////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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. let Shader = 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 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 closed with this effect. static createShader(actor, settings, forOpening) { return new Shader(actor, settings, forOpening); } // The tweakTransition() is called from extension.js to tweak a window's open / close // transitions - usually windows are faded in / out and scaled up / down by GNOME Shell. // The parameter 'forOpening' is set to true if this is called for a window-open // transition, for a window-close transition it is set to false. The modes can be set to // any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode. // The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The // current value of the opacity transition is passed as uProgress to the shader. // Tweaking the actor's scale during the transition only works properly for GNOME 3.38+. // For this effect, windows are set to twice their original size, so that we have // some space to draw the animation. We also set the animation mode to "Linear". static tweakTransition(actor, settings, forOpening) { return { 'opacity': {from: 255, to: 255, mode: 1}, 'scale-x': {from: 2.0, to: 2.0, mode: 1}, 'scale-y': {from: 2.0, to: 2.0, mode: 1} }; } } ////////////////////////////////////////////////////////////////////////////////////////// // 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 = imports.gi.Clutter; const shaderSnippets = Me.imports.src.shaderSnippets; Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { _init(actor, settings, forOpening) { super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); // If we are currently performing integration test, the animation uses a fixed seed. const testMode = settings.get_boolean('test-mode'); // The math for the whirling is inspired by this post: // http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl this.set_shader_source(` // Inject some common shader snippets. ${shaderSnippets.standardUniforms()} const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, ${testMode ? 0 : Math.random()}); const float SHAKE = ${settings.get_double('apparition-shake-intensity')}; const float TWIRL = ${settings.get_double('apparition-twirl-intensity')}; const float SUCTION = ${settings.get_double('apparition-suction-intensity')}; const float RANDOMNESS = ${settings.get_double('apparition-randomness')}; const float ACTOR_SCALE = 2.0; const float PADDING = ACTOR_SCALE / 2.0 - 0.5; void main() { // We simply inverse the progress for opening windows. float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; // Choose a random suction center. vec2 center = SEED * RANDOMNESS + 0.5 * (1.0 - RANDOMNESS); vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center; // Add some shaking. coords.x += progress * 0.05 * SHAKE * sin((progress + SEED.x) * (1.0 + SEED.x) * SHAKE); coords.y += progress * 0.05 * SHAKE * cos((progress + SEED.y) * (1.0 + SEED.y) * SHAKE); // "Suck" the texture into the center. float dist = length(coords) / sqrt(2); coords += progress * coords / dist * 0.5 * SUCTION; // Apply some whirling. float angle = pow(1.0 - dist, 2.0) * TWIRL * progress; float s = sin(angle); float c = cos(angle); coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c))); // Fade out the window texture. cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress); } `); }; }); }