////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 violently sucking it into the void of magic. // // 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. When this // effect is used for the first time, an instance of this shader class is created. Once // the effect is finished, the shader will be stored in the freeShaders array and will // then be reused if a new shader is requested. ShaderClass which will be used whenever // this effect is used. let ShaderClass = null; let freeShaders = []; // 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 Apparition = class Apparition { // ---------------------------------------------------------------------------- metadata // The effect is not available on GNOME Shell 3.36 as it requires scaling of the window // actor. static 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. '*-close-effect'), and its animation time // (e.g. '*-animation-time'). static getNick() { return 'apparition'; } // 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 _('Apparition'); } // -------------------------------------------------------------------- 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()}/Apparition.ui`); // Bind all properties. dialog.bindAdjustment('apparition-randomness'); dialog.bindAdjustment('apparition-animation-time'); dialog.bindAdjustment('apparition-twirl-intensity'); dialog.bindAdjustment('apparition-shake-intensity'); dialog.bindAdjustment('apparition-suction-intensity'); // Finally, return the new settings page. return dialog.getBuilder().get_object('apparition-prefs'); } // ---------------------------------------------------------------- API for extension.js // This is called from extension.js whenever a window is opened or closed with this // effect. It returns an instance of the shader class, trying to reuse previously // created shaders. static getShader(actor, settings, forOpening) { let shader; if (freeShaders.length == 0) { shader = new ShaderClass(); } else { shader = freeShaders.pop(); } shader.setUniforms(actor, settings, forOpening); return shader; } // 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+. static getActorScale(settings) { return {x: 2.0, y: 2.0}; } // This is called from extension.js if the extension is disabled. This should free all // static resources. static cleanUp() { freeShaders = []; } } ////////////////////////////////////////////////////////////////////////////////////////// // 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 Shell = imports.gi.Shell; ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect { // This is called when the effect is used for the first time. This can be used to // store all required uniform locations. _init() { super._init(); this._uSeed = this.get_uniform_location('uSeed'); this._uShake = this.get_uniform_location('uShake'); this._uTwirl = this.get_uniform_location('uTwirl'); this._uSuction = this.get_uniform_location('uSuction'); this._uRandomness = this.get_uniform_location('uRandomness'); } // This is called each time the effect is used. This can be used to retrieve the // configuration from the settings and update all uniforms accordingly. setUniforms(actor, settings, forOpening) { // If we are currently performing integration test, the animation uses a fixed seed. const testMode = settings.get_boolean('test-mode'); // clang-format off this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]); this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]); this.set_uniform_float(this._uSuction, 1, [settings.get_double('apparition-suction-intensity')]); this.set_uniform_float(this._uRandomness, 1, [settings.get_double('apparition-randomness')]); // clang-format on } // This is called by extension.js when the shader is not used anymore. We will store // this instance of the shader so that it can be re-used in th future. free() { freeShaders.push(this); } // This is called by the constructor. This means, it's only called when the effect // is used for the first time. vfunc_build_pipeline() { const code = utils.loadGLSLResource(`/shaders/${Apparition.getNick()}.glsl`); // Match anything between the curly brackets of "void main() {...}". const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}', 'd'); const match = regex.exec(code); const declarations = code.substr(0, match.index); const main = match[1]; this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true); } }); }