update test references 2022-05-25 13:26:14 +02:00
Simon Schneegans 96a7b91706 📝 Add changelog entry 2022-05-25 13:00:59 +02:00
Simon Schneegans 10deeb584f 🌐 Update translation template 2022-05-25 12:59:37 +02:00
Simon Schneegans b215379dac 🎉 Add option to disable effects if on battery power 2022-05-25 12:59:03 +02:00
Paweł Rzońca 8dc73ff9f6 🌐 Translated using Weblate (Polish) 2022-05-25 05:35:53 +02:00
Jose Riha 630149d571 🌐 Translated using Weblate (Slovak) 2022-05-23 11:52:01 +02:00
Eshagh Shahedany 8a669cda3b 🌐 Translated using Weblate (Persian) 2022-05-23 11:52:01 +02:00
Seong-ho Cho f58aa95859 🌐 Translated using Weblate (Korean) 2022-05-23 11:52:01 +02:00
Jose Riha aa7aad7910 🌐 Translated using Weblate (Czech) 2022-05-23 11:52:01 +02:00
Paweł Rzońca b3229e9b6e 🌐 Added translation using Weblate (Polish) 2022-05-23 11:52:01 +02:00
Simon Schneegans c4aa0cd92a 📝 Fix tutorial 2022-05-23 06:03:25 +02:00
Jose Riha e90e64656d 🌐 Added translation using Weblate (Slovak) 2022-05-23 06:00:04 +02:00
Eshagh Shahedany 29a811884b 🌐 Added translation using Weblate (Persian) 2022-05-23 06:00:04 +02:00
Simon Schneegans a89f16c767 🎉 Bump version number 2022-05-21 13:12:32 +02:00
Simon Schneegans 48aa96312f 🎉 Add initial incinerate effect 2022-05-21 11:08:24 +02:00
209 changed files with 6167 additions and 2106 deletions
+23 -2
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@@ -6,8 +6,8 @@ on:
- '**'
jobs:
extension_bundle:
name: Extension Bundle
gnome_bundle:
name: Bundle GNOME Shell Extension
runs-on: ubuntu-latest
steps:
- name: Checkout Repository
@@ -26,3 +26,24 @@ jobs:
file: burn-my-windows@schneegans.github.com.zip
tag: ${{ github.ref }}
overwrite: true
kwin_bundle:
name: Bundle KWin Effect
runs-on: ubuntu-latest
steps:
- name: Checkout Repository
uses: actions/checkout@v2
- name: Install Dependencies
run: |
sudo apt-get update -q
sudo apt-get install clang-format
- name: Create Release
run: |
./kwin/build.sh
- name: Upload Release
uses: svenstaro/upload-release-action@2.2.1
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: kwin/burn_my_windows_kwin4.tar.gz
tag: ${{ github.ref }}
overwrite: true
+3 -1
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@@ -6,4 +6,6 @@
/locale
/schemas/gschemas.compiled
/resources/burn-my-windows.gresource
/resources/burn-my-windows.gresource.xml
/resources/burn-my-windows.gresource.xml
kwin/_build
kwin/*.tar.gz
+1 -1
View File
@@ -7,7 +7,7 @@ ZIP_NAME := $(NAME)@$(DOMAIN).zip
# Some of the recipes below depend on some of these files.
JS_FILES = $(shell find -type f -and \( -name "*.js" \))
UI_FILES = $(shell find -type f -and \( -name "*.ui" \))
UI_FILES = $(shell find resources -type f -and \( -name "*.ui" \))
RESOURCE_FILES = $(shell find resources -mindepth 2 -type f)
LOCALES_PO = $(wildcard po/*.po)
LOCALES_MO = $(patsubst po/%.po,locale/%/LC_MESSAGES/$(NAME).mo,$(LOCALES_PO))
+83 -10
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@@ -3,6 +3,7 @@
</p>
<h1 align="center">🔥 Set GNOME Shell on Fire!</h1>
<p align="center">(and KWin as well)</p>
<p align="center">
<a href="https://extensions.gnome.org/extension/4679/burn-my-windows/"><img src="https://img.shields.io/badge/Download-extensions.gnome.org-e67f4d.svg?logo=gnome&logoColor=lightgrey&labelColor=303030" /></a><br/>
@@ -13,27 +14,54 @@
<a href="scripts/cloc.sh"><img src="https://img.shields.io/endpoint?url=https://gist.githubusercontent.com/Schneegans/8cf45f23253ff09b21196e7271378762/raw/comments.json" /></a>
</p>
When I released the [Desktop Cube Extension](https://github.com/Schneegans/Desktop-Cube/), many people requested to revive one of the most useless features of Linux desktop history: Setting windows on fire!
When I released the [Desktop Cube Extension](https://github.com/Schneegans/Desktop-Cube/) for GNOME, many people requested to revive one of the most useless features of Linux desktop history: Setting windows on fire!
This extension is not only more useless than the cube, but it is also much more hacky. So I expect some bug! [Let's incinerate them all](https://github.com/Schneegans/Burn-My-Windows/issues)!
For a list of things changed in previous releases, you can have a look at the [changelog](docs/changelog.md)!
Burn-My-Windows is not only available for **GNOME** but also includes some basic support for **KDE Plasma's KWin**.
Further down in this file you'll find installation instructions for both.
Effect | Preview
-----|--------
**Apparition** <br> This effect hides your windows by violently sucking them into the void of magic! <br><br> _Only available in GNOME Shell 3.38+_ | <img src ="docs/pics/apparition.gif" />
**Broken Glass** <br> Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position! <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/glass.gif" />
**Apparition** <br> This effect hides your windows by violently sucking them into the void of magic! | <img src ="docs/pics/apparition.gif" />
**Broken Glass** <br> Shatter your windows into a shower sharp shards! This effect can be configured so that the shards fly away from your mouse pointer position!| <img src ="docs/pics/glass.gif" />
**Energize A** <br> Beam your windows away! | <img src ="docs/pics/energizeA.gif" />
**Energize B** <br> Using different transporter technology results in an alternative visual effect. | <img src ="docs/pics/energizeB.gif" />
**Fire** <br> The classic effect inspired by Compiz. However, this is implemented using a GLSL shader and not with a particle system like in the old days. | <img src ="docs/pics/fire.gif" />
**Hexagon** <br> With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi. | <img src ="docs/pics/hexagon.gif" />
**Matrix** <br> Turn your windows into a shower of green letters! The color is actually configurable. <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/matrix.gif" />
**Snap of Disintegration** <br> Dissolve your windows into a cloud of dust. <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/snap.gif" />
**T-Rex Attack** <br> Destroy your windows with a series of violent slashes! <br><br> _Only available in GNOME Shell 40+_ | <img src ="docs/pics/trex.gif" />
**Incinerate** <br> A less snappy but definitely more fancy take on the fire effect. | <img src ="docs/pics/incinerate.gif" />
**Matrix** <br> Turn your windows into a shower of green letters! The color is actually configurable.| <img src ="docs/pics/matrix.gif" />
**Snap of Disintegration** <br> Dissolve your windows into a cloud of dust.| <img src ="docs/pics/snap.gif" />
**T-Rex Attack** <br> Destroy your windows with a series of violent slashes!| <img src ="docs/pics/trex.gif" />
**TV-Effect** <br> This is a very simple effect to demonstrate that this extension could also be used in a more professional environment. | <img src ="docs/pics/tv.gif" />
**Wisps** <br> Let your windows be carried away to the realm of dreams by these little fairies! | <img src ="docs/pics/wisps.gif" />
**Your Effect!** <br> The extension is very modular and with a bit of creativity and GLSL knowledge, [you can easily create your own effects](docs/how-to-create-new-effects.md). | [![Create your own effects](docs/pics/custom.jpg)](docs/how-to-create-new-effects.md)
## ✅ Supported Versions
Not every effect is available on each version of GNOME or KWin.
Below is a table which summarizes the current availability for all effects.
<table width="100%">
<tr>
<td></td>
<td colspan="5"><strong>GNOME</strong></td>
<td colspan="1"><strong>KWin</strong></td>
</tr>
<tr><td></td> <td>3.36</td><td>3.38</td><td>40</td><td>41</td><td>42</td><td>5.25.0</td></tr>
<tr><td>Apparition</td> <td> </td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td> </td> </tr>
<tr><td>Broken Glass</td> <td> </td> <td> </td> <td>✅</td><td>✅</td><td>✅</td><td> </td> </tr>
<tr><td>Energize A</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
<tr><td>Energize B</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
<tr><td>Fire</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
<tr><td>Hexagon</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
<tr><td>Incinerate</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
<tr><td>Matrix</td> <td> </td> <td> </td> <td>✅</td><td>✅</td><td>✅</td><td> </td> </tr>
<tr><td>Snap of Disintegration</td> <td> </td> <td> </td> <td>✅</td><td>✅</td><td>✅</td><td> </td> </tr>
<tr><td>T-Rex Attack</td> <td> </td> <td> </td> <td>✅</td><td>✅</td><td>✅</td><td> </td> </tr>
<tr><td>TV-Effect</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
<tr><td>Wisps</td> <td>✅</td> <td>✅</td> <td>✅</td><td>✅</td><td>✅</td><td>✅</td> </tr>
</table>
## 💞 These People _love_ this Extension
@@ -59,6 +87,7 @@ While [coding new features](docs/how-to-create-new-effects.md) or [translating t
<h3 align="center">🏅 Previous Sponsors and One-Time Donators</h3>
<p align="center">
<a href="https://github.com/wolfyrion">@wolfyrion</a><br>
<a href="https://github.com/MrTomRod">@MrTomRod</a><br>
Pouhiou<br>
DAPREMONT Christophe<br>
@@ -68,9 +97,9 @@ While [coding new features](docs/how-to-create-new-effects.md) or [translating t
Do you want to show that you love it too? You may <a href="https://github.com/sponsors/Schneegans">become a sponsor for as little as 1$ / month</a>!
If you like this extension, you may also want to try one of my other extensions: [🧊 Desktop-Cube](https://github.com/Schneegans/Desktop-Cube) or [🍰 Fly-Pie](https://github.com/Schneegans/Fly-Pie/)!
If you like this extension, you may also want to try one of my other GNOME extensions: [🧊 Desktop-Cube](https://github.com/Schneegans/Desktop-Cube) or [🍰 Fly-Pie](https://github.com/Schneegans/Fly-Pie/)!
## ⬇️ Installation
## ⬇️ Installation (GNOME)
You can either install the Burn-My-Windows extension from extensions.gnome.org (a), download a stable release
from GitHub (b) or clone the latest version directly with `git` (c).
@@ -129,6 +158,50 @@ Then you can enable the extension with the *Gnome Tweak Tool*, the *Extensions*
gnome-extensions enable burn-my-windows@schneegans.github.com
```
## ⬇️ Installation (KWin)
You can either download a stable version from GitHub (a) or clone the latest version directly with `git` (b).
### a) Downloading a Stable Release
Execute this command to download the latest stable release:
```bash
wget https://github.com/Schneegans/Burn-My-Windows/releases/latest/download/burn_my_windows_kwin4.tar.gz
```
Install it by executing the following commands.
```bash
mkdir -p ~/.local/share/kwin/effects
tar -xf burn_my_windows_kwin4.tar.gz -C ~/.local/share/kwin/effects
```
Then select the desired effects in the system settings under "Desktop Effects".
### b) Cloning the Latest Version with `git`
Execute the clone command below where you want to have the source code of the extension.
```bash
git clone https://github.com/Schneegans/Burn-My-Windows.git
cd Burn-My-Windows
```
Now you will have to build the effects and copy them to your KWin effect directory.
```bash
./kwin/build.sh
mkdir -p ~/.local/share/kwin/effects
cp -r kwin/_build/* ~/.local/share/kwin/effects
```
That's it!
You can now select the desired effects in the system settings under "Desktop Effects".
## :octocat: I want to contribute!
That's great!
+15
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@@ -1,5 +1,20 @@
# Changelog of the Burn-My-Windows Extension
## [Burn My Windows 17](https://github.com/schneegans/Burn-My-Windows/releases/tag/v17)
**Release Date:** 2022-06-30
#### New Features
* **New Effect: Incinerate.** This is a completely new take on the fire effect. It is a bit more demanding in terms of GPU power, but at the same time it looks much more awesome!
* **Initial KDE Support.** Thanks to the [awesome work](https://invent.kde.org/plasma/kwin/-/merge_requests/2227) of Martin Flöser, it has become possible to port some of its effects to KDE Plasma! For now, only the most simple effects can be ported, but hopefully this list can be improved in the future.
* An option has been added which allows to automatically disable all effects if running on battery power.
#### Enhancements
* Many translation updates, including a completely new Persian, Polish, and Slovak translation. A BIG THANKS to all translators!
* The shader include system has been simplified. There's now just one "common.glsl" which is automatically loaded into each shader.
## [Burn My Windows 16](https://github.com/schneegans/Burn-My-Windows/releases/tag/v16)
**Release Date:** 2022-05-21
+25 -25
View File
@@ -3,6 +3,8 @@
The extension is very modular and with a bit of creativity and GLSL knowledge, you can easily create your own effects.
If you are happy with your results, please open a pull request so that we can include your effect in the next version of Burn-My-Windows!
_:warning: For now, this guide is only for GNOME Shell (and not for KWin). As soon as the API for KWin is more stable, this guide will be updated._
### Before you Start
First you should [fork the repository](https://github.com/Schneegans/Burn-My-Windows/fork) and clone it to your PC.
@@ -77,7 +79,7 @@ Just remember to replace `simple-fade` with your custom name!
### 2. Creating the Effect Class
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`.
You will have to create a new GLSL file called `resources/shaders/simple-fade.frag` 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.
@@ -85,30 +87,32 @@ Please study this code carefully, all of it is explained with inline comments.
<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 content from common.glsl is automatically prepended to each shader effect. This
// provides the standard input:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation 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). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
// 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;
}
vec4 oColor = getInputColor(iTexCoord.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);
float dist = length(iTexCoord.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.
@@ -119,7 +123,9 @@ void main() {
mask = smoothstep(0, 1, mask);
// Apply the mask to the output.
cogl_color_out.a *= mask;
oColor.a *= mask;
setOutputColor(oColor);
}
```
@@ -169,18 +175,12 @@ var SimpleFade = class {
// 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');
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')]);
});
});
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+17 -3
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@@ -56,6 +56,7 @@ class Extension {
new Me.imports.src.EnergizeB.EnergizeB(),
new Me.imports.src.Fire.Fire(),
new Me.imports.src.Hexagon.Hexagon(),
new Me.imports.src.Incinerate.Incinerate(),
new Me.imports.src.Matrix.Matrix(),
new Me.imports.src.SnapOfDisintegration.SnapOfDisintegration(),
new Me.imports.src.TRexAttack.TRexAttack(),
@@ -73,6 +74,12 @@ class Extension {
// We will use extensionThis to refer to the extension inside the patched methods.
const extensionThis = this;
// This is used to get the battery state.
const UPowerProxy = Gio.DBusProxy.makeProxyWrapper(
utils.getStringResource('/interfaces/org.freedesktop.UPower.xml'));
this._upowerProxy = new UPowerProxy(Gio.DBus.system, 'org.freedesktop.UPower',
'/org/freedesktop/UPower');
// We will monkey-patch these methods. Let's store the original ones.
this._origAddWindowClone = Workspace.prototype._addWindowClone;
this._origWindowRemoved = Workspace.prototype._windowRemoved;
@@ -365,6 +372,13 @@ class Extension {
return;
}
// We may have to do nothing if running on battery power.
if (this._settings.get_boolean('disable-on-battery') && this._upowerProxy.OnBattery &&
previewNick == '') {
this._fixAnimationTimes(isDialogWindow, forOpening, null);
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).
@@ -489,14 +503,14 @@ class Extension {
actor.add_effect_with_name('burn-my-windows-effect', shader);
// Set one-time uniforms.
shader.beginAnimation(this._settings, forOpening, actor);
shader.beginAnimation(this._settings, forOpening, duration * 0.001, actor);
// Set other uniforms each frame.
transition.connect('new-frame', (t) => {
if (testMode) {
shader.updateAnimation(0.5, 0.001 * duration * 0.5);
shader.updateAnimation(0.5);
} else {
shader.updateAnimation(t.get_progress(), 0.001 * t.get_elapsed_time());
shader.updateAnimation(t.get_progress());
}
});
+121
View File
@@ -0,0 +1,121 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="4" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Randomness">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Suction:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Twirl:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_5">
<property name="text">
<string>Randomness:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Shake:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Suction">
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="maximum">
<double>1.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Twirl">
<property name="minimum">
<double>-10.000000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Shake">
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
</layout>
</widget>
<resources />
<connections />
</ui>
+22
View File
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>300</default>
</entry>
<entry name="Shake" type="Double">
<default>3</default>
</entry>
<entry name="Twirl" type="Double">
<default>5</default>
</entry>
<entry name="Suction" type="Double">
<default>0.75</default>
</entry>
<entry name="Randomness" type="Double">
<default>0.5</default>
</entry>
</group>
</kcfg>
+4
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@@ -0,0 +1,4 @@
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever a window is closed or opened.
effect.setUniform(this.shader, 'uSeed', [Math.random(), Math.random()]);
+8
View File
@@ -0,0 +1,8 @@
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uShake', effect.readConfig('Shake', 1.0));
effect.setUniform(this.shader, 'uTwirl', effect.readConfig('Twirl', 1.0));
effect.setUniform(this.shader, 'uSuction', effect.readConfig('Suction', 1.0));
effect.setUniform(this.shader, 'uRandomness', effect.readConfig('Randomness', 1.0));
Executable
+137
View File
@@ -0,0 +1,137 @@
#!/bin/bash
# -------------------------------------------------------------------------------------- #
# ) ( #
# ( /( ( ( ) ( ( ( ( )\ ) ( ( #
# )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( #
# ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ #
# | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) #
# | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< #
# |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ #
# |__/ #
# Copyright (c) 2021 Simon Schneegans #
# Released under the GPLv3 or later. See LICENSE file for details. #
# -------------------------------------------------------------------------------------- #
# This scripts takes the shaders of Burn-My-Windows as well as some other input files from
# the directories next to this script and creates effect for KDE's Kwin.
# Exit the script when one command fails.
set -e
# Go to the script's directory.
cd "$( cd "$( dirname "$0" )" && pwd )" || \
{ echo "ERROR: Could not find kwin directory."; exit 1; }
# We will store the effect directories in this directory.
BUILD_DIR="_build"
# Create it if it's not there yet.
mkdir -p "$BUILD_DIR"
# This method is called one for each effect. The parameters are as follows:
# $1: The nick of the effect (e.g. "energize-a")
# $2: The name of the effect (e.g. "Energize A")
# $3: A short description of the effect (e.g. "Beam your windows away")
generate() {
# We use the nick for the effect's directory name by replacing dashes with underscoares.
DIR_NAME="kwin4_effect_$(echo "$1" | tr '-' '_')"
# We transform the nick to CamelCase for the JavaScript class name.
EFFECT_CLASS="BurnMyWindows$(sed -r 's/(^|-)(\w)/\U\2/g' <<<"$1")Effect"
# Now create all required resource directories.
mkdir -p "$BUILD_DIR/$DIR_NAME/contents/shaders"
mkdir -p "$BUILD_DIR/$DIR_NAME/contents/code"
mkdir -p "$BUILD_DIR/$DIR_NAME/contents/config"
mkdir -p "$BUILD_DIR/$DIR_NAME/contents/ui"
# Copy the config file if it exists.
if [ -f "$1/main.xml" ]; then
cp "$1/main.xml" "$BUILD_DIR/$DIR_NAME/contents/config"
fi
# Copy the ui file if it exists.
if [ -f "$1/config.ui" ]; then
cp "$1/config.ui" "$BUILD_DIR/$DIR_NAME/contents/ui"
fi
# Now we create the effect's JavaScript source file. This is done by taking main.js.in
# and replacing some placeholders with effect-specific files and values.
ON_SETTINGS_CHANGE=""
ON_ANIMATION_BEGIN=""
# If the effect's directory contains a onSettingsChanged.js, we replace the
# corresponding placeholder with it's content. We replace all occurences of / temporily
# so that the REGEX works.
if [ -f "$1/onSettingsChanged.js" ]; then
ON_SETTINGS_CHANGE=$(tr '/' '\f' < "$1/onSettingsChanged.js")
fi
# Similarily, we will inject the contents of onAnimationBegin.js.
if [ -f "$1/onAnimationBegin.js" ]; then
ON_ANIMATION_BEGIN=$(tr '/' '\f' < "$1/onAnimationBegin.js")
fi
cp main.js.in "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
perl -pi -e "s/%ON_SETTINGS_CHANGE%/$ON_SETTINGS_CHANGE/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
perl -pi -e "s/%ON_ANIMATION_BEGIN%/$ON_ANIMATION_BEGIN/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
perl -pi -e "s/%EFFECT_CLASS%/$EFFECT_CLASS/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
perl -pi -e "s/%SHADER_NAME%/$1/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
perl -pi -e "s/\f/\//g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
# Now create the metadata.desktop file. Again, we replace some placeholders.
cp metadata.desktop.in "$BUILD_DIR/$DIR_NAME/metadata.desktop"
perl -pi -e "s/%ICON%/$1/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
perl -pi -e "s/%NAME%/$2/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
perl -pi -e "s/%DESCRIPTION%/$3/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
perl -pi -e "s/%DIR_NAME%/$DIR_NAME/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
# Now create the two required shader files. We prepend the common.glsl to each shader.
# We also define KWIN and KWIN_LEGACY. The code in common.glsl takes some different
# paths based on these defines.
{
echo "#version 140"
echo "#define KWIN"
echo ""
echo "// This file is automatically generated during the build process."
echo ""
cat "../resources/shaders/common.glsl"
cat "../resources/shaders/$1.frag"
} > "$BUILD_DIR/$DIR_NAME/contents/shaders/$1_core.frag"
{
echo "#define KWIN_LEGACY"
echo ""
echo "// This file is automatically generated during the build process."
echo ""
cat "../resources/shaders/common.glsl"
cat "../resources/shaders/$1.frag"
} > "$BUILD_DIR/$DIR_NAME/contents/shaders/$1.frag"
# If clang-format is installed, try to beauty the code a bit.
if command -v clang-format &> /dev/null
then
clang-format -i "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
fi
}
# Now run the above method for all supported effects.
# The apparition effect is disabled for now. I have not yet found a way to upscale the
# window canvas during the animation.
#generate "apparition" "[BMW] Apparition" "This effect hides your windows by violently sucking them into the void of magic"
generate "energize-a" "[BMW] Energize A" "Beam your windows away"
generate "energize-b" "[BMW] Energize B" "Using different transporter technology results in an alternative visual effect"
generate "fire" "[BMW] Fire" "The classic effect inspired by Compiz"
generate "hexagon" "[BMW] Hexagon" "With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi"
generate "incinerate" "[BMW] Incinerate" "A less snappy but definitely more fancy take on the fire effect"
generate "tv" "[BMW] TV Effect" "Make windows close like turning off a TV"
generate "wisps" "[BMW] Wisps" "Let your windows be carried away to the realm of dreams by these little fairies"
# Finally, create an archive for the effects.
# shellcheck disable=SC2046
tar -cjf "burn_my_windows_kwin4.tar.gz" -C "$BUILD_DIR" $(ls "$BUILD_DIR")
+94
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@@ -0,0 +1,94 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_Color">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
+16
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@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>2000</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="Color" type="Color">
<default>#FFC832</default>
</entry>
</group>
</kcfg>
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_Color">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
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<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>1000</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="Color" type="Color">
<default>#A0B4FF</default>
</entry>
</group>
</kcfg>
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Line Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QDoubleSpinBox" name="kcfg_LineWidth">
<property name="minimum">
<double>1.000000000000000</double>
</property>
<property name="maximum">
<double>5.000000000000000</double>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Glow Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_5">
<property name="text">
<string>Line Width:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="QCheckBox" name="kcfg_AdditiveBlending">
<property name="text">
<string>Additive Blending</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="KColorButton" name="kcfg_GlowColor">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_LineColor">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
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<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>1500</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="MovementSpeed" type="Double">
<default>0.5</default>
</entry>
<entry name="Gradient1" type="Color">
<default>#004c3319</default>
</entry>
<entry name="Gradient2" type="Color">
<default>#a0b4371e</default>
</entry>
<entry name="Gradient3" type="Color">
<default>#b5ff4c26</default>
</entry>
<entry name="Gradient4" type="Color">
<default>#ffffa619</default>
</entry>
<entry name="Gradient5" type="Color">
<default>#ffffffff</default>
</entry>
<entry name="3DNoise" type="Bool">
<default>false</default>
</entry>
</group>
</kcfg>
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'u3DNoise',
effect.readConfig('3DNoise', true) ? 1.0 : 0.0);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uMovementSpeed', effect.readConfig('MovementSpeed', 1.0));
effect.setUniform(this.shader, 'uGradient1', this.readRGBAConfig('Gradient1'));
effect.setUniform(this.shader, 'uGradient2', this.readRGBAConfig('Gradient2'));
effect.setUniform(this.shader, 'uGradient3', this.readRGBAConfig('Gradient3'));
effect.setUniform(this.shader, 'uGradient4', this.readRGBAConfig('Gradient4'));
effect.setUniform(this.shader, 'uGradient5', this.readRGBAConfig('Gradient5'));
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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Line Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QDoubleSpinBox" name="kcfg_LineWidth">
<property name="minimum">
<double>1.000000000000000</double>
</property>
<property name="maximum">
<double>5.000000000000000</double>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Glow Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="label_5">
<property name="text">
<string>Line Width:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="QCheckBox" name="kcfg_AdditiveBlending">
<property name="text">
<string>Additive Blending</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="KColorButton" name="kcfg_GlowColor">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_LineColor">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
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<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>1500</default>
</entry>
<entry name="Scale" type="Double">
<default>3</default>
</entry>
<entry name="LineWidth" type="Double">
<default>2</default>
</entry>
<entry name="LineColor" type="Color">
<default>#80C8FFFF</default>
</entry>
<entry name="GlowColor" type="Color">
<default>#801450FF</default>
</entry>
<entry name="AdditiveBlending" type="Bool">
<default>true</default>
</entry>
</group>
</kcfg>
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever a window is closed or opened.
effect.setUniform(this.shader, 'uSeed', [Math.random(), Math.random()]);
+10
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uAdditiveBlending',
effect.readConfig('AdditiveBlending', true) ? 1.0 : 0.0);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uLineWidth', effect.readConfig('LineWidth', 1.0));
effect.setUniform(this.shader, 'uGlowColor', this.readRGBAConfig('GlowColor'));
effect.setUniform(this.shader, 'uLineColor', this.readRGBAConfig('LineColor'));
+117
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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_Color">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
<property name="singleStep">
<number>0.1</number>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Turbulence:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Turbulence">
<property name="maximum">
<double>1.000000000000000</double>
</property>
<property name="singleStep">
<number>0.1</number>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
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<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>2000</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="Turbulence" type="Double">
<default>0.3</default>
</entry>
<entry name="Color" type="Color">
<default>#ffb47f</default>
</entry>
</group>
</kcfg>
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever a window is closed or opened.
effect.setUniform(this.shader, 'uSeed', [Math.random(), Math.random()]);
+8
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// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uTurbulence', effect.readConfig('Turbulence', 1.0));
+202
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/*
This file is part of the Burn-My-Windows project.
SPDX-FileCopyrightText: 2018, 2021, 2022 Vlad Zahorodnii <vlad.zahorodnii@kde.org>, Martin Flöser <mgraesslin@kde.org>, Simon Schneegans <code@simonschneegans.de>
SPDX-License-Identifier: GPL-3.0-or-later
*/
"use strict";
const blacklist = [
// The logout screen has to be animated only by the logout effect.
"ksmserver ksmserver",
"ksmserver-logout-greeter ksmserver-logout-greeter",
// KDE Plasma splash screen has to be animated only by the login effect.
"ksplashqml ksplashqml"
];
class %EFFECT_CLASS% {
constructor() {
effect.configChanged.connect(this.loadConfig.bind(this));
effect.animationEnded.connect(this.cleanupForcedRoles.bind(this));
effects.windowAdded.connect(this.slotWindowAdded.bind(this));
effects.windowClosed.connect(this.slotWindowClosed.bind(this));
effects.windowDataChanged.connect(this.slotWindowDataChanged.bind(this));
this.shader = effect.addFragmentShader(Effect.MapTexture, "%SHADER_NAME%.frag");
this.loadConfig();
}
// A small helper which can be used to read a hex color string (e.g. #ff3244) from the
// settings. This method will return an array of four floating point values
// [r, g, b, a]. If the settings key only refers to an rgb value, the alpha component
// will be set to 1.0.
readRGBAConfig(key) {
const color = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})?([a-f\d]{2})?$/i
.exec(effect.readConfig(key, '#ffffff'))
.slice(1)
.filter(x => x !== undefined)
.map(x => parseInt(x, 16) / 255);
return color.length == 3 ? [color[0], color[1], color[2], 1.0] :
[color[1], color[2], color[3], color[0]];
}
// A small helper which can be used to read a hex color string (e.g. #ff3244) from the
// settings. This method will return an array of three floating point values [r, g, b]
// regardless of whether the settings key actually refers to an argb hex string.
readRGBConfig(key) {
const color = this.readRGBAConfig(key);
color.pop();
return color;
}
loadConfig() {
this.duration = animationTime(effect.readConfig('Duration', 1000));
%ON_SETTINGS_CHANGE%
}
static isScaleWindow(window) {
// We don't want to animate most of plasmashell's windows, yet, some
// of them we want to, for example, Task Manager Settings window.
// The problem is that all those window share single window class.
// So, the only way to decide whether a window should be animated is
// to use a heuristic: if a window has decoration, then it's most
// likely a dialog or a settings window so we have to animate it.
if (window.windowClass == "plasmashell plasmashell"
|| window.windowClass == "plasmashell org.kde.plasmashell") {
return window.hasDecoration;
}
if (blacklist.indexOf(window.windowClass) != -1) {
return false;
}
if (window.hasDecoration) {
return true;
}
// Don't animate combobox popups, tooltips, popup menus, etc.
if (window.popupWindow) {
return false;
}
// Dont't animate the outline and the screenlocker as it looks bad.
if (window.lockScreen || window.outline) {
return false;
}
// Override-redirect windows are usually used for user interface
// concepts that are not expected to be animated by this effect.
if (!window.managed) {
return false;
}
return window.normalWindow || window.dialog;
}
setupForcedRoles(window) {
window.setData(Effect.WindowForceBackgroundContrastRole, true);
window.setData(Effect.WindowForceBlurRole, true);
}
cleanupForcedRoles(window) {
window.setData(Effect.WindowForceBackgroundContrastRole, null);
window.setData(Effect.WindowForceBlurRole, null);
}
slotWindowAdded(window) {
if (effects.hasActiveFullScreenEffect) {
return;
}
if (!%EFFECT_CLASS%.isScaleWindow(window)) {
return;
}
if (!window.visible) {
return;
}
if (effect.isGrabbed(window, Effect.WindowAddedGrabRole)) {
return;
}
this.setupForcedRoles(window);
effect.setUniform(this.shader, 'uForOpening', 1.0);
%ON_ANIMATION_BEGIN%
window.scaleInAnimation = animate({
window: window,
curve: QEasingCurve.Linear,
duration: this.duration,
animations: [
{
type: Effect.ShaderUniform,
fragmentShader: this.shader,
uniform: "uProgress",
from: 0.0,
to: 1.0
}
]
});
}
slotWindowClosed(window) {
if (effects.hasActiveFullScreenEffect) {
return;
}
if (!%EFFECT_CLASS%.isScaleWindow(window)) {
return;
}
if (!window.visible || window.skipsCloseAnimation) {
return;
}
if (effect.isGrabbed(window, Effect.WindowClosedGrabRole)) {
return;
}
if (window.scaleInAnimation) {
cancel(window.scaleInAnimation);
delete window.scaleInAnimation;
}
this.setupForcedRoles(window);
effect.setUniform(this.shader, 'uForOpening', 0.0);
%ON_ANIMATION_BEGIN%
window.scaleOutAnimation = animate({
window: window,
curve: QEasingCurve.Linear,
duration: this.duration,
animations: [
{
type: Effect.ShaderUniform,
fragmentShader: this.shader,
uniform: "uProgress",
from: 0.0,
to: 1.0
}
]
});
}
slotWindowDataChanged(window, role) {
if (role == Effect.WindowAddedGrabRole) {
if (window.scaleInAnimation && effect.isGrabbed(window, role)) {
cancel(window.scaleInAnimation);
delete window.scaleInAnimation;
this.cleanupForcedRoles(window);
}
} else if (role == Effect.WindowClosedGrabRole) {
if (window.scaleOutAnimation && effect.isGrabbed(window, role)) {
cancel(window.scaleOutAnimation);
delete window.scaleOutAnimation;
this.cleanupForcedRoles(window);
}
}
}
}
new %EFFECT_CLASS%();
+21
View File
@@ -0,0 +1,21 @@
[Desktop Entry]
Name=%NAME%
Icon=preferences-system-windows-effect-%ICON%
Comment=%DESCRIPTION%
Type=Service
X-KDE-ServiceTypes=KWin/Effect,KCModule
X-KDE-PluginInfo-Author=Vlad Zahorodnii, Martin Flöser, Simon Schneegans
X-KDE-PluginInfo-Email=vlad.zahorodnii@kde.org, mgraesslin@kde.org, code@simonschneegans.de
X-KDE-PluginInfo-Name=%DIR_NAME%
X-KDE-PluginInfo-Version=1
X-KDE-PluginInfo-Category=Window Open/Close Animation
X-KDE-PluginInfo-License=GPLv3
X-KDE-PluginInfo-EnabledByDefault=false
X-KDE-Ordering=60
X-Plasma-API=javascript
X-Plasma-MainScript=code/main.js
X-KDE-PluginKeyword=%DIR_NAME%
X-KDE-Library=kcm_kwin4_genericscripted
X-KWin-Config-TranslationDomain=kwin_effects
X-KWin-Exclusive-Category=toplevel-open-close-animation
+71
View File
@@ -0,0 +1,71 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_Color">
<property name="alphaChannelEnabled">
<bool>true</bool>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
<property name="buddy">
<cstring>kcfg_Color</cstring>
</property>
</widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
+13
View File
@@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>400</default>
</entry>
<entry name="Color" type="Color">
<default>#ffffff</default>
</entry>
</group>
</kcfg>
+5
View File
@@ -0,0 +1,5 @@
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
+84
View File
@@ -0,0 +1,84 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>BMWConfigForm</class>
<widget class="QWidget" name="BMWConfigForm">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>562</width>
<height>365</height>
</rect>
</property>
<layout class="QGridLayout" name="gridLayout">
<item row="2" column="1">
<widget class="QDoubleSpinBox" name="kcfg_Scale">
<property name="minimum">
<double>0.100000000000000</double>
</property>
<property name="maximum">
<double>10.000000000000000</double>
</property>
</widget>
</item>
<item row="0" column="1">
<widget class="QSpinBox" name="kcfg_Duration">
<property name="suffix">
<string> milliseconds</string>
</property>
<property name="minimum">
<number>100</number>
</property>
<property name="maximum">
<number>9999</number>
</property>
<property name="singleStep">
<number>100</number>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Color:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="0" column="0">
<widget class="QLabel" name="label">
<property name="text">
<string>Duration:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Scale:</string>
</property>
<property name="alignment">
<set>Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter</set>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="KColorButton" name="kcfg_Color"></widget>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>KColorButton</class>
<extends>QPushButton</extends>
<header>kcolorbutton.h</header>
</customwidget>
</customwidgets>
<resources />
<connections />
</ui>
+16
View File
@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="UTF-8"?>
<kcfg xmlns="http://www.kde.org/standards/kcfg/1.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.kde.org/standards/kcfg/1.0
http://www.kde.org/standards/kcfg/1.0/kcfg.xsd">
<kcfgfile name="" />
<group name="">
<entry name="Duration" type="UInt">
<default>1500</default>
</entry>
<entry name="Scale" type="Double">
<default>1</default>
</entry>
<entry name="Color" type="Color">
<default>#ff64c8</default>
</entry>
</group>
</kcfg>
+4
View File
@@ -0,0 +1,4 @@
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever a window is closed or opened.
effect.setUniform(this.shader, 'uSeed', [Math.random(), Math.random()]);
+7
View File
@@ -0,0 +1,7 @@
// This part is automatically included in the effect's source during the build process.
// The code below is called whenever the user changes something in the configuration of
// the effect.
effect.setUniform(this.shader, 'uDuration', this.duration * 0.001);
effect.setUniform(this.shader, 'uScale', effect.readConfig('Scale', 1.0));
effect.setUniform(this.shader, 'uColor', this.readRGBConfig('Color'));
+1 -1
View File
@@ -12,5 +12,5 @@
"42"
],
"url": "https://github.com/Schneegans/Burn-My-Windows",
"version": 16
"version": 17
}
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+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/"
@@ -20,31 +20,31 @@ msgstr ""
"&& n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "خيارات التأثير"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "عُد"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "خيارات عامة"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "الرعاة الذهبيون"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "الرعاة الفضيون"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "الرعاة البرونزيون"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "الرعاة السابقون"
@@ -58,67 +58,71 @@ msgstr "معاينة لـ %s"
msgid "Close this Window to Preview the Effect!"
msgstr "أغلق هذه النافذة لمعاينة التأثير!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "زجاج المكسور"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "تأثير التلفزيون"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "هجوم تي ريكس"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "الانفجار القطع"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "قطع"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "نار"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "النار الافتراضية"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "نار حارقة"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "داكن وقذر"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "نسيم بارد"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "سانتا قادم"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "سداسي الزوايا"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "تنشيط أ"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "شبح"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "تنشيط ب"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "ماتركس"
@@ -151,15 +155,15 @@ 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/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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]"
@@ -168,7 +172,9 @@ msgstr "المدة [م,ث]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -182,33 +188,37 @@ msgstr "المدة [م,ث]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: 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"
@@ -247,11 +257,16 @@ msgid ""
"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/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: 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"
@@ -346,6 +361,10 @@ msgstr "إغلاق التأثيرات للنافذة"
msgid "Also Add Effects to Dialogs"
msgstr "أضف أيضًا تأثيرات إلى الحوارات"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "شدة الدوران"
+74 -55
View File
@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,31 +17,31 @@ msgstr ""
"Content-Type: text/plain; charset=CHARSET\n"
"Content-Transfer-Encoding: 8bit\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr ""
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr ""
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr ""
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr ""
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr ""
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr ""
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr ""
@@ -55,67 +55,71 @@ msgstr ""
msgid "Close this Window to Preview the Effect!"
msgstr ""
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr ""
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr ""
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr ""
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr ""
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr ""
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr ""
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr ""
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr ""
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr ""
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr ""
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr ""
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr ""
@@ -148,15 +152,15 @@ msgid "About Burn-My-Windows"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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 ""
@@ -165,7 +169,9 @@ msgstr ""
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -179,33 +185,37 @@ msgstr ""
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: 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 ""
@@ -244,11 +254,16 @@ msgid ""
"window."
msgstr ""
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: 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 ""
@@ -342,6 +357,10 @@ msgstr ""
msgid "Also Add Effects to Dialogs"
msgstr ""
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
+77 -58
View File
@@ -7,9 +7,9 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-02-02 19:55+0000\n"
"Last-Translator: Jiří Doubravský <jiri.doubravsky@gmail.com>\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-23 08:18+0000\n"
"Last-Translator: Jose Riha <jose1711@gmail.com>\n"
"Language-Team: Czech <https://hosted.weblate.org/projects/burn-my-windows/"
"core/cs/>\n"
"Language: cs\n"
@@ -17,33 +17,33 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 4.11-dev\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr ""
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr ""
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Obecné možnosti"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr ""
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr ""
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr ""
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr ""
@@ -57,67 +57,71 @@ msgstr "Náhled %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Zavřete toto okno, pokud chcete vidět efekt!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Střepy"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Televize"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Tyrannosaurus"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Obláčky"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Oheň"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Výchozí oheň"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Pekelný oheň"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Temný"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Studený vánek"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Santa přichází"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr ""
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Energizovat A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Energizovat B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Délka animace [ms]"
@@ -167,7 +171,9 @@ msgstr "Délka animace [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Délka animace [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Obnovit výchozí hodnoty"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Měřítko"
@@ -247,11 +257,16 @@ msgid ""
"window."
msgstr "Střepy odletí z místa, kde byl ukazatel myši při zavírání okna."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Barva"
@@ -345,6 +360,10 @@ msgstr "Animace při zavírání okna"
msgid "Also Add Effects to Dialogs"
msgstr "Použít efekt i na dialogová okna"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
+76 -57
View File
@@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-05 18:37+0000\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-06-25 03:56+0000\n"
"Last-Translator: Simon Schneegans <code@simonschneegans.de>\n"
"Language-Team: German <https://hosted.weblate.org/projects/burn-my-windows/"
"core/de/>\n"
@@ -17,33 +17,33 @@ 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 4.13.1-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Effektoptionen"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Zurück"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Allgemeine Optionen"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Gold-Sponsoren"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Silber-Sponsoren"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Bronze-Sponsoren"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Ehemalige Sponsoren"
@@ -57,67 +57,71 @@ msgstr "Vorschau für %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Schließen Sie dieses Fenster, um eine Vorschau des Effekts anzuzeigen!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Glassplitter"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "TV-Effekt"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "T-Rex-Angriff"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Fingerschnippen des Zerfalls"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr "Einäschern"
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Irrlichter"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Feuer"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Standardfeuer"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Höllenfeuer"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Dunkel und schmutzig"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Kalte Brise"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Weihnachtsgrüße"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Hexagon"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Energie A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Apparieren"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Energie B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "Über Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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 "Animationszeit [ms]"
@@ -167,7 +171,9 @@ msgstr "Animationszeit [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Animationszeit [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Auf Standardwert zurücksetzen"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Größe"
@@ -248,11 +258,16 @@ msgstr ""
"Die Scherben fliegen von der Stelle weg, an der sich Ihr Mauszeiger beim "
"Schließen des Fensters befand."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr "Turbulenz"
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Farbe"
@@ -346,6 +361,10 @@ msgstr "Fenster-Schließen-Animation"
msgid "Also Add Effects to Dialogs"
msgstr "Effekte auch zu Dialogen hinzufügen"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr "Im Akkubetrieb deaktivieren"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Wirbelintensität"
+77 -58
View File
@@ -7,9 +7,9 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: Óscar Fernández Díaz <oscfdezdz@tuta.io>\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-06-08 14:14+0000\n"
"Last-Translator: Ulices <dev.n47os@aleeas.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/burn-my-windows/"
"core/es/>\n"
"Language: es\n"
@@ -17,33 +17,33 @@ 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 4.13-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Opciones de efecto"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Volver"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Opciones generales"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Patrocinadores de oro"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Patrocinadores de plata"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Patrocinadores de bronce"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Patrocinadores anteriores"
@@ -57,67 +57,71 @@ msgstr "Previsualización de %s"
msgid "Close this Window to Preview the Effect!"
msgstr "¡Cierre esta ventana para ver el efecto!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Cristales rotos"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Efecto televisor"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Ataque de T-Rex"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Chasquido de desintegración"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Chispas"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Fuego"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Fuego predeterminado"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Fuego infernal"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Oscuro y obsceno"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Brisa fría"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Viene Papá Noel"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Hexágonos"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Energizar A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Aparición"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Energizar B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "Acerca de Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Tiempo de animación [ms]"
@@ -167,7 +171,9 @@ msgstr "Tiempo de animación [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Tiempo de animación [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Restablecer al valor predeterminado"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Escala"
@@ -248,11 +258,16 @@ msgstr ""
"Los fragmentos saldrán volando desde donde estaba el puntero del ratón al "
"cerrar la ventana."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Color"
@@ -346,6 +361,10 @@ msgstr "Animación al cerrar la ventana"
msgid "Also Add Effects to Dialogs"
msgstr "Añadir también efectos a los diálogos"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr "Desactivar en alimentación con batería"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensidad del giro"
+381
View File
@@ -0,0 +1,381 @@
# 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: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-23 08:18+0000\n"
"Last-Translator: Eshagh Shahedany <eshagh094@gmail.com>\n"
"Language-Team: Persian <https://hosted.weblate.org/projects/burn-my-windows/"
"core/fa/>\n"
"Language: fa\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 4.13-dev\n"
#: prefs.js:114
msgid "Effect Options"
msgstr "انتخاب‌های جلوه"
#: prefs.js:142
msgid "Go Back"
msgstr "بازگشت"
#: prefs.js:184
msgid "General Options"
msgstr "انتخاب‌های عمومی"
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "حامیان طلایی"
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "حامیان نقره‌ای"
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "حامیان برنزی"
#: prefs.js:287
msgid "Past Sponsors"
msgstr "حامیان گذشته"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "پیش‌نمایش برای %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "برای پیش‌نمایش جلوه، پنجره را ببندید!"
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "شیشهٔ شکسته"
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "جلوهٔ تلویزیون"
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "حملهٔ تی‌رکس"
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "ضربهٔ فروپاشی"
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "جرقه‌ها"
#: src/Fire.js:99
msgid "Fire"
msgstr "آتش"
#: src/Fire.js:154
msgid "Default Fire"
msgstr "آتش پیش‌گزیده"
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "آتش جهنمی"
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "تاریک و دودی"
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "نسیم سرد"
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "بابانوئل می‌آید"
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "شش ضلعی"
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "انرژی آ"
#: src/Apparition.js:80
msgid "Apparition"
msgstr "تجسم"
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "انرژی ب"
#: src/Matrix.js:113
msgid "Matrix"
msgstr "ماتریکس"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "بازدید از صفحهٔ خانه"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "دیدن تغییرات"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "گزارش یک مشکل"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "ایجاد یک جلوه"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "ترجمه"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "اعانه"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "دربارهٔ پنجره‌هایم را بسوزان"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Incinerate.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/Incinerate.ui:49 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 "زمان پویانمایی (میلی‌ثانیه)"
#: 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/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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 "بازنشانی به مقدار پیش‌گزیده"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Incinerate.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/Incinerate.ui:98
#: 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 "مقیاس"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "تصادفی"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr ""
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "رنگ دنباله"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "رنگ نکته"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "گرانش"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "نیروی انفجار"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "شکستن از مکان نشان‌گر"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"هنگام بستن پنجره، خرده‌ها از جایی که نشان‌گر ماوس شما قرار داشت دور می‌شوند."
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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/Incinerate.ui:195
#: 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 "رنگ"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "از پیش تنظیم شده‌ها"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "سرعت"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "نویز سه بعدی"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "آتش پویاتری ایجاد می‌کند اما به قدرت جی‌پی‌یو بیشتری نیاز دارد."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "گرادیان"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "مقیاس خراش پنجه"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "تعداد خراش پنجه"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "جلوهٔ انحنا"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "رنگ گوشت"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "پیش‌نمایش این جلوه"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "عرض خط شبکه"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "رنگ خط"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "رنگ درخشش"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "ترکیب افزودنی"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "ممکن است بخواهید این را برای زمینه‌های پنجره تاریک به کار بیاندازید."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "به پنجره‌هایم را بسوزان، خوش آمدید!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "اگر این افزونه را دوست دارید، آن را به دوستان خود معرفی کنید :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "پویانمایی گشودن پنجره"
#: 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 "اگر چند مورد انتخاب شود، یکی به صورت تصادفی انتخاب می‌شود."
#: 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 "انتخاب جلوه"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "پویانمایی بستن پنجره"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "همچنین جلوه‌ها را به گفت‌وگوها اضافه کن"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "شدّت چرخش"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "شدّت لرزش"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "شدّت مکش"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "یک پیش تنظیم را انتخاب کنید"
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+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/"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Tehostevalinnat"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Takaisin"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Yleiset asetukset"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Kultasponsorit"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Hopeasponsorit"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Pronssisponsorit"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Aiemmat sponsorit"
@@ -57,67 +57,71 @@ msgstr "Esikatselu tehosteelle %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Sulje tämä ikkuna esikatsellaksesi tehosteen!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Rikkoutunut lasi"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "TV-tehoste"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "T-Rexin hyökkäys"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Hajoamisen napsahdus"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Häiveet"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Tuli"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Oletustuli"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Helvetintuli"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Tumma ja likainen"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Kylmän tuulahdus"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Pukki saapuu"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Kuusikulmio"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Ilmestys"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr ""
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matriisi"
@@ -150,15 +154,15 @@ 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/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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]"
@@ -167,7 +171,9 @@ msgstr "Animaatioaika [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Animaatioaika [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: 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"
@@ -247,11 +257,16 @@ msgid ""
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/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: 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"
@@ -345,6 +360,10 @@ msgstr "Ikkunan sulkemisen animaatio"
msgid "Also Add Effects to Dialogs"
msgstr "Lisää tehosteet myös dialogi-ikkunoihin"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-01 23:10+0000\n"
"Last-Translator: matb <perso@mathieu-bousquet.fr>\n"
"Language-Team: French <https://hosted.weblate.org/projects/burn-my-windows/"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n > 1;\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Options de l'effet"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Retour"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Options générales"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Sponsors Or"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Sponsors Argent"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Sponsors Bronze"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Anciens Sponsors"
@@ -57,67 +57,71 @@ msgstr "Aperçu pour %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Fermez cette fenêtre pour un aperçu de l'effet !"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Verre brisé"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Effet TV"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Attaque de T-Rex"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Désintégration"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Feux follets"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Feu"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Feu par défaut"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Feu de l'enfer"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Sombre et ténébreux"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Brise froide"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Le Père Noël arrive"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Hexagone"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Énergie A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Apparition"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Énergie B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "À propos de Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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 "Durée de l'animation (ms)"
@@ -167,7 +171,9 @@ msgstr "Durée de l'animation (ms)"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Durée de l'animation (ms)"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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 "Réinitialiser à la valeur par défaut"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: 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 "Échelle"
@@ -248,11 +258,16 @@ msgstr ""
"Les éclats s'envoleront de l'endroit où se trouvait le pointeur de votre "
"souris lorsque vous fermez la fenêtre."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: 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 "Couleur"
@@ -348,6 +363,10 @@ msgstr "Animation de fermeture de fenêtre"
msgid "Also Add Effects to Dialogs"
msgstr "Appliquer également les effets aux boîtes de dialogue"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensité du tournoiement"
+76 -57
View File
@@ -7,8 +7,8 @@ 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: 2022-04-16 11:14+0000\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-06-29 17:16+0000\n"
"Last-Translator: albanobattistella <albano_battistella@hotmail.com>\n"
"Language-Team: Italian <https://hosted.weblate.org/projects/burn-my-windows/"
"core/it/>\n"
@@ -17,33 +17,33 @@ 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 4.13.1-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Opzioni effetto"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Indietro"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Opzioni generali"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Sponsor d'oro"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Sponsor d'argento"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Sponsor di bronzo"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Sponsor passati"
@@ -57,67 +57,71 @@ msgstr "Anteprima per %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Chiudi questa finestra per visualizzare in anteprima l'effetto!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Vetro rotto"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Effetto TV"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Attacco T-Rex"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Scatto di disintegrazione"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr "Incenerire"
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Scintille"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Fuoco"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Fuoco predefinito"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Fuoco Infernale"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Scuro e Tenebroso"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Brezza Fredda"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Babbo Natale sta arrivando"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Esagono"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Energia A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Apparizione"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Energia B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "Informazioni su Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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 "Tempo animazione [ms]"
@@ -167,7 +171,9 @@ msgstr "Tempo animazione [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Tempo animazione [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Ripristina valore predefinito"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Scala"
@@ -248,11 +258,16 @@ msgstr ""
"I frammenti voleranno fuori dal punto in cui si trovava il puntatore del "
"mouse quando chiudi la finestra."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr "Turbolenza"
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Colore"
@@ -346,6 +361,10 @@ msgstr "Animazione alla chiusura della finestra"
msgid "Also Add Effects to Dialogs"
msgstr "Aggiungi anche effetti ai dialoghi"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr "Disattiva con alimentazione a batteria"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensità di rotazione"
+76 -57
View File
@@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-05-21 10:15+0000\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-23 08:18+0000\n"
"Last-Translator: Seong-ho Cho <darkcircle.0426@gmail.com>\n"
"Language-Team: Korean <https://hosted.weblate.org/projects/burn-my-windows/"
"core/ko/>\n"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "효과 옵션"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "뒤로 가기"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "일반 옵션"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "골드 스폰서"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "실버 스폰서"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "브론즈 스폰서"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "이전 스폰서"
@@ -57,67 +57,71 @@ msgstr "%s 미리 보기"
msgid "Close this Window to Preview the Effect!"
msgstr "이 창을 닫아 효과를 확인해보세요!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "유리 깨짐"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "TV 효과"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "티라노 공격"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "해체 영상"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "도깨비불"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "화염"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "기본 화염"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "지옥 화염"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "어둡고 찝찝함"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "냉랭한 바람"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "산타의 방문"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "육각형"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "에너자이즈 A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "혼령"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "에너자이즈 B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "매트릭스"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "Burn-My-Windows 정보"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "애니메이션 시간 [ms]"
@@ -167,7 +171,9 @@ msgstr "애니메이션 시간 [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "애니메이션 시간 [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "기본값으로 초기화"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "비율 조정"
@@ -246,11 +256,16 @@ msgid ""
"window."
msgstr "창을 닫을 때 마우스 포인터 위치에서 조각이 날아갑니다."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "색상"
@@ -320,7 +335,7 @@ msgstr "Burn-My-Windows 사용을 환영해요!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "이 확장이 맘에 든다면 친구에게 추천해주세요 :)"
msgstr "이 확장 기능이 맘에 든다면 친구에게 추천해주세요 :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
@@ -344,6 +359,10 @@ msgstr "창 닫기 애니메이션"
msgid "Also Add Effects to Dialogs"
msgstr "대화상자에도 효과 추가"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "회전 강도"
+76 -57
View File
@@ -7,11 +7,11 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-04-11 12:07+0000\n"
"Last-Translator: Allan Nordhøy <epost@anotheragency.no>\n"
"Language-Team: Norwegian Bokmål <https://hosted.weblate.org/projects/"
"burn-my-windows/core/nb_NO/>\n"
"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"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Effektalternativer"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Gå tilbake"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Generelle innstillinger"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Gullsponsorer"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Sølvsponsorer"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Bronsesponsorer"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Tidligere sponsorer"
@@ -58,68 +58,72 @@ msgstr "Forhåndsvisning for %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Lukk dette vinduet for å forhåndsvise effekten"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
#, fuzzy
msgid "Broken Glass"
msgstr "Knust glass"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "TV-effekt"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "T-rex-angrep"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Brann"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Forvalgt brann"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr ""
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr ""
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Kald bris"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Julenissen kommer"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Heksagon"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr ""
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr ""
@@ -152,15 +156,15 @@ msgid "About Burn-My-Windows"
msgstr "Om"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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 "Animasjonstid [ms]"
@@ -169,7 +173,9 @@ msgstr "Animasjonstid [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -183,33 +189,37 @@ msgstr "Animasjonstid [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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 "Tilbakestill til forvalgt verdi"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: 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 "Størrelse"
@@ -248,11 +258,16 @@ msgid ""
"window."
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/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: 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 "Farge"
@@ -346,6 +361,10 @@ msgstr ""
msgid "Also Add Effects to Dialogs"
msgstr ""
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Hvirvelintensitet"
+76 -57
View File
@@ -7,8 +7,8 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"PO-Revision-Date: 2022-04-05 18:37+0000\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-06-27 13:20+0000\n"
"Last-Translator: Heimen Stoffels <vistausss@fastmail.com>\n"
"Language-Team: Dutch <https://hosted.weblate.org/projects/burn-my-windows/"
"core/nl/>\n"
@@ -17,33 +17,33 @@ 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 4.13.1-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Effectvoorkeuren"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Scherm sluiten"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Algemene voorkeuren"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Gouden sponsoren"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Zilveren sponsoren"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Bronzen sponsoren"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Voormalige sponsoren"
@@ -57,67 +57,71 @@ msgstr "%s-voorvertoning"
msgid "Close this Window to Preview the Effect!"
msgstr "Sluit dit venster om het effect voor te vertonen."
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Gebroken glas"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Tv-effect"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "T-Rex-aanval"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Uiteenvallen"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr "Verbranden"
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Dwaallicht"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Vuur"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Normaal vuur"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Hellevuur"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Donker en zwart"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Koude wind"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Kerstmanvuur"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Hexagon"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Stimulatie A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Verschijning"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Stimulatie B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "Over Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animatieduur [in ms]"
@@ -167,7 +171,9 @@ msgstr "Animatieduur [in ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Animatieduur [in ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Standaardwaarde herstellen"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Schaal"
@@ -247,11 +257,16 @@ msgid ""
msgstr ""
"De stukken vliegen weg vanaf de cursorpositie na het sluiten van een venster."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr "Turbulentie"
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Kleur"
@@ -347,6 +362,10 @@ msgstr "Animatie bij sluiten van vensters"
msgid "Also Add Effects to Dialogs"
msgstr "Dialoogvensters ook voorzien van effecten"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr "Uitschakelen bij gebruik van accu"
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Wervelintensiteit"
+383
View File
@@ -0,0 +1,383 @@
# 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: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-24 21:14+0000\n"
"Last-Translator: Paweł Rzońca <pwrzonca@gmail.com>\n"
"Language-Team: Polish <https://hosted.weblate.org/projects/burn-my-windows/"
"core/pl/>\n"
"Language: pl\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
"|| n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:114
msgid "Effect Options"
msgstr "Opcje Efektów"
#: prefs.js:142
msgid "Go Back"
msgstr "Wstecz"
#: prefs.js:184
msgid "General Options"
msgstr "Opcje Ogólne"
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Złoci Sponsorzy"
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Srebrni Sponsorzy"
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Brązowi Sponsorzy"
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Byli Sponsorzy"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Podgląd dla %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Zamknij to Okno, aby zobaczyć Efekt!"
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Rozbicie Szkła"
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Efekt TV"
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Atak T-Rex-a"
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Pstryknięcie Dezintegracji"
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Ogniki"
#: src/Fire.js:99
msgid "Fire"
msgstr "Ogień"
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Domyślny Ogień"
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Ogień Piekielny"
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Ciemny i Brudny"
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Zimna Bryza"
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Nadchodzi Święty Mikołaj"
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Sześciokąt"
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Energetyzacja A"
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Teleportacja"
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Energetyzacja B"
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Odwiedź Stronę Główną"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Pokaż Dziennik Zmian"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Zgłoś Błąd"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Stwórz Efekt"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Przetłumacz"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Wspomóż"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "Informacje o Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Incinerate.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/Incinerate.ui:49 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 "Czas Animacji [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/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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 "Zresetuj do Domyślnej Wartości"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Incinerate.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/Incinerate.ui:98
#: 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 "Losowość"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Przestrzelenie Pionowe"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Kolor Śladu"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Kolor Końcówki"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Grawitacja"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Siła Uderzenia"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Roztrzaskaj z Pozycji Kursora"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr ""
"Odłamki odlecą z miejsca, w którym znajdował się wskaźnik myszy podczas "
"zamykania okna."
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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/Incinerate.ui:195
#: 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 "Kolor"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Predefiniowane"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Szybkość"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "Szum 3D"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Tworzy bardziej dynamiczny ogień, ale wymaga większej mocy GPU."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Gradient"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Skala Drapnięć Pazurów"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Liczba Drapnięć Pazurów"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Efekt Wypaczenia"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Kolor Błysku"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Podgląd Efektu"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Szerokość Linii Siatki"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Kolor Linii"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Kolor Poświaty"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Mieszanie Addytywne"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Możesz chcieć to włączyć w przypadku ciemnych motywów okien."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Witaj w 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 "Jeśli podoba Ci się to rozszerzenie, poleć je znajomym :)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Animacja Otwierania Okna"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Jeśli wybrano kilka, efekt jest wybierany losowo."
#: 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 "Wybierz Efekty"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Animacja Zamykania Okna"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Dodaj Efekty również do Okien Dialogowych"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intensywność Wirowania"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Intensywność Wstrząsania"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Intensywność Ssania"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Wybierz Obecny"
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-04-13 13:09+0000\n"
"Last-Translator: Егор Ермаков <eg.ermakov2016@gmail.com>\n"
"Language-Team: Russian <https://hosted.weblate.org/projects/burn-my-windows/"
@@ -20,31 +20,31 @@ msgstr ""
"%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Параметры эффекта"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Назад"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Общие настройки"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Золотые спонсоры"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Серебряные спонсоры"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Бронзовые спонсоры"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Прошлые спонсоры"
@@ -58,67 +58,71 @@ msgstr "Предпросмотр %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Закройте это окно для предпросмотра эффекта!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Разбитое стекло"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Эффект ЭЛТ"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Атака тираннозавра"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Огоньки"
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Огонь"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Обычный огонь"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Адское пламя"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Тёмный и грязный"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Холодный бриз"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Дед Мороз идёт"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Гексагон"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Энергия A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Энергия B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Матрица"
@@ -151,15 +155,15 @@ msgid "About Burn-My-Windows"
msgstr "О Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Время анимации (мс)"
@@ -168,7 +172,9 @@ msgstr "Время анимации (мс)"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -182,33 +188,37 @@ msgstr "Время анимации (мс)"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Сброс на значение по умолчанию"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Масштаб"
@@ -249,11 +259,16 @@ msgstr ""
"Осколки разлетятся в стороны от того места, где находился курсор мыши при "
"закрытии окна."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Цвет"
@@ -347,6 +362,10 @@ msgstr "Анимация закрытия окна"
msgid "Also Add Effects to Dialogs"
msgstr "Также добавить эффекты к диалогам"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Интенсивность вращения"
+380
View File
@@ -0,0 +1,380 @@
# 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: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-23 08:18+0000\n"
"Last-Translator: Jose Riha <jose1711@gmail.com>\n"
"Language-Team: Slovak <https://hosted.weblate.org/projects/burn-my-windows/"
"core/sk/>\n"
"Language: sk\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2;\n"
"X-Generator: Weblate 4.13-dev\n"
#: prefs.js:114
msgid "Effect Options"
msgstr "Možnosti efektov"
#: prefs.js:142
msgid "Go Back"
msgstr "Prejsť naspäť"
#: prefs.js:184
msgid "General Options"
msgstr "Všeobecné možnosti"
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Zlatí sponzori"
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Strieborní sponzori"
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Bronzoví sponzori"
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Bývalí sponzori"
#. Translators: %s will be replaced by the effect's name.
#: prefs.js:510
#, javascript-format
msgid "Preview for %s"
msgstr "Náhľad %s"
#: prefs.js:532
msgid "Close this Window to Preview the Effect!"
msgstr "Zatvorte toto okno, ak chcete vidieť efekt!"
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Črepiny"
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "Televízor"
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "Tyrannosaurus"
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "Thanosove lusknutie"
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr "Obláčiky"
#: src/Fire.js:99
msgid "Fire"
msgstr "Oheň"
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Predvolený oheň"
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Pekelný oheň"
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Tmavý a zafúľaný"
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Studený vánok"
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Santa prichádza"
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Šesťhran"
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Nabudenie A"
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Prízrak"
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Nabudenie B"
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
#: resources/ui/common/main-menu.ui:6
msgid "Visit Homepage"
msgstr "Navštíviť webovú stránku"
#: resources/ui/common/main-menu.ui:10
msgid "View Changelog"
msgstr "Zobraziť históriu zmien"
#: resources/ui/common/main-menu.ui:16
msgid "Report a Bug"
msgstr "Nahlásiť chybu"
#: resources/ui/common/main-menu.ui:20
msgid "Create an Effect"
msgstr "Vytvoriť efekt"
#: resources/ui/common/main-menu.ui:24
msgid "Translate"
msgstr "Preložiť"
#: resources/ui/common/main-menu.ui:28
msgid "Donate"
msgstr "Prispieť"
#: resources/ui/common/main-menu.ui:41
msgid "About Burn-My-Windows"
msgstr "O Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Incinerate.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/Incinerate.ui:49 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 "Trvanie animácie [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/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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 "Obnoviť predvolené hodnoty"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Incinerate.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/Incinerate.ui:98
#: 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 "Priblíženie"
#: resources/ui/gtk4/Matrix.ui:116 resources/ui/gtk4/Apparition.ui:70
#: resources/ui/gtk3/Apparition.ui:112
msgid "Randomness"
msgstr "Náhodnosť"
#: resources/ui/gtk4/Matrix.ui:162
msgid "Vertical Overshooting"
msgstr "Zvislé prestrelenie"
#: resources/ui/gtk4/Matrix.ui:208
msgid "Trail Color"
msgstr "Farba chvosta"
#: resources/ui/gtk4/Matrix.ui:242
msgid "Tip Color"
msgstr "Farba špicu"
#: resources/ui/gtk4/BrokenGlass.ui:116
msgid "Gravity"
msgstr "Gravitácia"
#: resources/ui/gtk4/BrokenGlass.ui:162
msgid "Blow Force"
msgstr "Sila úderu"
#: resources/ui/gtk4/BrokenGlass.ui:212
msgid "Shatter From Pointer Location"
msgstr "Roztrieštenie od polohy kurzora"
#: resources/ui/gtk4/BrokenGlass.ui:221
msgid ""
"The shards will fly away from where your mouse pointer was when closing the "
"window."
msgstr "Črepiny odletia z miesta, kde bol kurzor myši pri zatváraní okna."
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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/Incinerate.ui:195
#: 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 "Farba"
#: resources/ui/gtk4/Fire.ui:25 resources/ui/gtk3/Fire.ui:49
msgid "Presets"
msgstr "Predvoľby"
#: resources/ui/gtk4/Fire.ui:141 resources/ui/gtk3/Fire.ui:189
msgid "Speed"
msgstr "Rýchlosť"
#: resources/ui/gtk4/Fire.ui:191 resources/ui/gtk3/Fire.ui:241
msgid "3D Noise"
msgstr "3D šum"
#: resources/ui/gtk4/Fire.ui:200 resources/ui/gtk3/Fire.ui:250
msgid "Creates a more dynamic fire but requires more GPU power."
msgstr "Vytvorí dynamickejší efekt ohňa, ale vyžaduje na to viac GPU."
#: resources/ui/gtk4/Fire.ui:240 resources/ui/gtk3/Fire.ui:300
msgid "Gradient"
msgstr "Prechod"
#: resources/ui/gtk4/TRexAttack.ui:70
msgid "Claw Scratch Scale"
msgstr "Veľkosť škrabancov od pazúrov"
#: resources/ui/gtk4/TRexAttack.ui:116
msgid "Claw Scratch Count"
msgstr "Počet škrabancov"
#: resources/ui/gtk4/TRexAttack.ui:162
msgid "Warp Effect"
msgstr "Efekt zakrivenia"
#: resources/ui/gtk4/TRexAttack.ui:208
msgid "Flash Color"
msgstr "Farba blesku"
#: resources/ui/gtk4/effectPage.ui:37 resources/ui/gtk3/effectPage.ui:37
msgid "Preview this Effect"
msgstr "Náhľad efektu"
#: resources/ui/gtk4/Hexagon.ui:116 resources/ui/gtk3/Hexagon.ui:147
msgid "Mesh Line Width"
msgstr "Šírka čiar v sieti"
#: resources/ui/gtk4/Hexagon.ui:162 resources/ui/gtk3/Hexagon.ui:195
msgid "Line Color"
msgstr "Farba čiar"
#: resources/ui/gtk4/Hexagon.ui:196 resources/ui/gtk3/Hexagon.ui:238
msgid "Glow Color"
msgstr "Farba žiary"
#: resources/ui/gtk4/Hexagon.ui:234 resources/ui/gtk3/Hexagon.ui:285
msgid "Additive Blending"
msgstr "Prídavné miešanie"
#: resources/ui/gtk4/Hexagon.ui:243 resources/ui/gtk3/Hexagon.ui:294
msgid "You may want to enable this for dark window themes."
msgstr "Možno túto voľbu budete chcieť zapnúť pri tmavých motívoch."
#: resources/ui/gtk4/prefs.ui:28 resources/ui/gtk3/prefs.ui:35
msgid "Welcome to Burn-My-Windows!"
msgstr "Víta Vás Burn-My-Windows!"
#: resources/ui/gtk4/prefs.ui:39 resources/ui/gtk3/prefs.ui:46
msgid "If you like this extension, recommend it to your friends :)"
msgstr "Ak sa vám toto rozšírenie páči, odporučte ho priateľom :-)"
#: resources/ui/gtk4/prefs.ui:66 resources/ui/gtk3/prefs.ui:74
msgid "Open Window Animation"
msgstr "Animácia pri otváraní okna"
#: resources/ui/gtk4/prefs.ui:75 resources/ui/gtk4/prefs.ui:119
#: resources/ui/gtk3/prefs.ui:83 resources/ui/gtk3/prefs.ui:147
msgid "If multiple are selected, one is chosen randomly."
msgstr "Ak ich vyberiete viac, budú sa náhodne striedať."
#: resources/ui/gtk4/prefs.ui:90 resources/ui/gtk4/prefs.ui:134
#: resources/ui/gtk3/prefs.ui:104 resources/ui/gtk3/prefs.ui:168
msgid "Choose Effects"
msgstr "Vyberte efekty"
#: resources/ui/gtk4/prefs.ui:110 resources/ui/gtk3/prefs.ui:138
msgid "Close Window Animation"
msgstr "Animácia pri zatváraní okna"
#: resources/ui/gtk4/prefs.ui:150 resources/ui/gtk3/prefs.ui:198
msgid "Also Add Effects to Dialogs"
msgstr "Použiť efekt aj na dialógové okná"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Intenzita vírenia"
#: resources/ui/gtk4/Apparition.ui:162 resources/ui/gtk3/Apparition.ui:210
msgid "Shake Intensity"
msgstr "Intenzita otrasov"
#: resources/ui/gtk4/Apparition.ui:208 resources/ui/gtk3/Apparition.ui:259
msgid "Suction Intensity"
msgstr "Intenzita odsatia"
#: resources/ui/gtk3/Fire.ui:63
msgid "Choose a Preset"
msgstr "Vyberte predvoľbu"
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: burn-my-windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+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/"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Effektalternativ"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Gå tillbaka"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Generella alternativ"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Guldsponsorer"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Silversponsorer"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Bronssponsorer"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Sponsorer från förr"
@@ -57,67 +57,71 @@ msgstr "Förhandsgranskning för %s"
msgid "Close this Window to Preview the Effect!"
msgstr "Stäng det här fönstret för att förhandsgranska effekten!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Trasigt glas"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "TV-effekt"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "T-Rexattack"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Eld"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Standardeld"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Helveteseld"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Mörk och smutsig"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Kall bris"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Jultomten kommer"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Sexhörning"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr ""
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr "Uppenbarelse"
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr ""
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matris"
@@ -150,15 +154,15 @@ 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/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 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]"
@@ -167,7 +171,9 @@ msgstr "Animationens tid [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Animationens tid [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 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/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: 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"
@@ -248,11 +258,16 @@ 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/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: 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"
@@ -346,6 +361,10 @@ msgstr "Stäng fönsteranimation"
msgid "Also Add Effects to Dialogs"
msgstr "Lägg också till effekter till dialogrutor"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr "Virvelns intensitet"
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-05-11 12:17+0000\n"
"Last-Translator: Muha Aliss <muhaaliss@pm.me>\n"
"Language-Team: Turkish <https://hosted.weblate.org/projects/burn-my-windows/"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 4.12.1\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "Efekt Seçenekleri"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "Geri Dön"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "Genel Ayarlar"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "Altın Sponsorlar"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "Gümüş Sponsorlar"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "Bronz Sponsorlar"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "Eski Sponsorlar"
@@ -57,67 +57,71 @@ msgstr "%s ön izleme"
msgid "Close this Window to Preview the Effect!"
msgstr "Efekti Ön izlemek İçin Bu Pencereyi Kapatın!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "Kırılan Cam"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "TV Efekti"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "T-Rex Saldırısı"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr ""
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "Ateş"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "Varsayılan Ateş"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "Cehennem Ateşi"
#: src/Fire.js:150
#: src/Fire.js:174
msgid "Dark and Smutty"
msgstr "Karanlık ve Sürmeli"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "Soğuk Esinti"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "Noel Baba Geliyor"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "Altıgen"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "Enerji A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "Enerji B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "Matrix"
@@ -150,15 +154,15 @@ msgid "About Burn-My-Windows"
msgstr "Burn-My-Windows Hakkında"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "Animasyon Süresi [ms]"
@@ -167,7 +171,9 @@ msgstr "Animasyon Süresi [ms]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -181,33 +187,37 @@ msgstr "Animasyon Süresi [ms]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "Varsayılan Değere Sıfırla"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
msgid "Scale"
msgstr "Ölçek"
@@ -248,11 +258,16 @@ msgstr ""
"Parçalar, pencereyi kapatırken fare işaretçinizin bulunduğu yerden uzağa "
"uçacaktır."
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "Renk"
@@ -346,6 +361,10 @@ msgstr "Pencere Animasyonunu Kapat"
msgid "Also Add Effects to Dialogs"
msgstr "Ayrıca Diyaloglara Efektler Ekle"
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
+74 -55
View File
@@ -7,7 +7,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Burn-My-Windows\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2022-04-05 09:22+0200\n"
"POT-Creation-Date: 2022-06-25 05:04+0200\n"
"PO-Revision-Date: 2022-04-08 07:11+0000\n"
"Last-Translator: merelymyself <poonsters6@gmail.com>\n"
"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
@@ -19,31 +19,31 @@ msgstr ""
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.12-dev\n"
#: prefs.js:112
#: prefs.js:114
msgid "Effect Options"
msgstr "特殊效果选项"
#: prefs.js:140
#: prefs.js:142
msgid "Go Back"
msgstr "返回"
#: prefs.js:182
#: prefs.js:184
msgid "General Options"
msgstr "常规选项"
#: prefs.js:276
#: prefs.js:278
msgid "Gold Sponsors"
msgstr "金牌赞助商"
#: prefs.js:279
#: prefs.js:281
msgid "Silver Sponsors"
msgstr "银牌赞助商"
#: prefs.js:282
#: prefs.js:284
msgid "Bronze Sponsors"
msgstr "铜牌赞助商"
#: prefs.js:285
#: prefs.js:287
msgid "Past Sponsors"
msgstr "往届赞助商"
@@ -57,68 +57,72 @@ msgstr "%s 的预览"
msgid "Close this Window to Preview the Effect!"
msgstr "关闭此窗口,预览效果!"
#: src/BrokenGlass.js:57
#: src/BrokenGlass.js:138
msgid "Broken Glass"
msgstr "破碎的玻璃"
#: src/TVEffect.js:56
#: src/TVEffect.js:77
msgid "TV Effect"
msgstr "电视效果"
#: src/TRexAttack.js:56
#: src/TRexAttack.js:115
msgid "T-Rex Attack"
msgstr "霸王龙攻击"
#: src/SnapOfDisintegration.js:60
#: src/SnapOfDisintegration.js:117
msgid "Snap of Disintegration"
msgstr "瓦解效果"
#: src/Wisps.js:55
#: src/Incinerate.js:87
msgid "Incinerate"
msgstr ""
#: src/Wisps.js:85
msgid "Wisps"
msgstr ""
#: src/Fire.js:58
#: src/Fire.js:99
msgid "Fire"
msgstr "火烧效果"
#: src/Fire.js:130
#: src/Fire.js:154
msgid "Default Fire"
msgstr "普通火烧效果"
#: src/Fire.js:140
#: src/Fire.js:164
msgid "Hell Fire"
msgstr "地狱之火"
#: src/Fire.js:150
#: src/Fire.js:174
#, fuzzy
msgid "Dark and Smutty"
msgstr "黑暗和污秽"
#: src/Fire.js:160
#: src/Fire.js:184
msgid "Cold Breeze"
msgstr "寒风"
#: src/Fire.js:170
#: src/Fire.js:194
msgid "Santa is Coming"
msgstr "圣诞老人来了"
#: src/Hexagon.js:53
#: src/Hexagon.js:97
msgid "Hexagon"
msgstr "六边形"
#: src/EnergizeA.js:54
#: src/EnergizeA.js:79
msgid "Energize A"
msgstr "瞬移效果A"
#: src/Apparition.js:57
#: src/Apparition.js:80
msgid "Apparition"
msgstr ""
#: src/EnergizeB.js:54
#: src/EnergizeB.js:80
msgid "Energize B"
msgstr "瞬移效果B"
#: src/Matrix.js:58
#: src/Matrix.js:113
msgid "Matrix"
msgstr "矩阵"
@@ -151,15 +155,15 @@ msgid "About Burn-My-Windows"
msgstr "关于 Burn-My-Windows"
#: resources/ui/gtk4/Matrix.ui:24 resources/ui/gtk4/BrokenGlass.ui:24
#: resources/ui/gtk4/Wisps.ui:24 resources/ui/gtk4/Fire.ui:49
#: resources/ui/gtk4/SnapOfDisintegration.ui:24
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk3/Incinerate.ui:49 resources/ui/gtk3/Wisps.ui:42
#: resources/ui/gtk3/Fire.ui:93 resources/ui/gtk3/TVEffect.ui:35
#: resources/ui/gtk3/EnergizeA.ui:42 resources/ui/gtk3/Hexagon.ui:49
#: resources/ui/gtk3/EnergizeB.ui:42 resources/ui/gtk3/Apparition.ui:63
msgid "Animation Time [ms]"
msgstr "动画时间 [毫秒]"
@@ -168,7 +172,9 @@ msgstr "动画时间 [毫秒]"
#: 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/BrokenGlass.ui:244 resources/ui/gtk4/Incinerate.ui:52
#: resources/ui/gtk4/Incinerate.ui:98 resources/ui/gtk4/Incinerate.ui:144
#: resources/ui/gtk4/Incinerate.ui:178 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
@@ -182,33 +188,37 @@ msgstr "动画时间 [毫秒]"
#: 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/gtk4/prefs.ui:166 resources/ui/gtk4/prefs.ui:200
#: 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/Incinerate.ui:75
#: resources/ui/gtk3/Incinerate.ui:124 resources/ui/gtk3/Incinerate.ui:173
#: resources/ui/gtk3/Incinerate.ui:216 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/prefs.ui:263 resources/ui/gtk3/Apparition.ui:89
#: resources/ui/gtk3/Apparition.ui:138 resources/ui/gtk3/Apparition.ui:187
#: resources/ui/gtk3/Apparition.ui:236 resources/ui/gtk3/Apparition.ui:285
msgid "Reset to Default Value"
msgstr "重置为默认值"
#: resources/ui/gtk4/Matrix.ui:70 resources/ui/gtk4/BrokenGlass.ui:70
#: resources/ui/gtk4/Wisps.ui:70 resources/ui/gtk4/Fire.ui:95
#: resources/ui/gtk4/SnapOfDisintegration.ui:70
#: resources/ui/gtk4/Incinerate.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
#: resources/ui/gtk4/EnergizeB.ui:70 resources/ui/gtk3/Incinerate.ui:98
#: resources/ui/gtk3/Wisps.ui:91 resources/ui/gtk3/Fire.ui:141
#: resources/ui/gtk3/EnergizeA.ui:91 resources/ui/gtk3/Hexagon.ui:98
#: resources/ui/gtk3/EnergizeB.ui:91
#, fuzzy
msgid "Scale"
msgstr "规模"
@@ -249,11 +259,16 @@ msgid ""
"window."
msgstr "窗口的破碎会从光标位置而开始。"
#: resources/ui/gtk4/Wisps.ui:116 resources/ui/gtk4/SnapOfDisintegration.ui:116
#: resources/ui/gtk4/Incinerate.ui:116 resources/ui/gtk3/Incinerate.ui:147
msgid "Turbulence"
msgstr ""
#: resources/ui/gtk4/Incinerate.ui:162 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
#: resources/ui/gtk4/EnergizeB.ui:116 resources/ui/gtk3/Incinerate.ui:195
#: resources/ui/gtk3/Wisps.ui:139 resources/ui/gtk3/TVEffect.ui:83
#: resources/ui/gtk3/EnergizeA.ui:139 resources/ui/gtk3/EnergizeB.ui:139
msgid "Color"
msgstr "颜色"
@@ -350,6 +365,10 @@ msgstr ""
msgid "Also Add Effects to Dialogs"
msgstr ""
#: resources/ui/gtk4/prefs.ui:184 resources/ui/gtk3/prefs.ui:242
msgid "Disable on Battery Power"
msgstr ""
#: resources/ui/gtk4/Apparition.ui:116 resources/ui/gtk3/Apparition.ui:161
msgid "Twirl Intensity"
msgstr ""
+3 -5
View File
@@ -14,7 +14,6 @@
'use strict';
const {Gio, Gtk, Gdk, GLib, GObject} = imports.gi;
const ByteArray = imports.byteArray;
// libadwaita is available starting with GNOME Shell 42.
let Adw = null;
@@ -53,6 +52,7 @@ var PreferencesDialog = class PreferencesDialog {
new Me.imports.src.EnergizeB.EnergizeB(),
new Me.imports.src.Fire.Fire(),
new Me.imports.src.Hexagon.Hexagon(),
new Me.imports.src.Incinerate.Incinerate(),
new Me.imports.src.Matrix.Matrix(),
new Me.imports.src.SnapOfDisintegration.SnapOfDisintegration(),
new Me.imports.src.TRexAttack.TRexAttack(),
@@ -95,7 +95,7 @@ var PreferencesDialog = class PreferencesDialog {
// Bind general options properties.
this.bindSwitch('destroy-dialogs');
this.bindSwitch('disable-on-battery');
// 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
@@ -460,9 +460,7 @@ var PreferencesDialog = class PreferencesDialog {
// Reads the contents of a JSON file contained in the global resources archive. The data
// is parsed and returned as a JavaScript object / array.
_getJSONResource(path) {
const data = Gio.resources_lookup_data(path, 0);
const string = ByteArray.toString(ByteArray.fromGBytes(data));
return JSON.parse(string);
return JSON.parse(utils.getStringResource(path));
}
// This traverses the widget tree below the given parent recursively and returns the
+1
View File
@@ -12,6 +12,7 @@
"<a href='https://github.com/AngelBrielez'>Angel Brielez</a>"
],
"past": [
"<a href='https://github.com/wolfyrion'>@wolfyrion</a>",
"<a href='https://github.com/MrTomRod'>@MrTomRod</a>",
"Pouhiou",
"DAPREMONT Christophe",
+146 -109
View File
@@ -1,22 +1,4 @@
[
{
"Norwegian Bokm\u00e5l": [
[
"epost@anotheragency.no",
"Allan Nordh\u00f8y",
50
]
]
},
{
"Dutch": [
[
"vistausss@fastmail.com",
"Heimen Stoffels",
76
]
]
},
{
"Swedish": [
[
@@ -31,56 +13,6 @@
]
]
},
{
"Finnish": [
[
"jiri.gronroos@iki.fi",
"Jiri Gr\u00f6nroos",
57
]
]
},
{
"Russian": [
[
"eg.ermakov2016@yandex.ru",
"\u0415\u0433\u043e\u0440 \u0415\u0440\u043c\u0430\u043a\u043e\u0432",
31
],
[
"franigoyt@gmail.com",
"ANIGO R. (AR)",
59
]
]
},
{
"Czech": [
[
"jiri.doubravsky@gmail.com",
"Ji\u0159\u00ed Doubravsk\u00fd",
70
]
]
},
{
"Arabic": [
[
"fawaz27000@hotmail.com",
"fawaz006",
79
]
]
},
{
"Turkish": [
[
"muhaaliss@pm.me",
"Muha Aliss",
61
]
]
},
{
"Italian": [
[
@@ -91,7 +23,91 @@
[
"albano_battistella@hotmail.com",
"albanobattistella",
74
77
]
]
},
{
"French": [
[
"redxxiii@zaclys.net",
"Reda",
13
],
[
"mathieu.bousquet2@gmail.com",
"Mathieu B.",
13
],
[
"theo.remon+weblate@uswery.eu",
"Th\u00e9o Remon",
30
],
[
"bonnemainsnathan@gmail.com",
"Nathan",
45
]
]
},
{
"Spanish": [
[
"dev.n47os@aleeas.com",
"Ulices",
8
],
[
"andres.segarra.aparicio@gmail.com",
"Andres Segarra",
10
],
[
"fitojb@ubuntu.com",
"Adolfo Jayme Barrientos",
11
],
[
"oscfdezdz@tuta.io",
"\u00d3scar Fern\u00e1ndez D\u00edaz",
58
]
]
},
{
"Persian": [
[
"eshagh094@gmail.com",
"Eshagh Shahedany",
73
]
]
},
{
"Polish": [
[
"pwrzonca@gmail.com",
"Pawe\u0142 Rzo\u0144ca",
72
]
]
},
{
"Korean": [
[
"darkcircle.0426@gmail.com",
"Seong-ho Cho",
73
]
]
},
{
"Turkish": [
[
"muhaaliss@pm.me",
"Muha Aliss",
61
]
]
},
@@ -110,68 +126,89 @@
]
},
{
"German": [
"Czech": [
[
"code@simonschneegans.de",
"Simon Schneegans",
"jose1711@gmail.com",
"Jose Riha",
4
],
[
"jiri.doubravsky@gmail.com",
"Ji\u0159\u00ed Doubravsk\u00fd",
70
]
]
},
{
"French": [
"Norwegian Bokm\u00e5l": [
[
"mathieu.bousquet2@gmail.com",
"Mathieu B.",
9
],
[
"redxxiii@zaclys.net",
"Reda",
13
],
[
"theo.remon+weblate@uswery.eu",
"Th\u00e9o Remon",
30
],
[
"bonnemainsnathan@gmail.com",
"Nathan",
45
"epost@anotheragency.no",
"Allan Nordh\u00f8y",
50
]
]
},
{
"Korean": [
"Arabic": [
[
"darkcircle.0426@gmail.com",
"Seong-ho Cho",
"fawaz27000@hotmail.com",
"fawaz006",
79
]
]
},
{
"German": [
[
"juri26@outlook.de",
"jagfwajgf",
1
],
[
"code@simonschneegans.de",
"Simon Schneegans",
72
]
]
},
{
"Spanish": [
"Russian": [
[
"dev.n47os@aleeas.com",
"Ulices",
7
"eg.ermakov2016@yandex.ru",
"\u0415\u0433\u043e\u0440 \u0415\u0440\u043c\u0430\u043a\u043e\u0432",
31
],
[
"andres.segarra.aparicio@gmail.com",
"Andres Segarra",
10
],
"franigoyt@gmail.com",
"ANIGO R. (AR)",
59
]
]
},
{
"Slovak": [
[
"fitojb@ubuntu.com",
"Adolfo Jayme Barrientos",
11
],
"jose1711@gmail.com",
"Jose Riha",
71
]
]
},
{
"Finnish": [
[
"oscfdezdz@tuta.io",
"\u00d3scar Fern\u00e1ndez D\u00edaz",
58
"jiri.gronroos@iki.fi",
"Jiri Gr\u00f6nroos",
57
]
]
},
{
"Dutch": [
[
"vistausss@fastmail.com",
"Heimen Stoffels",
80
]
]
}
@@ -0,0 +1,6 @@
<node>
<interface name="org.freedesktop.UPower">
<property name="OnBattery" type="b" access="read" />
</interface>
</node>
+55
View File
@@ -0,0 +1,55 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 = iTexCoord.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(2.0);
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)));
// Fade out the window texture.
vec4 oColor = getInputColor(coords + center);
oColor.a *= 1.0 - progress;
setOutputColor(oColor);
}
-49
View File
@@ -1,49 +0,0 @@
// 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;
}
@@ -1,7 +1,17 @@
// 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"
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform sampler2D uShardTexture;
uniform vec2 uSeed;
@@ -10,12 +20,12 @@ uniform float uShardScale;
uniform float uBlowForce;
uniform float uGravity;
const float SHARD_LAYERS = 5;
const float SHARD_LAYERS = 5.0;
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);
vec4 oColor = vec4(0.0);
float progress = uForOpening ? 1.0 - uProgress : uProgress;
@@ -25,13 +35,13 @@ void main() {
// 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;
vec2 coords = iTexCoord.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);
coords /= mix(1.0, 1.0 + uBlowForce * (i + 2.0) / SHARD_LAYERS, progress);
// Rotate each layer a bit differently.
float rotation = (mod(i, 2.0) - 0.5) * 0.2 * progress;
@@ -55,13 +65,10 @@ void main() {
// 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);
if (shardGroup == i && (shardMap.x - pow(progress + 0.1, 2)) > 0.0) {
oColor = getInputColor(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;
}
setOutputColor(oColor);
}
+395
View File
@@ -0,0 +1,395 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// This file is automatically included in each shader. //
//////////////////////////////////////////////////////////////////////////////////////////
// --------------------------------------------------------------------- standard uniforms
// Each shader can access these standard input values:
// vec2 iTexCoord: Texture coordinates for retrieving the window input color.
// bool uForOpening: True if a window-open animation is ongoing, false otherwise.
// float uProgress: A value which transitions from 0 to 1 during the animation.
// float uDuration: The duration of the current animation 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). For now, this will only be set on GNOME.
// Furthermore, there are two global methods for reading the window input color and
// setting the shader output color. Both methods assume straight alpha:
// vec4 getInputColor(vec2 coords)
// void setOutputColor(vec4 outColor)
uniform bool uForOpening;
uniform float uProgress;
uniform float uDuration;
#if defined(KWIN) // --------------------------------------------------------------------
uniform sampler2D sampler;
uniform int textureWidth;
uniform int textureHeight;
in vec2 texcoord0;
out vec4 fragColor;
vec2 uSize = vec2(textureWidth, textureHeight);
vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
float uPadding = 0.0;
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
if (color.a > 0.0) {
color.rgb /= color.a;
}
return color;
}
void setOutputColor(vec4 outColor) {
fragColor = vec4(outColor.rgb * outColor.a, outColor.a);
}
#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
uniform sampler2D sampler;
uniform int textureWidth;
uniform int textureHeight;
varying vec2 texcoord0;
vec2 uSize = vec2(textureWidth, textureHeight);
vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
float uPadding = 0.0;
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
if (color.a > 0.0) {
color.rgb /= color.a;
}
return color;
}
void setOutputColor(vec4 outColor) {
gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a);
}
#else // GNOME --------------------------------------------------------------------------
// On GNOME, the uniforms are just normal uniforms.
uniform sampler2D uTexture;
uniform vec2 uSize;
uniform float uPadding;
// On GNOME, we set iTexCoord to be an alias for the cogl variables.
vec2 iTexCoord = cogl_tex_coord_in[0].st;
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
vec4 getInputColor(vec2 coords) {
vec4 color = texture2D(uTexture, coords);
if (color.a > 0.0) {
color.rgb /= color.a;
}
return color;
}
void setOutputColor(vec4 outColor) { cogl_color_out = outColor; }
#endif // -------------------------------------------------------------------------------
// ----------------------------------------------------------------- compositing operators
// 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);
}
// ------------------------------------------------------------------------- color helpers
// Maps the given value from [0..1] to the given colors.
vec3 tritone(float val, vec3 shadows, vec3 midtones, vec3 highlights) {
if (val < 0.5) {
return mix(shadows, midtones, smoothstep(0.0, 1.0, val * 2.0));
}
return mix(midtones, highlights, smoothstep(0.0, 1.0, val * 2.0 - 1.0));
}
// ---------------------------------------------------------------------- easing functions
// Here are 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 - 2.0); }
// --------------------------------------------------------------------- edge mask helpers
// 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(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
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(0.0, uPadding - fadePixels * offset);
vec2 uv = iTexCoord.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 = iTexCoord.st;
return getEdgeMask(uv, vec2(1.0), fadeAmount);
}
// ------------------------------------------------------------------------------- 2D math
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));
}
// --------------------------------------------------------------------------------- noise
// 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 functions
// 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);
}
@@ -1,6 +0,0 @@
// 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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@@ -1,5 +0,0 @@
// 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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@@ -1,33 +0,0 @@
// 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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@@ -1,10 +0,0 @@
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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@@ -1,207 +0,0 @@
// 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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@@ -1,13 +0,0 @@
// 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;
+94
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@@ -0,0 +1,94 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 = 50.0;
// 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, 0.0, 1.0);
float fadeOutProgress = clamp((progress - FADE_IN_TIME) / FADE_OUT_TIME, 0.0, 1.0);
float heartProgress =
clamp((progress - (1.0 - HEART_FADE_TIME)) / HEART_FADE_TIME, 0.0, 1.0);
// Compute mask for the "atom" particles.
float dist = length(iTexCoord.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, 5.0);
heartMask *= fadeOutProgress;
heartMask *= 1.0 - heartProgress;
atomMask = clamp(heartMask + atomMask, 0.0, 1.0);
// 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 oColor = getInputColor(iTexCoord.st);
// Dissolve window to effect color / transparency.
oColor.rgb = mix(uColor, oColor.rgb, 0.2 * masks.y + 0.8);
oColor.a = oColor.a * masks.y;
vec2 scaledUV = (iTexCoord.st - 0.5) * (1.0 + 0.1 * progress);
scaledUV /= uScale;
// Add molecule particles.
vec2 uv = scaledUV + vec2(0.0, 0.1 * uProgress * uDuration);
uv *= 0.010598 * vec2(0.5 * uSize.x, uSize.y);
float particles = 0.2 * pow((simplex3D(vec3(uv, 0.0 * uProgress * uDuration))), 3.0);
// Add more molecule particles.
for (float i = 1.0; i <= 3.0; ++i) {
vec2 uv = scaledUV * 0.12154 / pow(1.5, i) * uSize;
float atoms = simplex3D(vec3(uv, 2.0 * uProgress * uDuration / i));
particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms) - 1.0), 2.0);
}
oColor.rgb += uColor * particles * masks.x;
oColor.a += particles * masks.x;
// These are pretty useful for understanding how this works.
// oColor = vec4(masks, 0.0, 1.0);
// oColor = vec4(vec3(masks.x), 1.0);
// oColor = vec4(vec3(masks.y), 1.0);
// oColor = vec4(vec3(particles), 1.0);
setOutputColor(oColor);
}
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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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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 = 50.0;
// 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, 0.0, 1.0);
float fadeProgress = clamp((progress - SHOWER_TIME) / (1.0 - SHOWER_TIME), 0.0, 1.0);
// Gradient from top to bottom.
float t = iTexCoord.t;
// A smooth gradient which moves to the bottom within the showerProgress.
float showerMask =
smoothstep(1.0, 0.0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH);
// This is 1 above the streak mask.
float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0.0 ? 1.0 : 0.0;
// Compute mask for the "atom" particles.
float atomMask = getRelativeEdgeMask(0.2);
atomMask = max(0.0, atomMask - showerMask);
atomMask *= streakMask;
atomMask *= sqrt(1.0 - 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 oColor = getInputColor(iTexCoord.st);
// Dissolve window to effect color / transparency.
oColor.rgb = mix(uColor, oColor.rgb, 0.5 * masks.w + 0.5);
oColor.a = oColor.a * masks.w;
// Add leading shower particles.
vec2 showerUV = iTexCoord.st + vec2(0.0, -0.7 * progress / SHOWER_TIME);
showerUV *= 0.02 * uSize / uScale;
float shower = pow(simplex2D(showerUV), 10.0);
oColor.rgb += uColor * shower * masks.x;
oColor.a += shower * masks.x;
// Add trailing streak lines.
vec2 streakUV = iTexCoord.st + vec2(0.0, -progress / SHOWER_TIME);
streakUV *= vec2(0.05 * uSize.x, 0.001 * uSize.y) / uScale;
float streaks = simplex2DFractal(streakUV) * 0.5;
oColor.rgb += uColor * streaks * masks.y;
oColor.a += streaks * masks.y;
// Add glimmering atoms.
vec2 atomUV = iTexCoord.st + vec2(0.0, -0.025 * progress / SHOWER_TIME);
atomUV *= 0.2 * uSize / uScale;
float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0);
oColor.rgb += uColor * atoms * masks.z;
oColor.a += atoms * masks.z;
// These are pretty useful for understanding how this works.
// oColor = vec4(masks.rgb, 1.0);
// oColor = vec4(vec3(masks.x), 1.0);
// oColor = vec4(vec3(masks.y), 1.0);
// oColor = vec4(vec3(masks.z), 1.0);
// oColor = vec4(vec3(masks.w), 1.0);
// oColor = vec4(vec3(shower), 1.0);
// oColor = vec4(vec3(streaks), 1.0);
// oColor = vec4(vec3(atoms), 1.0);
setOutputColor(oColor);
}
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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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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 = 70.0;
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) {
float steps[5];
steps[0] = 0.0;
steps[1] = 0.2;
steps[2] = 0.35;
steps[3] = 0.5;
steps[4] = 0.8;
vec4 colors[5];
colors[0] = uGradient1;
colors[1] = uGradient2;
colors[2] = uGradient3;
colors[3] = uGradient4;
colors[4] = 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, 0.0, 1.0);
float afterBurnProgress = clamp((progress - hideTime) / (1.0 - hideTime), 0.0, 1.0);
// Gradient from top to bottom.
float t = iTexCoord.t * (1.0 - fadeWidth);
// Visible part of the window. Gradually dissolves towards the bottom.
float windowMask = 1.0 - clamp((burnProgress - t) / fadeWidth, 0.0, 1.0);
// Gradient from top burning window.
float effectMask = clamp(t * (1.0 - windowMask) / burnProgress, 0.0, 1.0);
// Fade-out when the window burned down.
if (progress > hideTime) {
float fade = sqrt(1.0 - afterBurnProgress * afterBurnProgress);
effectMask *= mix(1.0, 1.0 - 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 = iTexCoord.st * uSize / vec2(400, 600) / uScale;
uv.y += uProgress * uDuration * uMovementSpeed;
float noise =
u3DNoise
? simplex3DFractal(vec3(uv * 4.0, uProgress * uDuration * 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.
vec4 oColor = getInputColor(iTexCoord.st);
// Fade the window according to the effect mask.
oColor.a *= effectMask.x;
// Add the fire to the window.
oColor = alphaOver(oColor, fire);
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(noise), 1);
// oColor = vec4(vec3(effectMask.x), 1);
// oColor = vec4(vec3(effectMask.y), 1);
setOutputColor(oColor);
}
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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);
}
@@ -1,8 +1,17 @@
// 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"
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform bool uAdditiveBlending;
uniform vec2 uSeed;
@@ -11,7 +20,7 @@ uniform float uLineWidth;
uniform vec4 uGlowColor;
uniform vec4 uLineColor;
// This methods generates a procedural hexagonal pattern. It returns four values:
// This method 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.
@@ -22,10 +31,10 @@ uniform vec4 uLineColor;
vec4 getHexagons(vec2 p) {
// Length of a cell's edge.
const float edgeLength = sqrt(4.0 / 3.0);
float edgeLength = sqrt(4.0 / 3.0);
// The hexgrid repeats after this distance.
const vec2 scale = vec2(3.0 * edgeLength, 2.0);
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].
@@ -59,33 +68,26 @@ void main() {
// 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);
float noise = simplex2D(iTexCoord.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));
float glowProgress = smoothstep(0.0, 1.0, clamp(progress / 0.5, 0.0, 1.0));
float tileProgress = smoothstep(0.0, 1.0, clamp((progress - 0.5) / 0.5, 0.0, 1.0));
vec2 texScale = 0.1 * uSize / uScale;
vec4 hex = getHexagons(cogl_tex_coord_in[0].st * texScale);
vec4 hex = getHexagons(iTexCoord.st * texScale);
if (tileProgress > hex.z) {
vec4 oColor = vec4(0.0);
// Crop outer parts of the shrinking tiles.
cogl_color_out.a = 0.0;
} else {
// Crop outer parts of the shrinking tiles.
if (tileProgress < hex.z) {
// 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;
}
oColor = getInputColor(iTexCoord.st + lookupOffset);
vec4 glow = uGlowColor;
vec4 line = uLineColor;
@@ -102,15 +104,17 @@ void main() {
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;
glow *= oColor.a;
line *= oColor.a;
if (uAdditiveBlending) {
cogl_color_out.rgb += glow.rgb * glow.a;
cogl_color_out.rgb += line.rgb * line.a;
oColor.rgb += glow.rgb * glow.a;
oColor.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);
oColor.rgb = mix(oColor.rgb, glow.rgb, glow.a);
oColor.rgb = mix(oColor.rgb, line.rgb, line.a);
}
}
setOutputColor(oColor);
}
+158
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@@ -0,0 +1,158 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec2 uSeed;
uniform vec3 uColor;
uniform float uScale;
uniform float uTurbulence;
// This maps a given value in [0..1] to a color from the rgba color ramp
// [transparent black ... semi-transparent uColor ... opaque white].
vec4 getFireColor(float val) {
return vec4(tritone(val, vec3(0.0), uColor, vec3(1.0)), val);
}
void main() {
// The burning fire edge is composed of multiple regions. The width of all regions is
// defined below. If a window is closed and the burning direction happens to be from top
// to bottom, the different zones are arragned like this:
//
// . . . . ^
// . : .: . | smokeRange: In this zone, smoke and little ember
// . : : .. : : . | particles are drawn.
// : . .:.: .: :.. |
// ...:: ..: :: : . .. |
// :: ) .. : : ..: : . | ^
// ( /( ( ( . .::. | | flameRange: Flames are drawn in this zone.
// )\()) ))\ )( . ( . | |
// ((_)\ /((_|()\ )\ ) | | ^
// | |(_|_))( ((_)_(_/( v v | burnRange: In
// ///////////////////// <- hideThreshold: From here on, | this zone, a
// | / / / / / / / / / | ^ the window is hidden. | firery edge is
// | / / / / / / | | v drawn.
// | / / / / / | v scorchRange: The window becomes
// | | brownish and a subtle
// | | heat distortion effect
// | | kicks in.
// | |
// \___________________/
//
// If a window is opened, the window texture is visible on the other side of the
// hideThreshold and the scorchRange is also flipped to the other side (so it is drawn
// below the flames and the smoke).
// All widths depend on the configured scale of the effect.
float SCORCH_WIDTH = 0.2 * uScale;
float BURN_WIDTH = 0.03 * uScale;
float SMOKE_WIDTH = 0.9 * uScale;
float FLAME_WIDTH = 0.2 * uScale;
// During the animation, the hideThreshold transitions from a small value to a larger
// value, so that all the above ranges are covered.
float hideThreshold =
mix(uForOpening ? 0.0 : -SCORCH_WIDTH, 1.0 + SMOKE_WIDTH, uProgress);
// The individual ranges are now given by the current hideThreshold and the widths of
// the zones.
vec2 scorchRange = uForOpening ? vec2(hideThreshold - SCORCH_WIDTH, hideThreshold)
: vec2(hideThreshold, hideThreshold + SCORCH_WIDTH);
vec2 burnRange = vec2(hideThreshold - BURN_WIDTH, hideThreshold + BURN_WIDTH);
vec2 flameRange = vec2(hideThreshold - FLAME_WIDTH, hideThreshold);
vec2 smokeRange = vec2(hideThreshold - SMOKE_WIDTH, hideThreshold);
// Now we compute a 2D gradient in [0..1] which covers the entire window. The dark
// regions will be burned first, the bright regions in the end. We mix a radial gradient
// with some noise. The center of the radial gradient is positioned somewhere at the
// window boundary.
vec2 center = uSeed.x > uSeed.y ? vec2(uSeed.x, floor(uSeed.y + 0.5))
: vec2(floor(uSeed.x + 0.5), uSeed.y);
float circle = length(iTexCoord - center);
vec2 uv = iTexCoord / uScale * uSize / 1.5;
float smokeNoise =
simplex2DFractal(uv * 0.01 + uSeed + uProgress * vec2(0.0, 0.3 * uDuration));
float gradient =
mix(circle, smokeNoise, 200.0 * uTurbulence * uScale / max(uSize.x, uSize.y));
// Now, based on the gradient and the ranges, we can compute masks for the individual
// zones.
float smokeMask = smoothstep(0.0, 1.0, (gradient - smokeRange.x) / SMOKE_WIDTH) *
getAbsoluteEdgeMask(100.0, 0.3);
float flameMask = smoothstep(0.0, 1.0, (gradient - flameRange.x) / FLAME_WIDTH) *
getAbsoluteEdgeMask(20.0, 0.0);
float fireMask = smoothstep(1.0, 0.0, abs(gradient - hideThreshold) / BURN_WIDTH);
float scorchMask = smoothstep(1.0, 0.0, (gradient - scorchRange.x) / SCORCH_WIDTH);
if (uForOpening) {
scorchMask = 1.0 - scorchMask;
}
// Now we retrieve the window color. We only show the window when the burning edge has
// passed.
vec4 oColor = vec4(0.0);
if ((!uForOpening && gradient > hideThreshold) ||
(uForOpening && gradient < hideThreshold)) {
// We add some distortion in the scorch zone
vec2 distort = vec2(0.0);
if (scorchRange.x < gradient && gradient < scorchRange.y) {
distort = vec2(dFdx(gradient), dFdy(gradient)) * scorchMask * 5.0;
}
oColor = getInputColor(iTexCoord + distort);
}
// Add smoke and embers.
if (smokeRange.x < gradient && gradient < smokeRange.y) {
float smoke = smokeMask * smokeNoise;
oColor = alphaOver(oColor, vec4(0.5 * vec3(smoke), smoke));
float emberNoise = simplex2DFractal(
uv * 0.05 + uSeed - smokeNoise * vec2(0.0, 0.3 * smokeMask * uDuration));
float embers = clamp(pow(emberNoise + 0.3, 100.0), 0.0, 2.0) * smoke;
oColor += getFireColor(embers);
}
// Add scorch effect.
if (scorchRange.x < gradient && gradient < scorchRange.y) {
oColor.rgb = mix(oColor.rgb, mix(oColor.rgb, vec3(0.1, 0.05, 0.02), 0.4), scorchMask);
}
// Add trailing flames.
if (min(burnRange.x, flameRange.x) < gradient &&
gradient < max(burnRange.y, flameRange.y)) {
float flameNoise =
simplex2DFractal(uv * 0.02 + uSeed + smokeNoise * vec2(0.0, 1.0 * uDuration) +
vec2(0.0, uProgress * uDuration));
if (flameRange.x < gradient && gradient < flameRange.y) {
float flame = clamp(pow(flameNoise + 0.3, 20.0), 0.0, 2.0) * flameMask;
flame += clamp(pow(flameNoise + 0.4, 10.0), 0.0, 2.0) * flameMask * flameMask * 0.1;
oColor += getFireColor(flame);
}
// Add burning edge.
if (burnRange.x < gradient && gradient < burnRange.y) {
float fire = fireMask * pow(flameNoise + 0.4, 4.0) * oColor.a;
oColor += getFireColor(fire);
}
}
setOutputColor(oColor);
}
+108
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@@ -0,0 +1,108 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 = 30.0;
const float FADE_WIDTH = 150.0;
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 * uProgress * uDuration + 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 = iTexCoord.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 - iTexCoord.y;
float rainAlpha = distToDrop >= 0.0 ? exp(-distToDrop / TRAIL_LENGTH) : 0.0;
float windowAlpha = 1.0 - clamp(uSize.y * distToDrop, 0.0, 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(0.0, 1.0, clamp(iTexCoord.y / shorten, 0.0, 1.0));
rainAlpha *= smoothstep(0.0, 1.0, clamp((1.0 - iTexCoord.y) / shorten, 0.0, 1.0));
if (uForOpening) {
windowAlpha = 1.0 - windowAlpha;
}
return vec2(rainAlpha, windowAlpha);
}
void main() {
vec2 coords = iTexCoord.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.
vec4 oColor = getInputColor(coords);
// Fade the window according to the effect mask.
oColor.a *= rainMask.y;
// This is used to fade out the remaining trails in the end.
float finalFade =
1 -
clamp((uProgress - FINAL_FADE_START_TIME) / (1.0 - FINAL_FADE_START_TIME), 0.0, 1.0);
float rainAlpha = finalFade * rainMask.x;
// Add the matrix effect to the window.
vec4 text = vec4(mix(uTrailColor, uTipColor, min(1.0, pow(rainAlpha + 0.1, 4.0))),
rainAlpha * textMask);
oColor = alphaOver(oColor, text);
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(textMask), 1);
// oColor = vec4(vec3(rainMask.x), 1);
// oColor = vec4(vec3(rainMask.y), 1);
setOutputColor(oColor);
}
-103
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@@ -1,103 +0,0 @@
// 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);
}
+96
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@@ -0,0 +1,96 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
uniform sampler2D uDustTexture;
uniform vec4 uDustColor;
uniform vec2 uSeed;
uniform float uDustScale;
const float DUST_LAYERS = 4.0;
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 = iTexCoord.t * ACTOR_SCALE - PADDING;
progress = 2.0 - gradient - 2.0 * progress;
progress = progress + 0.25 - 0.5 * simplex2D((iTexCoord.st + uSeed) * 2.0);
progress = pow(max(0.0, progress), 2.0);
vec4 oColor = vec4(0.0);
for (float i = 0; i < DUST_LAYERS; ++i) {
// Create a random direction.
float factor = DUST_LAYERS == 1.0 ? 0.0 : i / (DUST_LAYERS - 1.0);
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 = iTexCoord.st * ACTOR_SCALE - PADDING - 0.5;
if (getWinding(direction, coords) > 0.0) {
direction *= -1.0;
}
// Flip direction for half the layers.
if (factor > 0.5) {
direction *= -1.0;
}
// 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(0.0, GROW_INTENSITY, progress);
vec2 shrink =
vec2(direction.y, -direction.x) * dist * mix(0.0, 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 = getInputColor(coords + 0.5);
// 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) {
oColor = windowColor;
}
}
}
// This may help you to understand how this effect works.
// oColor = vec4(progress, 0, 0, 0);
setOutputColor(oColor);
}
-92
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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;
}
}
}
}
@@ -1,10 +1,17 @@
// 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"
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
// See assets/README.md for how this texture was created.
uniform sampler2D uClawTexture;
@@ -34,7 +41,7 @@ vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
coords *= gridScale;
// Get grid cell coordinates in [0..1].
vec2 cellUV = mod(coords, vec2(1));
vec2 cellUV = mod(coords, vec2(1.0));
// This is unique for each cell.
vec2 cellID = coords - cellUV + vec2(362.456);
@@ -54,17 +61,17 @@ vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
cellUV += 0.5;
// Clamp resulting coordinates.
return clamp(cellUV, vec2(0), vec2(1));
return clamp(cellUV, vec2(0.0), vec2(1.0));
}
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;
vec2 coords = iTexCoord.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);
coords = mix(iTexCoord.st, coords, progress);
// Scale down the window according to the warp.
float scale = 0.5 * uWarpIntensity * (1.0 - progress);
@@ -77,40 +84,37 @@ void main() {
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));
scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0.0, 1.0));
}
// 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;
}
vec2 offset = vec2(dFdx(scratchMap), dFdy(scratchMap)) * progress * 0.5;
vec4 oColor = getInputColor(coords + offset);
// Add colorful flashes.
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
if (flashIntensity < 0 || flashIntensity >= 1) {
flashIntensity = 0;
float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1.0;
if (flashIntensity < 0.0 || flashIntensity >= 1.0) {
flashIntensity = 0.0;
}
// Hide flashes where there is now window.
vec4 flash = uFlashColor;
flash.a *= flashIntensity * cogl_color_out.a * (1.0 - progress);
flash.a *= flashIntensity * oColor.a * (1.0 - progress);
// Hide scratched out parts.
cogl_color_out.a *= (scratchMap > progress ? 1 : 0);
oColor.a *= (scratchMap > progress ? 1.0 : 0.0);
// Add flash color.
cogl_color_out = alphaOver(cogl_color_out, flash);
oColor = alphaOver(oColor, 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);
float fadeProgress = smoothstep(0.0, 1.0, (progress - 1.0 + FF_TIME) / FF_TIME);
oColor.a *= sqrt(1.0 - 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);
// oColor = vec4(vec3(flashIntensity), 1);
// oColor = vec4(vec3(scratchMap), 1);
setOutputColor(oColor);
}
+68
View File
@@ -0,0 +1,68 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 prog = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
// Scale down the window vertically.
float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
vec2 coords = iTexCoord.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 tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
// This is a top-center-bottom gradient in [0..1..0]
float tb = coords.y * 2.0;
tb = tb < 1.0 ? tb : 2.0 - tb;
// This is a left-center-right gradient in [0..1..0]
float lr = coords.x * 2.0;
lr = lr < 1.0 ? lr : 2.0 - lr;
// Combine the progress values with the gradients to create the alpha masks.
float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
// Assemble the final alpha value.
float mask = tbMask * lrMask * ffMask;
vec4 oColor = getInputColor(coords);
oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
oColor.a *= mask;
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(tbMask), 1);
// oColor = vec4(vec3(lrMask), 1);
// oColor = vec4(vec3(ffMask), 1);
// oColor = vec4(vec3(mask), 1);
setOutputColor(oColor);
}
-64
View File
@@ -1,64 +0,0 @@
// 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);
}
+112
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@@ -0,0 +1,112 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
// The content from common.glsl is automatically prepended to each shader effect.
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 = 40.0 + WISPS_RADIUS;
const float WISPS_LAYERS = 8.0;
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(1.0));
// 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 * (uProgress * uDuration + 1.0)) * roundness,
cos(speed * (uProgress * uDuration + 1.0)));
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, 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 = iTexCoord.st * (scale + 1.0) - scale * 0.5;
// Get the color of the window.
vec4 oColor = getInputColor(coords);
// Compute several layers of moving wisps.
vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
uv /= uScale;
float wisps = 0.0;
for (float i = 0.0; i < WISPS_LAYERS; ++i) {
wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1.0));
}
// Compute shrinking edge mask.
float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
// Compute three different progress values.
float wispsIn = smoothstep(0.0, 1.0, clamp(progress / WISPS_IN_TIME, 0.0, 1.0));
float wispsOut = smoothstep(
0.0, 1.0, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0.0, 1.0));
float windowOut = smoothstep(0.0, 1.0, clamp(progress / WINDOW_OUT_TIME, 0.0, 1.0));
// Use a noise function to dissolve the window.
float noise =
smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250.0) - 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));
oColor.a *= windowMask * mask;
// Add the wisps.
vec4 wispColor = wisps * vec4(uColor, min(wispsIn, 1.0 - wispsOut) * mask);
oColor = alphaOver(oColor, wispColor);
// These are pretty useful for understanding how this works.
// oColor = vec4(vec3(windowMask), 1.0);
// oColor = vec4(vec3(wisps), 1.0);
// oColor = vec4(vec3(noise), 1.0);
// oColor = vec4(vec3(mask*min(wispsIn, 1.0 - wispsOut)), 1.0);
setOutputColor(oColor);
}
-107
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@@ -1,107 +0,0 @@
// 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);
}
+235
View File
@@ -0,0 +1,235 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface domain="burn-my-windows">
<object class="GtkAdjustment" id="incinerate-animation-time">
<property name="upper">10000</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
<object class="GtkAdjustment" id="incinerate-scale">
<property name="upper">10</property>
<property name="lower">0.1</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
<object class="GtkAdjustment" id="incinerate-turbulence">
<property name="upper">1</property>
<property name="lower">0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
<object class="GtkBox" id="incinerate-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<style>
<class name="rich-list" />
</style>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
<property name="margin-end">10</property>
<property name="margin-top">10</property>
<property name="margin-bottom">10</property>
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">incinerate-animation-time</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-animation-time">
<child>
<object class="GtkImage">
<property name="icon-name">edit-clear-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
<property name="margin-end">10</property>
<property name="margin-top">10</property>
<property name="margin-bottom">10</property>
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Scale</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">incinerate-scale</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-scale">
<child>
<object class="GtkImage">
<property name="icon-name">edit-clear-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
<property name="margin-end">10</property>
<property name="margin-top">10</property>
<property name="margin-bottom">10</property>
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Turbulence</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">incinerate-turbulence</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-turbulence">
<child>
<object class="GtkImage">
<property name="icon-name">edit-clear-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
<property name="margin-end">10</property>
<property name="margin-top">10</property>
<property name="margin-bottom">10</property>
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Color</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="incinerate-color">
<property name="use_alpha">0</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-color">
<child>
<object class="GtkImage">
<property name="icon-name">edit-clear-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</interface>
+44
View File
@@ -227,6 +227,50 @@
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="margin-start">10</property>
<property name="margin-end">10</property>
<property name="margin-top">10</property>
<property name="margin-bottom">10</property>
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<property name="spacing">8</property>
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Disable on Battery Power</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkSwitch" id="disable-on-battery">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-disable-on-battery">
<child>
<object class="GtkImage">
<property name="icon-name">edit-clear-symbolic</property>
<property name="icon-size">1</property>
</object>
</child>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
+197
View File
@@ -0,0 +1,197 @@
<?xml version="1.0" encoding="UTF-8"?>
<interface domain="burn-my-windows">
<object class="GtkBox" id="incinerate-prefs">
<property name="orientation">vertical</property>
<child>
<object class="GtkFrame">
<child>
<object class="GtkListBox">
<property name="selection-mode">none</property>
<property name="show-separators">1</property>
<style>
<class name="rich-list" />
</style>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Animation Time [ms]</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">0</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="incinerate-animation-time">
<property name="upper">10000</property>
<property name="lower">100</property>
<property name="step-increment">1</property>
<property name="page-increment">100</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-animation-time">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Scale</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="incinerate-scale">
<property name="upper">10</property>
<property name="lower">0.1</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-scale">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Turbulence</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkScale">
<property name="halign">end</property>
<property name="valign">center</property>
<property name="draw-value">1</property>
<property name="digits">2</property>
<property name="value-pos">left</property>
<property name="width-request">300</property>
<property name="adjustment">
<object class="GtkAdjustment" id="incinerate-turbulence">
<property name="upper">1</property>
<property name="lower">0</property>
<property name="step-increment">0.01</property>
<property name="page-increment">0.1</property>
</object>
</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-turbulence">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Color</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkColorButton" id="incinerate-color">
<property name="use_alpha">0</property>
<property name="show_editor">1</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-incinerate-color">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</interface>
+34
View File
@@ -174,6 +174,40 @@
</object>
</child>
<child>
<object class="GtkListBoxRow">
<property name="activatable">0</property>
<child>
<object class="GtkBox">
<child>
<object class="GtkLabel">
<property name="label" translatable="yes">Disable on Battery Power</property>
<property name="xalign">0</property>
<property name="halign">start</property>
<property name="valign">center</property>
<property name="hexpand">1</property>
</object>
</child>
<child>
<object class="GtkSwitch" id="disable-on-battery">
<property name="halign">end</property>
<property name="valign">center</property>
</object>
</child>
<child>
<object class="GtkButton" id="reset-disable-on-battery">
<property name="icon-name">edit-clear-symbolic</property>
<property name="tooltip-text" translatable="yes">Reset to Default Value</property>
<style>
<class name="flat" />
</style>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
</child>
</object>
@@ -13,6 +13,12 @@
<description>Set to true to burn dialogs as well.</description>
</key>
<key name="disable-on-battery" type="b">
<default>false</default>
<summary>Disable on Battery</summary>
<description>Enable effects only if plugged in.</description>
</key>
<key name="close-preview-effect" type="s">
<default>""</default>
<summary>Close Preview Effect</summary>
@@ -325,6 +331,46 @@
<description>Use additive blending for the line and the glow.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Incinerate Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<key name="incinerate-close-effect" type="b">
<default>false</default>
<summary>Incinerate Close Effect</summary>
<description>Use the Incinerate effect for window closing.</description>
</key>
<key name="incinerate-open-effect" type="b">
<default>false</default>
<summary>Incinerate Open Effect</summary>
<description>Use the Incinerate effect for window opening.</description>
</key>
<key name="incinerate-animation-time" type="i">
<default>2000</default>
<summary>Incinerate Animation Time</summary>
<description>The time the Incinerate effect takes.</description>
</key>
<key name="incinerate-scale" type="d">
<default>1.0</default>
<summary>Incinerate Scale</summary>
<description>The scale of the effect.</description>
</key>
<key name="incinerate-turbulence" type="d">
<default>0.3</default>
<summary>Incinerate Turbulence</summary>
<description>The turbulence of the effect.</description>
</key>
<key name="incinerate-color" type="s">
<default>"rgb(255, 180, 127)"</default>
<summary>Incinerate Color</summary>
<description>The color of the effect.</description>
</key>
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<!-- Energize A Options -->
<!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
+117
View File
@@ -0,0 +1,117 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
const GObject = imports.gi.GObject;
const _ = imports.gettext.domain('burn-my-windows').gettext;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const utils = Me.imports.src.utils;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// This effect burns windows to ashes. The fire starts at a random position at the //
// window's boundary and then burns through the window in a circular shape. //
//////////////////////////////////////////////////////////////////////////////////////////
// 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 Incinerate = class {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter} = imports.gi;
// 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');
shader._uTurbulence = shader.get_uniform_location('uTurbulence');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c = Clutter.Color.from_string(settings.get_string('incinerate-color'))[1];
// 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('incinerate-scale')]);
shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
// clang-format on
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is available on all supported GNOME Shell versions.
getMinShellVersion() {
return [3, 36];
}
// This will be called in various places where a unique identifier for this effect is
// required. It should match the prefix of the settings keys which store whether the
// effect is enabled currently (e.g. '*-close-effect'), and its animation time
// (e.g. '*-animation-time').
getNick() {
return 'incinerate';
}
// This will be shown in the sidebar of the preferences dialog as well as in the
// drop-down menus where the user can choose the effect.
getLabel() {
return _('Incinerate');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Incinerate.ui`);
// Bind all properties.
dialog.bindAdjustment('incinerate-animation-time');
dialog.bindAdjustment('incinerate-scale');
dialog.bindAdjustment('incinerate-turbulence');
dialog.bindColorButton('incinerate-color');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('incinerate-prefs');
}
// ---------------------------------------------------------------- API for extension.js
// The getActorScale() is called from extension.js to adjust the actor's size during the
// animation. This is useful if the effect requires drawing something beyond the usual
// bounds of the actor. This only works for GNOME 3.38+.
getActorScale(settings) {
return {x: 1.0, y: 1.0};
}
}
+17 -25
View File
@@ -48,7 +48,7 @@ var Shader = GObject.registerClass(
Signals: {
'begin-animation':
{param_types: [Gio.Settings.$gtype, GObject.TYPE_BOOLEAN, Clutter.Actor.$gtype]},
'update-animation': {param_types: [GObject.TYPE_DOUBLE, GObject.TYPE_DOUBLE]}
'update-animation': {param_types: [GObject.TYPE_DOUBLE]}
}
},
class Shader extends Shell.GLSLEffect { // --------------------------------------------
@@ -68,17 +68,16 @@ var Shader = GObject.registerClass(
// 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._uDuration = this.get_uniform_location('uDuration');
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) {
beginAnimation(settings, forOpening, duration, actor) {
// Reset progress values.
// Reset progress value.
this._progress = 0;
this._time = 0;
// This is not necessarily symmetric, but I haven't figured out a way to
// get the actual values...
@@ -86,17 +85,18 @@ var Shader = GObject.registerClass(
this.set_uniform_float(this._uPadding, 1, [padding]);
this.set_uniform_float(this._uForOpening, 1, [forOpening]);
this.set_uniform_float(this._uDuration, 1, [duration]);
this.set_uniform_float(this._uSize, 2, [actor.width, actor.height]);
this.emit('begin-animation', settings, forOpening, actor);
}
// This is called at each frame during the animation.
updateAnimation(progress, time) {
// Store the current time and progress values. The corresponding signal is emitted
// each frame in vfunc_paint_target.
updateAnimation(progress) {
// Store the current progress value. The corresponding signal is emitted each frame
// in vfunc_paint_target. We do not emit it here, as the pipeline which may be used
// by handlers must not have been created yet.
this._progress = progress;
this._time = time;
}
// This is called by the constructor. This means, it's only called when the
@@ -106,7 +106,7 @@ var Shader = GObject.registerClass(
// 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`);
const code = this._loadShaderResource(`/shaders/${this._nick}.frag`);
// Match anything between the curly brackets of "void main() {...}".
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
@@ -121,9 +121,8 @@ var Shader = GObject.registerClass(
// We use this vfunc to trigger the update as it allows calling this.get_pipeline() in
// the handler. This could still be null if called from the updateAnimation() above.
vfunc_paint_target(...params) {
this.emit('update-animation', this._progress, this._time);
this.emit('update-animation', this._progress);
this.set_uniform_float(this._uProgress, 1, [this._progress]);
this.set_uniform_float(this._uTime, 1, [this._time]);
super.vfunc_paint_target(...params);
}
@@ -136,20 +135,13 @@ var Shader = GObject.registerClass(
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);
});
// This loads a GLSL file from the extension's resources to a JavaScript string. The
// code from "common.glsl" is prepended automatically.
_loadShaderResource(path) {
let common = this._loadStringResource('/shaders/common.glsl');
let code = this._loadStringResource(path);
// Add a trailing newline. Else the GLSL compiler complains...
return code + '\n';
return common + '\n' + code + '\n';
}
});
+9 -1
View File
@@ -13,7 +13,8 @@
'use strict';
const {Gtk} = imports.gi;
const {Gtk, Gio} = imports.gi;
const ByteArray = imports.byteArray;
// Returns the given argument, except for "alpha", "beta", and "rc". In these cases -3,
// -2, and -1 are returned respectively.
@@ -83,4 +84,11 @@ function shellVersionIsAtLeast(major, minor) {
}
return false;
}
// Reads the contents of a file contained in the global resources archive. The data
// is returned as a string.
function getStringResource(path) {
const data = Gio.resources_lookup_data(path, 0);
return ByteArray.toString(ByteArray.fromGBytes(data));
}
+1
View File
@@ -170,6 +170,7 @@ capture_effect "energize-a"
capture_effect "energize-b"
capture_effect "fire"
capture_effect "hexagon"
capture_effect "incinerate"
capture_effect "tv"
capture_effect "wisps"
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