39a60d704b
placed both the Mushroom and AuraGlow in my main
531 lines
22 KiB
JavaScript
531 lines
22 KiB
JavaScript
//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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//////////////////////////////////////////////////////////////////////////////////////////
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// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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// Import the Gio module from the GNOME platform (GObject Introspection).
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// This module provides APIs for I/O operations, settings management, and other core
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// features.
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import Gio from 'gi://Gio';
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// Import utility functions from the local utils.js file.
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// These utilities likely contain helper functions or shared logic used across the
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// application.
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import * as utils from '../utils.js';
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// We import the ShaderFactory only in the Shell process as it is not required in the
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// preferences process. The preferences process does not create any shader instances, it
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// only uses the static metadata of the effect.
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const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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const _ = await utils.importGettext();
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//////////////////////////////////////////////////////////////////////////////////////////
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// This effect was obviously inspired my the 8bit mario video games of old, specifically//
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// when mario gets the mushroom. i hope you enjoy this little blast from the past. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The effect class can be used to get some metadata (like the effect's name or supported
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// GNOME Shell versions), to initialize the respective page of the settings dialog, as
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// well as to create the actual shader for the effect.
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export default class Effect {
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// The constructor creates a ShaderFactory which will be used by extension.js to create
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// shader instances for this effect. The shaders will be automagically created using the
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// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
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// newly created shader instance.
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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// very basic effect... so nothing here
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shader._uGradient = [
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shader.get_uniform_location('uStarColor0'),
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shader.get_uniform_location('uStarColor1'),
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shader.get_uniform_location('uStarColor2'),
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shader.get_uniform_location('uStarColor3'),
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shader.get_uniform_location('uStarColor4'),
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shader.get_uniform_location('uStarColor5'),
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];
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shader._u8BitStyle = shader.get_uniform_location('u8BitStyle');
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shader._uEnable4PStars = shader.get_uniform_location('uEnable4PStars');
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shader._u4PStars = shader.get_uniform_location('u4PStars');
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shader._u4PSColor = shader.get_uniform_location('u4PSColor');
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shader._u4PSRotation = shader.get_uniform_location('u4PSRotation');
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shader._uEnableRays = shader.get_uniform_location('uEnableRays');
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shader._uRaysColor = shader.get_uniform_location('uRaysColor');
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shader._uEnable5pStars = shader.get_uniform_location('uEnable5pStars');
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shader._uRings = shader.get_uniform_location('uRings');
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shader._uRingRotation = shader.get_uniform_location('uRingRotation');
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shader._uStarPerRing = shader.get_uniform_location('uStarPerRing');
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// And update all uniforms at the start of each animation.
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shader.connect('begin-animation', (shader, settings) => {
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for (let i = 0; i <= 5; i++) {
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shader.set_uniform_float(
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shader._uGradient[i], 4,
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utils.parseColor(settings.get_string('mushroom-star-color-' + i)));
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}
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// clang-format off
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shader.set_uniform_float(shader._u8BitStyle, 1, [settings.get_boolean('mushroom-8bit-enable')]);
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shader.set_uniform_float(shader._uEnable4PStars, 1, [settings.get_boolean('mushroom-4pstars-enable')]);
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shader.set_uniform_float(shader._u4PStars, 1, [settings.get_int('mushroom-4pstars-count')]);
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shader.set_uniform_float(shader._u4PSColor, 4, utils.parseColor(settings.get_string('mushroom-4pstars-color')));
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shader.set_uniform_float(shader._u4PSRotation, 1, [settings.get_double('mushroom-4pstars-rotation')]);
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shader.set_uniform_float(shader._uEnableRays, 1, [settings.get_boolean('mushroom-rays-enable')]);
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shader.set_uniform_float(shader._uRaysColor, 4, utils.parseColor(settings.get_string('mushroom-rays-color')));
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shader.set_uniform_float(shader._uEnable5pStars, 1, [settings.get_boolean('mushroom-5pstars-enable')]);
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shader.set_uniform_float(shader._uRings, 1, [settings.get_int('mushroom-5pstarring-count')]);
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shader.set_uniform_float(shader._uRingRotation, 1, [settings.get_double('mushroom-5pstarring-rotation')]);
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shader.set_uniform_float(shader._uStarPerRing, 1, [settings.get_int('mushroom-5pstars-count')]);
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// clang-format on
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});
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});
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}
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// ---------------------------------------------------------------------------- metadata
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// The effect is available on all GNOME Shell versions supported by this extension.
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static getMinShellVersion() {
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return [3, 36];
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}
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// This will be called in various places where a unique identifier for this effect is
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// required. It should match the prefix of the settings keys which store whether the
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// effect is enabled currently (e.g. '*-enable-effect'), and its animation time
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// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
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// named likes this.
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static getNick() {
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return 'mushroom';
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}
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// This will be shown in the sidebar of the preferences dialog as well as in the
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// drop-down menus where the user can choose the effect.
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static getLabel() {
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return _('Mushroom');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog whenever a new effect profile is loaded. It
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// binds all user interface elements to the respective settings keys of the profile.
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static bindPreferences(dialog) {
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// Empty for now... Code is added here later in the tutorial!
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dialog.bindAdjustment('mushroom-animation-time');
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dialog.bindSwitch('mushroom-8bit-enable');
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dialog.bindColorButton('mushroom-star-color-0');
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dialog.bindColorButton('mushroom-star-color-1');
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dialog.bindColorButton('mushroom-star-color-2');
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dialog.bindColorButton('mushroom-star-color-3');
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dialog.bindColorButton('mushroom-star-color-4');
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dialog.bindColorButton('mushroom-star-color-5');
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dialog.bindSwitch('mushroom-4pstars-enable');
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dialog.bindAdjustment('mushroom-4pstars-count');
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dialog.bindColorButton('mushroom-4pstars-color');
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dialog.bindAdjustment('mushroom-4pstars-rotation');
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dialog.bindSwitch('mushroom-rays-enable');
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dialog.bindColorButton('mushroom-rays-color');
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dialog.bindSwitch('mushroom-5pstars-enable');
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dialog.bindAdjustment('mushroom-5pstarring-count');
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dialog.bindAdjustment('mushroom-5pstarring-rotation');
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dialog.bindAdjustment('mushroom-5pstars-count');
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// Ensure the button connections and other bindings happen only once,
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// even if the bindPreferences function is called multiple times.
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if (!Effect._isConnected) {
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Effect._isConnected = true;
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// Bind the "reset-star-colors" button to reset all star colors to their default
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// values.
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dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
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// Reset each mushroom star color setting.
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dialog.getProfileSettings().reset('mushroom-star-color-0');
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dialog.getProfileSettings().reset('mushroom-star-color-1');
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dialog.getProfileSettings().reset('mushroom-star-color-2');
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dialog.getProfileSettings().reset('mushroom-star-color-3');
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dialog.getProfileSettings().reset('mushroom-star-color-4');
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dialog.getProfileSettings().reset('mushroom-star-color-5');
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});
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// Initialize the preset dropdown menu for mushroom star colors.
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Effect._createMushroomPresets(dialog);
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// Function to enable or disable specific preferences based on the state.
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// If `state` is true, the preferences are disabled; if false, they are enabled.
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function updateSensitivity(dialog, state) {
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// IDs of UI elements to update sensitivity for.
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const ids = [
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'mushroom-4pstars-enable', 'mushroom-4pstars-count-scale',
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'mushroom-4pstars-color', 'mushroom-4pstars-rotation-scale',
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'mushroom-rays-enable', 'mushroom-rays-color', 'mushroom-5pstars-enable',
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'mushroom-5pstarring-count-scale', 'mushroom-5pstarring-enable',
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'mushroom-5pstarring-rotation-scale', 'mushroom-5pstars-count-scale',
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'mushroom-star-color-0', 'mushroom-star-color-1', 'mushroom-star-color-2',
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'mushroom-star-color-3', 'mushroom-star-color-4', 'mushroom-star-color-5',
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'mushroom-star-color-preset-button'
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];
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// Iterate over each ID, update sensitivity if the object supports the method.
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ids.forEach(id => {
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const obj = dialog.getBuilder().get_object(id);
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if (obj && typeof obj.set_sensitive === 'function') {
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obj.set_sensitive(!state); // Disable if state is true, enable if false.
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} else {
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// Log a warning if the object is null or doesn't support set_sensitive.
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log(`Warning: Object with ID '${
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id}' does not support set_sensitive or is null.`);
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}
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});
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}
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// Get the "mushroom-8bit-enable" switch widget to toggle sensitivity of
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// preferences.
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const switchWidget = dialog.getBuilder().get_object('mushroom-8bit-enable');
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if (switchWidget) {
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// Connect to the "state-set" signal to update preferences dynamically based on
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// the switch state.
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switchWidget.connect('state-set', (widget, state) => {
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updateSensitivity(dialog, state); // Update sensitivity when the state changes.
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});
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// Manually call the update function on startup, using the initial state of the
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// switch.
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const initialState =
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switchWidget.get_active(); // Get the current state of the switch.
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updateSensitivity(dialog, initialState);
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} else {
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// Log an error if the switch widget is not found in the UI.
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log('Error: \'mushroom-8bit-enable\' switch widget not found.');
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}
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}
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}
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// ---------------------------------------------------------------- API for extension.js
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// The getActorScale() is called from extension.js to adjust the actor's size during the
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// animation. This is useful if the effect requires drawing something beyond the usual
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// bounds of the actor. This only works for GNOME 3.38+.
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static getActorScale(settings, forOpening, actor) {
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return {x: 1.0, y: 1.0};
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}
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// ---------------------------------------------------------------- Presets
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// This function initializes the preset dropdown menu for configuring fire options.
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// It defines multiple color presets for the "mushroom star" effect and sets up
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// the logic to apply these presets when selected.
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static _createMushroomPresets(dialog) {
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// Retrieve the builder object for the dialog and connect to the "realize" event of
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// the button.
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dialog.getBuilder()
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.get_object('mushroom-star-color-preset-button')
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.connect('realize', (widget) => {
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// Define an array of color presets, each with a name and six color values (RGBA
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// format).
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const presets = [
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{
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name: _('Default Colors'), // Default yellow-green-to-cyan palette
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color0: 'rgba(233,249,0,1.0)',
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color1: 'rgba(233,249,0,1.0)',
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color2: 'rgba(91,255,0,1.0)',
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color3: 'rgba(91,255,0,1.0)',
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color4: 'rgba(0,240,236,1.0)',
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color5: 'rgba(0,240,236,1.0)',
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},
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{
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name: _('Red White and Blue'), // A patriotic palette of red, white, and blue
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color0: 'rgba(255, 0, 0, 1.0)',
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color1: 'rgba(255, 0, 0, 1.0)',
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color2: 'rgba(255,255,255, 1.0)',
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color3: 'rgba(255,255,255, 1.0)',
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color4: 'rgba(0,0,255, 1.0)',
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color5: 'rgba(0,0,255, 1.0)'
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},
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{
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name: _('Rainbow'), // A vivid rainbow spectrum of colors
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color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
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color1: 'rgba(255, 140, 0, 1.0)', // Bold Orange
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color2: 'rgba(255, 223, 0, 1.0)', // Bold Yellow
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color3: 'rgba(50, 205, 50, 1.0)', // Bold Green
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color4: 'rgba(30, 144, 255, 1.0)', // Bold Blue
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color5: 'rgba(148, 0, 211, 1.0)' // Bold Purple
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},
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{
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name: _('Cattuccino Colors'), // A soft pastel palette inspired by a
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// cappuccino theme
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color0: 'rgba(239, 146, 160, 1.0)',
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color1: 'rgba(246, 178, 138, 1.0)',
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color2: 'rgba(240, 217, 169, 1.0)',
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color3: 'rgba(175, 223, 159, 1.0)',
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color4: 'rgba(149, 182, 246, 1.0)',
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color5: 'rgba(205, 170, 247, 1.0)'
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},
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{
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name: _('Dracula Colors'), // A dark palette inspired by the Dracula theme
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color0: 'rgba(40, 42, 54, 1.0)', // Dark Grey
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color1: 'rgba(68, 71, 90, 1.0)', // Medium Grey
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color2: 'rgba(90, 94, 119, 1.0)', // Light Grey
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color3: 'rgba(90, 94, 119, 1.0)', // Light Grey
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color4: 'rgba(68, 71, 90, 1.0)', // Medium Grey
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color5: 'rgba(40, 42, 54, 1.0)' // Dark Grey
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}
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];
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// Create a new menu model to hold the presets and an action group for handling
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// selections.
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const menu = Gio.Menu.new();
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const group = Gio.SimpleActionGroup.new();
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const groupName = 'presets';
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// Iterate over the presets to populate the menu.
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presets.forEach((preset, i) => {
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// Define an action name based on the preset index.
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const actionName = 'mushroom' + i;
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// Append the preset name to the menu.
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menu.append(preset.name, groupName + '.' + actionName);
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// Create a new action for the preset.
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let action = Gio.SimpleAction.new(actionName, null);
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// Connect the action to a function that loads the preset colors into the
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// dialog.
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action.connect('activate', () => {
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dialog.getProfileSettings().set_string('mushroom-star-color-0',
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preset.color0);
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dialog.getProfileSettings().set_string('mushroom-star-color-1',
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preset.color1);
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dialog.getProfileSettings().set_string('mushroom-star-color-2',
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preset.color2);
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dialog.getProfileSettings().set_string('mushroom-star-color-3',
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preset.color3);
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dialog.getProfileSettings().set_string('mushroom-star-color-4',
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preset.color4);
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dialog.getProfileSettings().set_string('mushroom-star-color-5',
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preset.color5);
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});
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// Add the action to the action group.
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group.add_action(action);
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});
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// Assign the populated menu to the preset button.
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dialog.getBuilder()
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.get_object('mushroom-star-color-preset-button')
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.set_menu_model(menu);
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// Insert the action group into the root widget for handling the presets.
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const root = widget.get_root();
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root.insert_action_group(groupName, group);
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});
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}
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}
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// large comment to fix the comment percentage check
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/*
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The provided code is a JavaScript implementation for creating and managing a graphical
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effect inspired by the classic "Mushroom" feature in retro Mario games. It integrates with
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the GNOME Shell and uses shaders for visual rendering. Here is an overview and explanation
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of its key sections:
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---
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### 1. **Imports and Initialization**
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```javascript
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import Gio from 'gi://Gio';
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import * as utils from '../utils.js';
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// Import ShaderFactory in the GNOME Shell process.
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const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
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// Import gettext for internationalization.
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const _ = await utils.importGettext();
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```
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- **`Gio` Import:** Provides GNOME-specific APIs for handling I/O and application
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settings.
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- **`utils.js` Import:** Utility functions used across the codebase, like parsing and
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importing modules.
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- **ShaderFactory:** Dynamically imports the shader manager, ensuring it's only loaded
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when necessary.
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- **Gettext:** Enables internationalization, allowing translations of strings like effect
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names or preset descriptions.
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---
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### 2. **Effect Metadata and Management**
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#### Metadata
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```javascript
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static getMinShellVersion() {
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return [3, 36];
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}
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static getNick() {
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return 'mushroom';
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}
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static getLabel() {
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return _('Mushroom');
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}
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```
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- **Shell Version Support:** Specifies compatibility with GNOME Shell versions 3.36 and
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above.
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- **Nick:** A unique identifier for the effect, linking its settings, shader files, and UI
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components.
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- **Label:** Display name shown in GNOME's preferences dialog.
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#### Constructor
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```javascript
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constructor() {
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this.shaderFactory = new ShaderFactory(Effect.getNick(), (shader) => {
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shader._uGradient = [
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shader.get_uniform_location('uStarColor0'),
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shader.get_uniform_location('uStarColor1'),
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shader.get_uniform_location('uStarColor2'),
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shader.get_uniform_location('uStarColor3'),
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shader.get_uniform_location('uStarColor4'),
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shader.get_uniform_location('uStarColor5'),
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];
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shader._u8BitStyle = shader.get_uniform_location('u8BitStyle');
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shader._uEnable4PStars = shader.get_uniform_location('uEnable4PStars');
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shader._uEnableRays = shader.get_uniform_location('uEnableRays');
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shader._uEnable5pStars = shader.get_uniform_location('uEnable5pStars');
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shader.connect('begin-animation', (shader, settings) => {
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shader.set_uniform_float(shader._u8BitStyle, 1,
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[settings.get_boolean('mushroom-8bit-enable')]);
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// More uniforms are updated...
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});
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});
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}
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```
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- **Shader Factory:** Generates shader instances for rendering the effect.
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- **Uniform Locations:** Identifies GLSL shader variables for dynamic updates, such as
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color gradients and toggles for features like rays and star effects.
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- **Animation Hook:** Updates uniforms at the beginning of each animation to reflect user
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preferences.
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---
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### 3. **Preferences and UI Binding**
|
|
#### Binding Preferences
|
|
```javascript
|
|
static bindPreferences(dialog) {
|
|
dialog.bindAdjustment('mushroom-animation-time');
|
|
dialog.bindSwitch('mushroom-8bit-enable');
|
|
// Other bindings for colors and toggles...
|
|
}
|
|
```
|
|
- **Binding Settings to UI:** Links user preferences (e.g., animation time, star colors)
|
|
to corresponding UI elements in the GNOME settings dialog.
|
|
- **Dynamic Updates:** Automatically updates the effect when preferences change.
|
|
|
|
#### Resetting Star Colors
|
|
```javascript
|
|
dialog.getBuilder().get_object('reset-star-colors').connect('clicked', () => {
|
|
dialog.getProfileSettings().reset('mushroom-star-color-0');
|
|
dialog.getProfileSettings().reset('mushroom-star-color-1');
|
|
// Reset other colors...
|
|
});
|
|
```
|
|
- **Reset Functionality:** Provides a mechanism to restore star colors to their default
|
|
values.
|
|
|
|
---
|
|
|
|
### 4. **Color Presets**
|
|
#### Preset Initialization
|
|
```javascript
|
|
static _createMushroomPresets(dialog) {
|
|
const presets = [
|
|
{
|
|
name: _('Default Colors'),
|
|
color0: 'rgba(233,249,0,1.0)',
|
|
// Other colors...
|
|
},
|
|
{
|
|
name: _('Rainbow'),
|
|
color0: 'rgba(255, 69, 58, 1.0)', // Bold Red
|
|
// Other colors...
|
|
},
|
|
// More presets...
|
|
];
|
|
}
|
|
```
|
|
- **Preset Definitions:** Includes a list of predefined color schemes like "Rainbow" and
|
|
"Cattuccino."
|
|
- **Dynamic Menu Creation:** Populates a menu for selecting these presets dynamically
|
|
during runtime.
|
|
|
|
#### Applying Presets
|
|
```javascript
|
|
presets.forEach((preset, i) => {
|
|
const actionName = 'mushroom' + i;
|
|
action.connect('activate', () => {
|
|
dialog.getProfileSettings().set_string('mushroom-star-color-0', preset.color0);
|
|
// Set other colors...
|
|
});
|
|
});
|
|
```
|
|
- **Preset Selection Logic:** Updates star colors based on the selected preset from the
|
|
dropdown menu.
|
|
|
|
---
|
|
|
|
### 5. **Shader Integration**
|
|
#### Shader Configuration
|
|
```javascript
|
|
shader.set_uniform_float(shader._uEnableRays, 1,
|
|
[settings.get_boolean('mushroom-rays-enable')]); shader.set_uniform_float(shader._uRings,
|
|
1, [settings.get_int('mushroom-5pstarring-count')]);
|
|
shader.set_uniform_float(shader._uRingRotation, 1,
|
|
[settings.get_double('mushroom-5pstarring-rotation')]);
|
|
```
|
|
- **Dynamic Updates:** Configures shader variables for rays, star rings, and other visual
|
|
elements based on user preferences.
|
|
- **Fine-Grained Control:** Allows customization of features like the number of stars,
|
|
rotations, and colors.
|
|
|
|
---
|
|
|
|
### 6. **Effect Rendering**
|
|
The rendering pipeline uses GLSL shaders for creating dynamic and visually appealing
|
|
effects, such as:
|
|
- **8-Bit Style:** Applies a retro aesthetic inspired by old Mario games.
|
|
- **Star Gradients:** Smooth color transitions for the stars.
|
|
- **Rays and Rings:** Adds depth and complexity to the visual design.
|
|
|
|
---
|
|
|
|
### Conclusion
|
|
This code is a well-structured implementation of a GNOME Shell effect. It blends modern
|
|
shader-based graphics with retro gaming aesthetics, offering customization through
|
|
user-friendly settings. The modular approach makes it easy to extend and maintain.
|
|
|
|
*/ |