////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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; ////////////////////////////////////////////////////////////////////////////////////////// // This effect hides the actor by making it first transparent from top and bottom // // towards the middle and then hiding the resulting line from left and right towards // // the center. // ////////////////////////////////////////////////////////////////////////////////////////// // The shader class for this effect is registered further down in this file. let Shader = null; // The effect class is completely static. It can be used to get some metadata (like the // effect's name or supported GNOME Shell versions), to initialize the respective page of // the settings dialog, as well as to create the actual shader for the effect. var TVEffect = class TVEffect { // ---------------------------------------------------------------------------- metadata // The effect is available on all GNOME Shell versions supported by this extension. static 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'). static getNick() { return 'tv'; } // This will be shown in the sidebar of the preferences dialog as well as in the // drop-down menus where the user can choose the effect. static getLabel() { return _('TV Effect'); } // -------------------------------------------------------------------- API for prefs.js // This is called by the preferences dialog. It loads the settings page for this effect, // binds all properties to the settings and appends the page to the main stack of the // preferences dialog. static getPreferences(dialog) { // Add the settings page to the builder. dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/TVEffect.ui`); // Bind all properties. dialog.bindAdjustment('tv-animation-time'); dialog.bindColorButton('tv-effect-color'); // Finally, return the new settings page. return dialog.getBuilder().get_object('tv-prefs'); } // ---------------------------------------------------------------- API for extension.js // This is called from extension.js whenever a window is closed with this effect. static createShader(actor, settings, forOpening) { return new Shader(settings, forOpening); } // The tweakTransition() is called from extension.js to tweak a window's open / close // transitions - usually windows are faded in / out and scaled up / down by GNOME Shell. // The parameter 'forOpening' is set to true if this is called for a window-open // transition, for a window-close transition it is set to false. The modes can be set to // any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. // The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The // current value of the opacity transition is passed as uProgress to the shader. // Tweaking the actor's scale during the transition only works properly for GNOME 3.38+. // For this effect, windows are scaled down vertically. static tweakTransition(actor, settings, forOpening) { return { 'opacity': {from: 255, to: 255, mode: 3}, 'scale-x': {from: 1.0, to: 1.0, mode: 3}, 'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3} }; } } ////////////////////////////////////////////////////////////////////////////////////////// // The shader class for this effect will only be registered in GNOME Shell's process // // (not in the preferences process). It's done this way as Clutter may not be installed // // on the system and therefore the preferences would crash. // ////////////////////////////////////////////////////////////////////////////////////////// if (utils.isInShellProcess()) { const Clutter = imports.gi.Clutter; const shaderSnippets = Me.imports.src.shaderSnippets; Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { _init(settings, forOpening) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} const float BLUR_WIDTH = 0.01; // Width of the gradients. const float TB_TIME = 0.7; // Relative time for the top/bottom animation. const float LR_TIME = 0.4; // Relative time for the left/right animation. const float LR_DELAY = 0.6; // Delay after which the left/right animation starts. const float FF_TIME = 0.1; // Relative time for the final fade to transparency. void main() { float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; // All of these are in [0..1] during the different stages of the animation. // tb refers to the top-bottom animation. // lr refers to the left-right animation. // ff refers to the final fade animation. float tbProgress = smoothstep(0, 1, clamp(progress/TB_TIME, 0, 1)); float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY)/LR_TIME, 0, 1)); float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME)/FF_TIME, 0, 1)); // This is a top-center-bottom gradient in [0..1..0] float tb = cogl_tex_coord_in[0].t * 2; tb = tb < 1 ? tb : 2 - tb; // This is a left-center-right gradient in [0..1..0] float lr = cogl_tex_coord_in[0].s * 2; lr = lr < 1 ? lr : 2 - lr; // Combine the progress values with the gradients to create the alpha masks. float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1)); float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1)); float ffMask = 1 - smoothstep(0, 1, ffProgress); // Assemble the final alpha value. float mask = tbMask * lrMask * ffMask; vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); vec4 effectColor = vec4(${color.red / 255}, ${color.green / 255}, ${color.blue / 255}, 1.0) * windowColor.a; windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress)); cogl_color_out = windowColor * mask; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(vec3(tbMask), 1); // cogl_color_out = vec4(vec3(lrMask), 1); // cogl_color_out = vec4(vec3(ffMask), 1); // cogl_color_out = vec4(vec3(mask), 1); } `); }; }); }