////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// 'use strict'; const {Gio, GObject} = 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; ////////////////////////////////////////////////////////////////////////////////////////// // This effect is a homage to the good old Compiz days. However, it is implemented // // quite differently. While Compiz used a particle system, this effect uses a noise // // shader. The noise is moved vertically over time and mapped to a configurable color // // gradient. It is faded to transparency towards the edges of the window. In addition, // // there are a couple of moving gradients which fade-in or fade-out the fire effect. // ////////////////////////////////////////////////////////////////////////////////////////// // 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 Fire = class Fire { // ---------------------------------------------------------------------------- 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 'fire'; } // 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 _('Fire'); } // -------------------------------------------------------------------- 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()}/Fire.ui`); // Bind all properties. dialog.bindAdjustment('fire-animation-time'); dialog.bindAdjustment('flame-movement-speed'); dialog.bindAdjustment('flame-scale'); dialog.bindSwitch('flame-3d-noise'); dialog.bindColorButton('fire-color-1'); dialog.bindColorButton('fire-color-2'); dialog.bindColorButton('fire-color-3'); dialog.bindColorButton('fire-color-4'); dialog.bindColorButton('fire-color-5'); // The fire-gradient-reset button needs to be bound explicitly. dialog.getBuilder().get_object('reset-fire-colors').connect('clicked', () => { dialog.getSettings().reset('fire-color-1'); dialog.getSettings().reset('fire-color-2'); dialog.getSettings().reset('fire-color-3'); dialog.getSettings().reset('fire-color-4'); dialog.getSettings().reset('fire-color-5'); }); // Initialize the fire-preset dropdown. Fire._createFirePresets(dialog); // Finally, return the new settings page. return dialog.getBuilder().get_object('fire-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: 1.0, y: 1.0}; } // This is called from extension.js if the extension is disabled. This should free all // static resources. static cleanUp() { freeShaders = []; } // ----------------------------------------------------------------------- private stuff // This populates the preset dropdown menu for the fire options. static _createFirePresets(dialog) { dialog.getBuilder().get_object('fire-prefs').connect('realize', (widget) => { const presets = [ { name: _('Default Fire'), scale: 1.0, speed: 0.5, color1: 'rgba(76, 51, 25, 0.0)', color2: 'rgba(180, 55, 30, 0.7)', color3: 'rgba(255, 76, 38, 0.9)', color4: 'rgba(255, 166, 25, 1)', color5: 'rgba(255, 255, 255, 1)' }, { name: _('Hell Fire'), scale: 1.5, speed: 0.2, color1: 'rgba(0,0,0,0)', color2: 'rgba(103,7,80,0.5)', color3: 'rgba(150,0,24,0.9)', color4: 'rgb(255,200,0)', color5: 'rgba(255, 255, 255, 1)' }, { name: _('Dark and Smutty'), scale: 1.0, speed: 0.5, color1: 'rgba(0,0,0,0)', color2: 'rgba(36,3,0,0.5)', color3: 'rgba(150,0,24,0.9)', color4: 'rgb(255,177,21)', color5: 'rgb(255,238,166)' }, { name: _('Cold Breeze'), scale: 1.5, speed: -0.1, color1: 'rgba(0,110,255,0)', color2: 'rgba(30,111,180,0.24)', color3: 'rgba(38,181,255,0.54)', color4: 'rgba(34,162,255,0.84)', color5: 'rgb(97,189,255)' }, { name: _('Santa is Coming'), scale: 0.4, speed: -0.5, color1: 'rgba(0,110,255,0)', color2: 'rgba(208,233,255,0.24)', color3: 'rgba(207,235,255,0.84)', color4: 'rgb(208,243,255)', color5: 'rgb(255,255,255)' } ]; const menu = Gio.Menu.new(); const group = Gio.SimpleActionGroup.new(); const groupName = 'presets'; // Add all presets. presets.forEach((preset, i) => { const actionName = 'fire' + i; menu.append(preset.name, groupName + '.' + actionName); let action = Gio.SimpleAction.new(actionName, null); // Load the preset on activation. action.connect('activate', () => { dialog.getSettings().set_double('flame-movement-speed', preset.speed); dialog.getSettings().set_double('flame-scale', preset.scale); dialog.getSettings().set_string('fire-color-1', preset.color1); dialog.getSettings().set_string('fire-color-2', preset.color2); dialog.getSettings().set_string('fire-color-3', preset.color3); dialog.getSettings().set_string('fire-color-4', preset.color4); dialog.getSettings().set_string('fire-color-5', preset.color5); }); group.add_action(action); }); dialog.getBuilder().get_object('fire-preset-button').set_menu_model(menu); const root = utils.isGTK4() ? widget.get_root() : widget.get_toplevel(); root.insert_action_group(groupName, group); }); } } ////////////////////////////////////////////////////////////////////////////////////////// // 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, Shell} = imports.gi; 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._uGradient = [ this.get_uniform_location('uGradient1'), this.get_uniform_location('uGradient2'), this.get_uniform_location('uGradient3'), this.get_uniform_location('uGradient4'), this.get_uniform_location('uGradient5'), ]; this._u3DNoise = this.get_uniform_location('u3DNoise'); this._uScale = this.get_uniform_location('uScale'); this._uMovementSpeed = this.get_uniform_location('uMovementSpeed'); } // 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) { // Load the gradient values from the settings. for (let i = 1; i <= 5; i++) { const c = Clutter.Color.from_string(settings.get_string('fire-color-' + i))[1]; this.set_uniform_float(this._uGradient[i - 1], 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); } // clang-format off this.set_uniform_float(this._u3DNoise, 1, [settings.get_boolean('flame-3d-noise')]); this.set_uniform_float(this._uScale, 1, [settings.get_double('flame-scale')]); this.set_uniform_float(this._uMovementSpeed, 1, [settings.get_double('flame-movement-speed')]); // 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/${Fire.getNick()}.glsl`); // Match anything between the curly brackets of "void main() {...}". const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}'); 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); } }); }