////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later 'use strict'; const {Clutter, Gio, Meta} = imports.gi; const Main = imports.ui.main; const Workspace = imports.ui.workspace.Workspace; const WindowManager = imports.ui.windowManager.WindowManager; // The WindowPreview class is only available on GNOME Shell 3.38+; let WindowPreview = null; try { WindowPreview = imports.ui.windowPreview.WindowPreview; } catch (error) { // Nothing to be done, we are on GNOME Shell 3.36. } const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; ////////////////////////////////////////////////////////////////////////////////////////// // This extensions modifies the window-close and window-open animations with all kinds // // of effects. The effects are implemented using GLSL shaders which are applied to the // // window's Clutter.Actor. The extension is actually very simple, much of the // // complexity comes from the fact that GNOME Shell usually does not show an animation // // when a window is closed in the overview. Several methods need to be monkey-patched // // to get this working. For more details, read the other comments in this file... // ////////////////////////////////////////////////////////////////////////////////////////// class Extension { // ------------------------------------------------------------------------ public stuff // This function could be called after the extension is enabled, which could be done // from GNOME Tweaks, when you log in or when the screen is unlocked. enable() { // New effects must be registered here and in prefs.js. this._ALL_EFFECTS = [ new Me.imports.src.effects.Apparition.Apparition(), new Me.imports.src.effects.BrokenGlass.BrokenGlass(), new Me.imports.src.effects.Doom.Doom(), new Me.imports.src.effects.EnergizeA.EnergizeA(), new Me.imports.src.effects.EnergizeB.EnergizeB(), new Me.imports.src.effects.Fire.Fire(), new Me.imports.src.effects.Glide.Glide(), new Me.imports.src.effects.Glitch.Glitch(), new Me.imports.src.effects.Hexagon.Hexagon(), new Me.imports.src.effects.Incinerate.Incinerate(), new Me.imports.src.effects.Matrix.Matrix(), new Me.imports.src.effects.Pixelate.Pixelate(), new Me.imports.src.effects.PixelWheel.PixelWheel(), new Me.imports.src.effects.PixelWipe.PixelWipe(), new Me.imports.src.effects.Portal.Portal(), new Me.imports.src.effects.SnapOfDisintegration.SnapOfDisintegration(), new Me.imports.src.effects.TRexAttack.TRexAttack(), new Me.imports.src.effects.TVEffect.TVEffect(), new Me.imports.src.effects.TVGlitch.TVGlitch(), new Me.imports.src.effects.Wisps.Wisps(), ]; // Load all of our resources. this._resources = Gio.Resource.load(Me.path + '/resources/burn-my-windows.gresource'); Gio.resources_register(this._resources); // Store a reference to the settings object. this._settings = ExtensionUtils.getSettings(); // 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'); // This is used to get the current power profile. try { const PowerProfilesProxy = Gio.DBusProxy.makeProxyWrapper( utils.getStringResource('/interfaces/net.hadess.PowerProfiles.xml')); this._powerProfilesProxy = new PowerProfilesProxy( Gio.DBus.system, 'net.hadess.PowerProfiles', '/net/hadess/PowerProfiles'); } catch (e) { // Maybe the service is masked... } // We will monkey-patch these methods. Let's store the original ones. this._origAddWindowClone = Workspace.prototype._addWindowClone; this._origWindowRemoved = Workspace.prototype._windowRemoved; this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow; this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor; this._origWaitForOverviewToHide = WindowManager.prototype._waitForOverviewToHide; this._origDestroyWindowDone = WindowManager.prototype._destroyWindowDone; // We will also override these animation times. this._origWindowTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME; this._origDialogTime = imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME; // ------------------------------------------------ patching the window-open animation // Here we add an effect to the window-open animation. This is done whenever a new // window is created. Usually, there is no real window animation for opening windows // in the overview - only the window's clone is animated - but thanks to the hacks // below, we can show the real animations in the overview. // If a window is created the transitions are set up in the async _mapWindow of the // WindowManager: // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1452 // AFAIK, overriding this method is not possible as it's called by a signal to // which it is bound via the bind() method. To tweak the async transition // anyways, we override the actors ease() method once - the next time it will be // called by the _mapWindow(), we will intercept it! this._windowCreatedConnection = global.display.connect('window-created', (d, metaWin) => { let actor = metaWin.get_compositor_private(); const orig = actor.ease; actor.ease = function(...params) { orig.apply(actor, params); actor.ease = orig; // There are cases where the ease() is called prior to mapping the actor. If // the actor is not yet mapped, we defer the effect creation. if (actor.mapped) { extensionThis._setupEffect(actor, true); } else { const connectionID = actor.connect('notify::mapped', () => { extensionThis._setupEffect(actor, true); actor.disconnect(connectionID); }); } }; }); // Some of the effects require that the window's actor is enlarged to provide a bigger // canvas to draw the effects. Outside the overview we can simply increase the scale // of the actor. However, if we are in the overview, we have to enlarge the clone of // the window as well. Workspace.prototype._addWindowClone = function(...params) { const result = extensionThis._origAddWindowClone.apply(this, params); // The parameters of this method changed a bit through the versions... let realWindow, clone; if (utils.shellVersionIs(3, 36)) { clone = result[0]; realWindow = clone.realWindow; } else if (utils.shellVersionIs(3, 38)) { clone = result._windowContainer; realWindow = params[0].get_compositor_private(); } else { clone = result.window_container; realWindow = params[0].get_compositor_private(); } // Syncing the real window's scale with the scale of its clone only works on GNOME // Shell 3.38+. So effects cannot scale windows in the overview of GNOME 3.36... if (utils.shellVersionIsAtLeast(3, 38)) { const xID = realWindow.connect('notify::scale-x', () => { if (realWindow.scale_x > 0 && clone.allocation.get_size()[0] > 0) { clone.scale_x = realWindow.scale_x; } }); const yID = realWindow.connect('notify::scale-y', () => { if (realWindow.scale_y > 0 && clone.allocation.get_size()[1] > 0) { clone.scale_y = realWindow.scale_y; } }); clone.connect('destroy', () => { realWindow.disconnect(xID); realWindow.disconnect(yID); }); } // This is actually needed for the window-close animation on GNOME Shell 3.36. // On GNOME 3.36, the window clone's 'destroy' handler only calls _removeWindowClone // but not _doRemoveWindow. The latter is required to trigger the repositioning of // the overview window layout. Therefore we call this method in addition. // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/gnome-3-36/js/ui/workspace.js#L1877 // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1405 if (utils.shellVersionIs(3, 36)) { clone.connect('destroy', () => this._doRemoveWindow(clone.metaWindow)); } return result; }; // Usually, windows are faded in after the overview is completely hidden. We enable // window-open animations by not waiting for this. WindowManager.prototype._waitForOverviewToHide = async function() { return Promise.resolve(); }; // Here comes the ULTRA-HACK: The method below is called (amongst others) by the // _destroyWindow and _mapWindow methods of the WindowManager. Usually, it returns // false when we are in the overview. This prevents the window animations. As we // cannot monkey-patch the _destroyWindow or _mapWindow methods themselves, we check // inside the method below whether it was called by either of those. If so, we return // true. Let's see if this breaks stuff left and right... // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1124 WindowManager.prototype._shouldAnimateActor = function(...params) { const caller = (new Error()).stack.split('\n')[1]; if (caller.includes('_destroyWindow@') || caller.includes('_mapWindow@')) { return true; } return extensionThis._origShouldAnimateActor.apply(this, params); }; // ----------------------------------------------- patching the window-close animation // The signal handler below and the following patch are all which is required outside // of the overview. All other hacks further below are just required to defer the // window-hiding in the overview until the effect is finished. // The close animation is set up in WindowManager's _destroyWindow: // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541 // As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy' // signal of the window manager and tweak the animation to our needs. this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => { this._setupEffect(actor, false); }); // Once the window-close animation is is finished, the window manager's // _destroyWindowDone is called. We use this to free the effect so that it can be // re-used in future. // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1541 WindowManager.prototype._destroyWindowDone = function(shellwm, actor) { if (this._destroying.has(actor)) { const shader = actor.get_effect('burn-my-windows-effect'); if (shader) { actor.remove_effect(shader); shader.endAnimation(); shader.returnToFactory(); } } // Call the original method. extensionThis._origDestroyWindowDone.apply(this, [shellwm, actor]); }; // These three method overrides are mega-hacky! Usually, windows are not faded when // closed from the overview (why?). With these overrides we make sure that they are // actually faded out. To do this, _windowRemoved and _doRemoveWindow now check // whether there is a transition ongoing (via extensionThis._shouldDestroy). If that's // the case, these methods do nothing. Are the actors removed in the end? I hope so. // The _destroyWindow of the WindowManager sets the transitions up and should take // care of removing the actors at the end of the transitions. // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1301 Workspace.prototype._windowRemoved = function(ws, metaWin) { if (extensionThis._shouldDestroy(this, metaWin)) { extensionThis._origWindowRemoved.apply(this, [ws, metaWin]); } }; // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1180 Workspace.prototype._doRemoveWindow = function(metaWin) { if (extensionThis._shouldDestroy(this, metaWin)) { extensionThis._origDoRemoveWindow.apply(this, [metaWin]); } }; // With the code below, we hide the window-overlay (icon, label, close button) in the // overview once the close-animation is running. As the WindowPreview class is only // available on GNOME 3.38 and beyond, we cannot hide the overlay on GNOME 3.36. if (WindowPreview) { // We will monkey-patch these methods. this._origDeleteAll = WindowPreview.prototype._deleteAll; this._origRestack = WindowPreview.prototype._restack; this._origInit = WindowPreview.prototype._init; // Whenever a WindowPreview is created, we connect to the referenced Meta.Window's // 'unmanaged' signal to hide the overlay. WindowPreview.prototype._init = function(...params) { extensionThis._origInit.apply(this, params); // Hide the window's icon, name, and close button. const connectionID = this.metaWindow.connect('unmanaged', () => { if (this.window_container) { this.overlayEnabled = false; this._icon.visible = false; } }); // Make sure to not call the callback above if the Meta.Window was not unmanaged // before leaving the overview. this.connect('destroy', () => { this.metaWindow.disconnect(connectionID); }); }; // The _deleteAll is called when the user clicks the X in the overview. We should // not attempt to close windows twice. Due to the animation in the overview, the // close button can be clicked twice which normally would lead to a crash. WindowPreview.prototype._deleteAll = function() { if (!this._closeRequested) { extensionThis._origDeleteAll.apply(this); } }; // This is required, else WindowPreview's _restack() which is called by the // "this.overlayEnabled = false", sometimes tries to access an already delete // WindowPreview. WindowPreview.prototype._restack = function() { if (!this._closeRequested) { extensionThis._origRestack.apply(this); } }; } } // This function could be called after the extension is uninstalled, disabled in GNOME // Tweaks, when you log out or when the screen locks. disable() { // Free all effect resources. this._ALL_EFFECTS = []; // Unregister our resources. Gio.resources_unregister(this._resources); // Restore the original window-open and window-close animations. global.window_manager.disconnect(this._destroyConnection); global.display.disconnect(this._windowCreatedConnection); Workspace.prototype._addWindowClone = this._origAddWindowClone; Workspace.prototype._windowRemoved = this._origWindowRemoved; Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow; WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor; WindowManager.prototype._waitForOverviewToHide = this._origWaitForOverviewToHide; WindowManager.prototype._destroyWindowDone = this._origDestroyWindowDone; imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._origWindowTime; imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME = this._origDialogTime; if (WindowPreview) { WindowPreview.prototype._deleteAll = this._origDeleteAll; WindowPreview.prototype._restack = this._origRestack; WindowPreview.prototype._init = this._origInit; } this._settings = null; } // ----------------------------------------------------------------------- private stuff // This method adds one of the configured effects to the given actor. If forOpening is // set to true, a effect from the enabled window-open animations is chosen, else an // enabled window-close animation is used. This will also tweak the transitions of the // given actor (e.g. scale it up if required). _setupEffect(actor, forOpening) { // Only add effects to normal windows and dialog windows. const isNormalWindow = actor.meta_window.window_type == Meta.WindowType.NORMAL; const isDialogWindow = actor.meta_window.window_type == Meta.WindowType.MODAL_DIALOG || actor.meta_window.window_type == Meta.WindowType.DIALOG; if (!isNormalWindow && !isDialogWindow) { return; } const previewNick = this._settings.get_string('preview-effect'); // TODO!. // We may have to do nothing if running on battery power or if in power-save mode. // let disableOnBattery = // this._settings.get_boolean('disable-on-battery') && this._upowerProxy.OnBattery; // let disableOnPowerSave = this._settings.get_boolean('disable-on-power-save') && // this._powerProfilesProxy && this._powerProfilesProxy.ActiveProfile == // 'power-saver'; // if (!skip! && 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). const oldShader = actor.get_effect('burn-my-windows-effect'); if (oldShader) { actor.remove_effect(oldShader); oldShader.endAnimation(); oldShader.returnToFactory(); } // ------------------------------------------------------------------ choose an effect // Now we chose a random effect from all enabled effects. let effect = null; // First we check if an effect is to be previewed. if (previewNick != '') { effect = this._ALL_EFFECTS.find(effect => effect.getNick() == previewNick); // Only preview the effect once. if (!forOpening) { this._settings.set_string('preview-effect', ''); } } // Else we choose a random effect from all enabled effects. else { // Therefore, we first create a list of all currently enabled effects. const enabled = this._ALL_EFFECTS.filter(effect => { return this._settings.get_boolean(`${effect.getNick()}-enable-effect`); }); // And then choose a random effect. if (enabled.length > 0) { effect = enabled[Math.floor(Math.random() * enabled.length)]; } } // If nothing was enabled, we have to do nothing :) if (effect == null) { this._fixAnimationTimes(isDialogWindow, forOpening, null); return; } // ----------------------------------------------------------- tweak actor transitions // If we are currently performing integration test, all animations are set to a fixed // duration and show a fixed frame from the middle of the animation. const testMode = this._settings.get_boolean('test-mode'); // The following is used to tweak the ongoing transitions of a window actor. Usually // windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we tweak // the transitions so that nothing changes. The window stays opaque and is scaled to // actorScale. const actorScale = effect.getActorScale(this._settings, forOpening, actor); // To make things deterministic during testing, we set the effect duration to 5 // seconds. const duration = testMode ? 5000 : this._settings.get_int(effect.getNick() + '-animation-time'); // All animations are relative to the window's center. actor.set_pivot_point(0.5, 0.5); // We tweak the opacity and scale of the actor. If there is no ongoing transition for // a property, a new one is set up. const config = {'opacity': 255, 'scale-x': actorScale.x, 'scale-y': actorScale.y}; for (const property in config) { let transition = actor.get_transition(property); // If there is currently no ongoing transition, we create a new one. Clutter does // not like to create transitions with the same start and end value - however, we // need at least one transition for our progress value in the shader. So we trick // Clutter by creating an arbitrary transition first and then modifying the start // and end values according to our config object. if (!transition) { actor.set_property(property, 0); actor.save_easing_state(); actor.set_easing_duration(1000); actor.set_property(property, 1); actor.restore_easing_state(); // Now there should be a transition! transition = actor.get_transition(property); } // Tweak the transition according to the config object. For some reason, there are // rare cases, where no transition is set up. This happens from time to time... if (transition) { transition.set_duration(duration); transition.set_to(config[property]); transition.set_from(config[property]); transition.set_progress_mode(Clutter.AnimationMode.LINEAR); } } // Once the transitions are finished, we restore the original actor size. if (forOpening) { const connectionID = actor.connect('transitions-completed', () => { actor.scale_x = 1.0; actor.scale_y = 1.0; actor.disconnect(connectionID); }); } // -------------------------------------------------------------------- add the shader // Now add a cool shader to our window actor! const shader = effect.shaderFactory.getShader(); // There should always be an opacity transition going on... const transition = actor.get_transition('opacity'); if (!transition) { this._fixAnimationTimes(isDialogWindow, forOpening, null); utils.debug('Cannot setup shader without opacity transition.') return; } // Assign the effect to the window actor! actor.add_effect_with_name('burn-my-windows-effect', shader); // Set one-time uniforms. shader.beginAnimation(this._settings, forOpening, duration * 0.001, actor); // Set other uniforms each frame. transition.connect('new-frame', (t) => { if (testMode) { shader.updateAnimation(0.5); } else { shader.updateAnimation(t.get_progress()); } }); // Remove the effect if the animation finished or was interrupted. if (forOpening) { transition.connect('stopped', () => { const oldShader = actor.get_effect('burn-my-windows-effect'); if (oldShader) { actor.remove_effect(oldShader); oldShader.endAnimation(); oldShader.returnToFactory(); } }); } // Finally, ensure that all animation times are set properly so that other extensions // may guess how long it will take until windows are gone :) this._fixAnimationTimes(isDialogWindow, forOpening, duration); } // The code below is not necessary for Burn-My-Windows to function. However, there // are some extensions such as "Show Application View When Workspace Empty" // https://extensions.gnome.org/extension/2036/show-application-view-when-workspace-empty/ // which do something *after* a window was closed. As the window-close animation // duration depends on the used effect, this may vary each time a window is // closed. We set the currently used time here, so that others can get an idea how // long this will take... _fixAnimationTimes(isDialogWindow, forOpening, duration) { if (!forOpening) { if (isDialogWindow) { imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME = duration != null ? duration : this._origDialogTime; } else { imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = duration != null ? duration : this._origWindowTime; } } } // This is required to enable window-close animations in the overview. See the comment // for Workspace.prototype._windowRemoved above for an explanation. _shouldDestroy(workspace, metaWindow) { const index = workspace._lookupIndex(metaWindow); if (index == -1) { return true; } // This was called "realWindow" in GNOME 3.36. const propertyName = utils.shellVersionIs(3, 36) ? 'realWindow' : '_windowActor'; const actor = workspace._windows[index][propertyName]; if (!actor.get_transition('scale-y')) { return true; } return false; } } // This function is called once when the extension is loaded, not enabled. function init() { return new Extension(); }