////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// 'use strict'; const {Clutter} = imports.gi; const Workspace = imports.ui.workspace.Workspace; const WindowManager = imports.ui.windowManager.WindowManager; const WINDOW_REPOSITIONING_DELAY = imports.ui.workspace.WINDOW_REPOSITIONING_DELAY; const ExtensionUtils = imports.misc.extensionUtils; const Me = imports.misc.extensionUtils.getCurrentExtension(); const utils = Me.imports.utils; ////////////////////////////////////////////////////////////////////////////////////////// // This extensions modifies the window-close animation to look like the window was set // // on fire. While this is definitely a homage to the good old Compiz plugin, it is // // implemented differently. While Compiz used a particle system, this extension uses a // // perlin noise shader. // ////////////////////////////////////////////////////////////////////////////////////////// class Extension { // ------------------------------------------------------------------------ public stuff // This function could be called after the extension is enabled, which could be done // from GNOME Tweaks, when you log in or when the screen is unlocked. enable() { // Store a reference to the settings object. this._settings = ExtensionUtils.getSettings(); // We will monkey-patch these three methods. Let's store the original ones. this._origWindowRemoved = Workspace.prototype._windowRemoved; this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow; this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor; // We may also override these animation times. this._origDestroyTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME; const loadAnimationTimes = () => { imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._settings.get_int('destroy-animation-time'); }; this._settings.connect('changed::destroy-animation-time', loadAnimationTimes); loadAnimationTimes(); // We will use extensionThis to refer to the extension inside the patched methods of // the WorkspacesView. const extensionThis = this; // These three method overrides are mega-hacky! They are only required to make the // fire animation work in the overview. Usually, windows are not faded when closed // from the overview (why?). With these overrides we make sure that they are actually // faded out. To do this, _windowRemoved and _doRemoveWindow now check whether there // is a transition ongoing (via extensionThis._shouldDestroy). If that's the case, // they methods do nothing. Are the actors removed in the end? I hope so. The // _destroyWindow of the WindowManager sets the transitions up and should take care of // removing the actors at the end of the transitions. // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1299 Workspace.prototype._windowRemoved = function(ws, metaWin) { if (extensionThis._shouldDestroy(this, metaWin)) { extensionThis._origWindowRemoved.apply(this, [ws, metaWin]); } }; // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1178 Workspace.prototype._doRemoveWindow = function(metaWin) { if (extensionThis._shouldDestroy(this, metaWin)) { extensionThis._origDoRemoveWindow.apply(this, [metaWin]); } }; // Here comes the ULTRA-HACK: The method below is called (amongst others) by the // _destroyWindow method of the WindowManager. Usually, it returns false when we are // in the overview. This prevents the window-close animation. As we cannot // monkey-patch the _destroyWindow method itself, we check inside the method below // whether it was called by _destroyWindow. If so, we return true. Let's see if this // breaks stuff left and right... // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1125 WindowManager.prototype._shouldAnimateActor = function(actor, types) { if ((new Error()).stack.split('\n')[1].includes('_destroyWindow@')) { return true; } return extensionThis._origShouldAnimateActor.apply(this, [actor, types]); }; // The close animation is set up in WindowManager's _destroyWindow: // https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549 // As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy' // signal of the window manager and tweak the animation to our needs. this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => { // The _destroyWindow method of WindowManager, which was called right before this // one, set up the window close animation. This usually fades-out the window and // scales it a bit down. If no transition is in progress, something unexpected // happened. We rather try not to burn the window! const transition = actor.get_transition('opacity'); if (!transition) { return; } // If there's a transition in progress, we re-target these transitions so that the // window is neither scaled nor faded. const tweakTransition = (property, value) => { const transition = actor.get_transition(property); if (transition) { transition.set_to(value); transition.set_progress_mode(Clutter.AnimationMode.EASE_OUT_QUAD); } }; tweakTransition('opacity', 255); tweakTransition('scale-x', 1); tweakTransition('scale-y', 1); // Instead, we add a cool fire shader to our window actor! The noise implementation // is from https://www.shadertoy.com/view/3tcBzH (CC-BY-NC-SA). const shader = new Clutter.ShaderEffect({ shader_type: Clutter.ShaderType.FRAGMENT_SHADER, }); shader.set_shader_source(` uniform sampler2D texture; uniform float progress; uniform float time; uniform int sizeX; uniform int sizeY; // These may be configurable in the future. const float EDGE_BLEND = 70; const float BURN_RANGE = 0.1; const float BURN_TIME = 0.2; const vec2 FIRE_SCALE = vec2(400, 600); const float FIRE_SPEED = 0.5; float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } float hermite(float t) { return t * t * (3.0 - 2.0 * t); } float noiseImpl(vec2 co, float frequency) { vec2 v = vec2(co.x * frequency, co.y * frequency); float ix1 = floor(v.x); float iy1 = floor(v.y); float ix2 = floor(v.x + 1.0); float iy2 = floor(v.y + 1.0); float fx = hermite(fract(v.x)); float fy = hermite(fract(v.y)); float fade1 = mix(rand(vec2(ix1, iy1)), rand(vec2(ix2, iy1)), fx); float fade2 = mix(rand(vec2(ix1, iy2)), rand(vec2(ix2, iy2)), fx); return mix(fade1, fade2, fy); } float pNoise(vec2 co, float freq, int steps, float persistence) { float value = 0.0; float ampl = 1.0; float sum = 0.0; for(int i=0 ; i BURN_TIME) { mask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2); } // Fade at window borders. vec2 pos = cogl_tex_coord_in[0].st * vec2(sizeX, sizeY); mask *= clamp(pos.x / EDGE_BLEND, 0, 1); mask *= clamp(pos.y / EDGE_BLEND, 0, 1); mask *= clamp((sizeX - pos.x) / EDGE_BLEND, 0, 1); mask *= clamp((sizeY - pos.y) / EDGE_BLEND, 0, 1); vec2 firePos = pos / FIRE_SCALE; firePos.y += time * FIRE_SPEED; float noise = pNoise(firePos, 10.0, 5, 0.5); // Modulate noise by mask and map to color. vec4 color = getFireColor(noise*mask); color.rgb *= color.a; // cogl_color_out = vec4(mask); cogl_color_out += color; } `); actor.add_effect(shader); // Update uniforms at each frame. transition.connect('new-frame', (t) => { shader.set_uniform_value('progress', t.get_progress()); shader.set_uniform_value('time', 0.001 * t.get_elapsed_time()); shader.set_uniform_value('sizeX', actor.width); shader.set_uniform_value('sizeY', actor.height); }); }); } // This function could be called after the extension is uninstalled, disabled in GNOME // Tweaks, when you log out or when the screen locks. disable() { // Restore the original behavior. global.window_manager.disconnect(this._destroyConnection); Workspace.prototype._windowRemoved = this._origWindowRemoved; Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow; WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor; imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._origDestroyTime; this._settings = null; } // ----------------------------------------------------------------------- private stuff _shouldDestroy(workspace, metaWindow) { const index = workspace._lookupIndex(metaWindow); if (index == -1) { return true; } const actor = workspace._windows[index]._windowActor; if (!actor.get_transition('opacity')) { return true; } return false; } } // This function is called once when the extension is loaded, not enabled. function init() { return new Extension(); }