////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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; const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory; ////////////////////////////////////////////////////////////////////////////////////////// // The Matrix shader multiplies a grid of random letters with some gradients which are // // moving from top to bottom. The speed of the moving gradients is chosen randomly. // // Also, there is a random delay making the gradients not drop all at the same time. // // 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 effect class 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 Matrix = class Matrix { // The constructor creates a ShaderFactory which will be used by extension.js to create // shader instances for this effect. The shaders will be automagically created using the // GLSL file in resources/shaders/.glsl. The callback will be called for each // newly created shader instance. constructor() { this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => { // We import these modules in this function as they are not available in the // preferences process. This callback is only called within GNOME Shell's process. const {Clutter, GdkPixbuf, Cogl} = imports.gi; // Create the texture in the first call. if (!this._fontTexture) { const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png'); this._fontTexture = new Clutter.Image(); this._fontTexture.set_data( fontData.get_pixels(), fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888, fontData.width, fontData.height, fontData.rowstride); } // Store uniform locations of newly created shaders. shader._uFontTexture = shader.get_uniform_location('uFontTexture'); shader._uTrailColor = shader.get_uniform_location('uTrailColor'); shader._uTipColor = shader.get_uniform_location('uTipColor'); shader._uLetterSize = shader.get_uniform_location('uLetterSize'); shader._uRandomness = shader.get_uniform_location('uRandomness'); shader._uOverShoot = shader.get_uniform_location('uOverShoot'); // Write all uniform values at the start of each animation. shader.connect('begin-animation', (shader, settings) => { const c1 = Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1]; const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1]; // clang-format off shader.set_uniform_float(shader._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]); shader.set_uniform_float(shader._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]); shader.set_uniform_float(shader._uLetterSize, 1, [settings.get_int('matrix-scale')]); shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('matrix-randomness')]); shader.set_uniform_float(shader._uOverShoot, 1, [settings.get_double('matrix-overshoot')]); // clang-format on }); // This is required to bind the font 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 shader.connect('update-animation', (shader) => { const pipeline = shader.get_pipeline(); // Bind the font texture. pipeline.set_layer_texture(1, this._fontTexture.get_texture()); pipeline.set_uniform_1i(shader._uFontTexture, 1); }); }); } // ---------------------------------------------------------------------------- metadata // This effect is only available on GNOME Shell 40+. 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'). getNick() { return 'matrix'; } // 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. getLabel() { return _('Matrix'); } // -------------------------------------------------------------------- API for prefs.js // This is called by the preferences dialog. It loads the settings page for this effect, // and binds all properties to the settings. getPreferences(dialog) { // Add the settings page to the builder. dialog.getBuilder().add_from_resource('/ui/gtk4/Matrix.ui'); // Bind all properties. dialog.bindAdjustment('matrix-animation-time'); dialog.bindAdjustment('matrix-scale'); dialog.bindAdjustment('matrix-randomness'); dialog.bindAdjustment('matrix-overshoot'); dialog.bindColorButton('matrix-trail-color'); dialog.bindColorButton('matrix-tip-color'); // Finally, return the new settings page. return dialog.getBuilder().get_object('matrix-prefs'); } // ---------------------------------------------------------------- API for extension.js // 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+. getActorScale(settings) { return {x: 1.0, y: 1.0 + settings.get_double('matrix-overshoot')}; } }