////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 tears your windows apart with a series of violent scratches! // // This effect is not available on GNOME 3.3x, due to the limitation described in the // // documentation of vfunc_paint_target further down in this file. // ////////////////////////////////////////////////////////////////////////////////////////// // 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 = []; // This texture will be loaded when the effect is used for the first time. let clawTexture = null; // 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 TRexAttack = class TRexAttack { // ---------------------------------------------------------------------------- metadata // This effect is only available on GNOME Shell 40+. static getMinShellVersion() { return [40, 0]; } // 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 'trex'; } // 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 _('T-Rex Attack'); } // -------------------------------------------------------------------- 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/gtk4/TRexAttack.ui'); // Bind all properties. dialog.bindAdjustment('trex-animation-time'); dialog.bindColorButton('claw-scratch-color'); dialog.bindAdjustment('claw-scratch-scale'); dialog.bindAdjustment('claw-scratch-count'); dialog.bindAdjustment('claw-scratch-warp'); // Finally, return the new settings page. return dialog.getBuilder().get_object('trex-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) { const scale = 1.0 + 0.5 * settings.get_double('claw-scratch-warp'); return {x: scale, y: scale}; } // This is called from extension.js if the extension is disabled. This should free all // static resources. static cleanUp() { freeShaders = []; clawTexture = null; } } ////////////////////////////////////////////////////////////////////////////////////////// // 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, GdkPixbuf, Cogl, 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(); // Load the claw texture. if (clawTexture == null) { const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png'); clawTexture = new Clutter.Image(); clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888, clawData.width, clawData.height, clawData.rowstride); } this._uClawTexture = this.get_uniform_location('uClawTexture'); this._uFlashColor = this.get_uniform_location('uFlashColor'); this._uSeed = this.get_uniform_location('uSeed'); this._uClawSize = this.get_uniform_location('uClawSize'); this._uNumClaws = this.get_uniform_location('uNumClaws'); this._uWarpIntensity = this.get_uniform_location('uWarpIntensity'); } // 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) { const c = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1]; // 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._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]); this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]); this.set_uniform_float(this._uNumClaws, 1, [settings.get_int('claw-scratch-count')]); this.set_uniform_float(this._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]); // 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/${TRexAttack.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); } // This is overridden to bind the claw texture for drawing. Sadly, this seems to be // impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called // get_target() back then but this is not wrapped in GJS. // https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598 vfunc_paint_target(node, paint_context) { const pipeline = this.get_pipeline(); pipeline.set_layer_texture(1, clawTexture.get_texture()); pipeline.set_uniform_1i(this._uClawTexture, 1); super.vfunc_paint_target(node, paint_context); } }); }