175 lines
7.5 KiB
JavaScript
175 lines
7.5 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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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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'use strict';
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const GObject = imports.gi.GObject;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = imports.misc.extensionUtils.getCurrentExtension();
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const utils = Me.imports.src.utils;
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//////////////////////////////////////////////////////////////////////////////////////////
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// The TVShader hides the actor by making it first transparent from top and //
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// bottom towards the middle and then hiding the resulting line from left and right //
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// towards the center. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file.
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let TVShader = null;
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// The effect class is completely static. It can be used to get some metadata (like the
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// effect's name or supported GNOME Shell versions), to initialize the respective page of
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// the settings dialog, as well as to create the actual shader for the effect.
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var TVEffect = class TVEffect {
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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. the '*-close-effect').
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static getNick() {
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return 'tv';
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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 'TV Effect';
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}
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// -------------------------------------------------------------------- API for prefs.js
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static initPreferences(dialog) {
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// Add the settings page to the builder.
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dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/tvPage.ui`);
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// Bind all properties.
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dialog.bindAdjustment('tv-animation-time');
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dialog.bindColorButton('tv-effect-color');
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// Finally, append the settings page to the main stack.
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const stack = dialog.getBuilder().get_object('main-stack');
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stack.add_titled(
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dialog.getBuilder().get_object('tv-prefs'), TVEffect.getNick(),
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TVEffect.getLabel());
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}
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// ---------------------------------------------------------------- API for extension.js
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static createShader(settings) {
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return new TVShader(settings);
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}
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// If there's a transition in progress, we re-target these transitions so that the
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// window is neither scaled nor faded.
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static tweakTransitions(actor, settings) {
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const animationTime = settings.get_int('tv-animation-time');
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_duration(animationTime);
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}
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};
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 0.5);
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect will only be registered in GNOME Shell's process //
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// (not in the preferences process). It's done this way as Clutter may not be installed //
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// on the system and therefore the preferences would crash. //
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//////////////////////////////////////////////////////////////////////////////////////////
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if (utils.isInShellProcess()) {
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const Clutter = imports.gi.Clutter;
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const shaderSnippets = Me.imports.src.shaderSnippets;
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TVShader = GObject.registerClass({Properties: {}, Signals: {}},
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class TVShader extends Clutter.ShaderEffect {
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_init(settings) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1];
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this.set_shader_source(`
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// Inject some common shader snippets.
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${shaderSnippets.standardUniforms()}
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const float BLUR_WIDTH = 0.01; // Width of the gradients.
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const float TB_TIME = 0.7; // Relative time for the top/bottom animation.
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const float LR_TIME = 0.4; // Relative time for the left/right animation.
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const float LR_DELAY = 0.6; // Delay after which the left/right animation starts.
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const float FF_TIME = 0.2; // Relative time for the final fade to transparency.
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void main() {
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// All of these are in [0..1] during the different stages of the animation.
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// tb refers to the top-bottom animation.
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// lr refers to the left-right animation.
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// ff refers to the final fade animation.
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float tbProgress = smoothstep(0, 1, clamp(uProgress/TB_TIME, 0, 1));
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float lrProgress = smoothstep(0, 1, clamp((uProgress - LR_DELAY)/LR_TIME, 0, 1));
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float ffProgress = smoothstep(0, 1, clamp((uProgress - 1.0 + FF_TIME)/FF_TIME, 0, 1));
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// This is a top-center-bottom gradient in [0..1..0]
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float tb = cogl_tex_coord_in[0].t * 2;
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tb = tb < 1 ? tb : 2 - tb;
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// This is a left-center-right gradient in [0..1..0]
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float lr = cogl_tex_coord_in[0].s * 2;
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lr = lr < 1 ? lr : 2 - lr;
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// Combine the progress values with the gradients to create the alpha masks.
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float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
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float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
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float ffMask = 1 - smoothstep(0, 1, ffProgress);
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// Assemble the final alpha value.
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float mask = tbMask * lrMask * ffMask;
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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vec4 effectColor = vec4(${color.red / 255},
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${color.green / 255},
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${color.blue / 255}, 1.0) * windowColor.a;
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windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, uProgress));
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cogl_color_out = windowColor * mask;
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// These are pretty useful for understanding how this works.
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// cogl_color_out = vec4(vec3(tbMask), 1);
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// cogl_color_out = vec4(vec3(lrMask), 1);
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// cogl_color_out = vec4(vec3(ffMask), 1);
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// cogl_color_out = vec4(vec3(mask), 1);
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}
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`);
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};
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});
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} |