////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// 'use strict'; const _ = imports.gettext.domain('burn-my-windows').gettext; const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory; ////////////////////////////////////////////////////////////////////////////////////////// // This effect shatters the window into pieces. For an explanation how this works, look // // further down in this file into the documentation of the Shader class. This effect is // // not available on GNOME 3.3x, due to the limitation described in the documentation // // of vfunc_paint_target further down in this file. // // This shader creates a complex-looking effect with rather simple means. Here is how // // it works: The window is drawn five times on top of each other (see the SHARD_LAYERS // // constant in the GLSL code). Each layer only draws some of the shards, all layers // // combined make up the entire window. The layers are then scaled, rotated, and moved // // independently from each other - this creates the impression that all shards are // // moving independently. In reality, there are only five groups of shards! Which shard // // belongs to which layer is defined by the green channel of the texture // // resources/img/shards.png. The red channel of the texture contains the distance to // // the shard edges. This information is used to fade out the shards. // ////////////////////////////////////////////////////////////////////////////////////////// // The effect class can be used to get some metadata (like the effect's name or supported // GNOME Shell versions), to initialize the respective page of the settings dialog, as // well as to create the actual shader for the effect. var BrokenGlass = class { // The 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/.glsl. The callback will be called for each // newly created shader instance. constructor() { this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => { // We import these modules in this function as they are not available in the // preferences process. This callback is only called within GNOME Shell's process. const {Clutter, GdkPixbuf, Cogl} = imports.gi; // Create the texture in the first call. if (!this._shardTexture) { const shardData = GdkPixbuf.Pixbuf.new_from_resource('/img/shards.png'); this._shardTexture = new Clutter.Image(); this._shardTexture.set_data(shardData.get_pixels(), Cogl.PixelFormat.RGB_888, shardData.width, shardData.height, shardData.rowstride); } // Store all uniform locations. shader._uShardTexture = shader.get_uniform_location('uShardTexture'); shader._uSeed = shader.get_uniform_location('uSeed'); shader._uEpicenter = shader.get_uniform_location('uEpicenter'); shader._uShardScale = shader.get_uniform_location('uShardScale'); shader._uBlowForce = shader.get_uniform_location('uBlowForce'); shader._uGravity = shader.get_uniform_location('uGravity'); // And update all uniforms at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, actor) => { // Usually, the shards fly away from the center of the window. let epicenterX = 0.5; let epicenterY = 0.5; // However, if this option is set, we use the mouse pointer position. if (!forOpening && settings.get_boolean('broken-glass-use-pointer')) { const [x, y] = global.get_pointer(); const [ok, localX, localY] = actor.transform_stage_point(x, y); if (ok) { epicenterX = localX / actor.width; epicenterY = localY / actor.height; } } // If we are currently performing integration test, the animation uses a fixed // seed. const testMode = settings.get_boolean('test-mode'); // clang-format off shader.set_uniform_float(shader._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); shader.set_uniform_float(shader._uEpicenter, 2, [epicenterX, epicenterY]); shader.set_uniform_float(shader._uShardScale, 1, [settings.get_double('broken-glass-scale')]); shader.set_uniform_float(shader._uBlowForce, 1, [settings.get_double('broken-glass-blow-force')]); shader.set_uniform_float(shader._uGravity, 1, [settings.get_double('broken-glass-gravity')]); // clang-format on }); // This is required to bind the shard texture for drawing. Sadly, this seems to be // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was // called get_target() back then but this is not wrapped in GJS. // https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598 shader.connect('update-animation', (shader) => { const pipeline = shader.get_pipeline(); // Use linear filtering for the window texture. pipeline.set_layer_filters(0, Cogl.PipelineFilter.LINEAR, Cogl.PipelineFilter.LINEAR); // Bind the shard texture. pipeline.set_layer_texture(1, this._shardTexture.get_texture()); pipeline.set_layer_wrap_mode(1, Cogl.PipelineWrapMode.REPEAT); pipeline.set_uniform_1i(shader._uShardTexture, 1); }); }); } // ---------------------------------------------------------------------------- metadata // This effect is only available on GNOME Shell 40+. getMinShellVersion() { return [40, 0]; } // This will be called in various places where a unique identifier for this effect is // required. It should match the prefix of the settings keys which store whether the // effect is enabled currently (e.g. '*-close-effect'), and its animation time // (e.g. '*-animation-time'). getNick() { return 'broken-glass'; } // This will be shown in the sidebar of the preferences dialog as well as in the // drop-down menus where the user can choose the effect. getLabel() { return _('Broken Glass'); } // -------------------------------------------------------------------- API for prefs.js // This is called by the preferences dialog. It loads the settings page for this effect, // and binds all properties to the settings. getPreferences(dialog) { // Add the settings page to the builder. dialog.getBuilder().add_from_resource('/ui/gtk4/BrokenGlass.ui'); // Bind all properties. dialog.bindAdjustment('broken-glass-animation-time'); dialog.bindAdjustment('broken-glass-scale'); dialog.bindAdjustment('broken-glass-gravity'); dialog.bindAdjustment('broken-glass-blow-force'); dialog.bindSwitch('broken-glass-use-pointer'); // Finally, return the new settings page. return dialog.getBuilder().get_object('broken-glass-prefs'); } // ---------------------------------------------------------------- API for extension.js // The getActorScale() is called from extension.js to adjust the actor's size during the // animation. This is useful if the effect requires drawing something beyond the usual // bounds of the actor. This only works for GNOME 3.38+. getActorScale(settings) { return {x: 2.0, y: 2.0}; } }