////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later 'use strict'; const {GObject, Graphene} = imports.gi; const _ = imports.gettext.domain('burn-my-windows').gettext; const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.src.utils; const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory; ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // 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 MagicLamp = 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) => { // Store uniform locations of newly created shaders. shader._uActorScale = shader.get_uniform_location('uActorScale'); shader._uPointerPos = shader.get_uniform_location('uPointerPos'); shader._uControlPointA = shader.get_uniform_location('uControlPointA'); shader._uControlPointB = shader.get_uniform_location('uControlPointB'); // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings, forOpening, testMode, actor) => { shader.set_uniform_float(shader._uActorScale, 2, [ 2.0 * Math.max(1.0, global.stage.width / actor.width), 2.0 * Math.max(1.0, global.stage.height / actor.height) ]); this._actor = actor; }); shader.connect('update-animation', (shader) => { const convertCoords = coords => { const [ok, localX, localY] = this._actor.transform_stage_point(coords[0], coords[1]); const scale = [ 2.0 * Math.max(1.0, global.stage.width / this._actor.width), 2.0 * Math.max(1.0, global.stage.height / this._actor.height) ]; return [ ok, localX / this._actor.width * scale[0] + 0.5 - scale[0] * 0.5, localY / this._actor.height * scale[1] + 0.5 - scale[1] * 0.5, ]; }; const pointer = global.get_pointer(); { const [ok, x, y] = convertCoords(pointer); if (ok) { shader.set_uniform_float(shader._uPointerPos, 2, [x, y]); } } { const center = this._actor.apply_transform_to_point(new Graphene.Point3D( {x: this._actor.width / 2, y: this._actor.height / 2, z: 0})); const controlPointA = [pointer[0] * 0.33 + 0.66 * center.x, pointer[1] * 0.33 + 0.66 * center.y]; if (!this._uControlPointA) { this._uControlPointA = controlPointA; } else { this._uControlPointA = [ this._uControlPointA[0] * 0.95 + controlPointA[0] * 0.05, this._uControlPointA[1] * 0.95 + controlPointA[1] * 0.05 ]; } const [ok, x, y] = convertCoords(this._uControlPointA); shader.set_uniform_float(shader._uControlPointA, 2, [x, y]); } { const center = this._actor.apply_transform_to_point(new Graphene.Point3D( {x: this._actor.width / 2, y: this._actor.height / 2, z: 0})); const controlPointB = [pointer[0] * 0.66 + 0.33 * center.x, pointer[1] * 0.66 + 0.33 * center.y]; if (!this._uControlPointB) { this._uControlPointB = controlPointB; } else { this._uControlPointB = [ this._uControlPointB[0] * 0.9 + controlPointB[0] * 0.1, this._uControlPointB[1] * 0.9 + controlPointB[1] * 0.1 ]; } const [ok, x, y] = convertCoords(this._uControlPointB); shader.set_uniform_float(shader._uControlPointB, 2, [x, y]); } }); }); } // ---------------------------------------------------------------------------- metadata // The effect is not available on GNOME Shell 3.36 as it requires scaling of the window // actor. getMinShellVersion() { return [3, 38]; } // 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. '*-enable-effect'), and its animation time // (e.g. '*-animation-time'). getNick() { return 'magic-lamp'; } // 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 _('Magic Lamp'); } // -------------------------------------------------------------------- API for prefs.js // This is called by the preferences dialog whenever a new effect profile is loaded. It // binds all user interface elements to the respective settings keys of the profile. bindPreferences(dialog) { dialog.bindAdjustment('magic-lamp-animation-time'); // dialog.bindAdjustment('doom-horizontal-scale'); // dialog.bindAdjustment('doom-vertical-scale'); // dialog.bindAdjustment('doom-pixel-size'); } // ---------------------------------------------------------------- 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+. // For this effect, we scale the actor vertically so that it covers the entire screen. // This ensures that the melted window will not be cut off. getActorScale(settings, forOpening, actor) { // return {x: 1.0, y: 1.0}; return { x: 2.0 * Math.max(1.0, global.stage.width / actor.width), y: 2.0 * Math.max(1.0, global.stage.height / actor.height) }; } }