#!/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/$1.frag" # If clang-format is installed, try to beautify the code a bit. if command -v clang-format &> /dev/null then clang-format -i "$BUILD_DIR/$DIR_NAME/contents/code/main.js" fi # Create an archive which can be uploaded to https://store.kde.org. # shellcheck disable=SC2046 tar -cjf "$DIR_NAME.tar.gz" -C "$BUILD_DIR/$DIR_NAME" $(ls "$BUILD_DIR/$DIR_NAME") } # Now run the above method for all supported effects. # The apparition effect is disabled for now. I have not yet found a way to upscale the # window canvas during the animation. #generate "apparition" "[BMW] Apparition" "This effect hides your windows by violently sucking them into the void of magic" generate "energize-a" "[BMW] Energize A" "Beam your windows away" generate "energize-b" "[BMW] Energize B" "Using different transporter technology results in an alternative visual effect" generate "fire" "[BMW] Fire" "The classic effect inspired by Compiz" generate "hexagon" "[BMW] Hexagon" "With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi" generate "incinerate" "[BMW] Incinerate" "A less snappy but definitely more fancy take on the fire effect" generate "tv" "[BMW] TV Effect" "Make windows close like turning off a TV" generate "wisps" "[BMW] Wisps" "Let your windows be carried away to the realm of dreams by these little fairies" # Finally, create an archive for the effects. # shellcheck disable=SC2046 tar -cjf "burn_my_windows_kwin4.tar.gz" -C "$BUILD_DIR" $(ls "$BUILD_DIR")