113 lines
5.9 KiB
JavaScript
113 lines
5.9 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: Simon Schneegans <code@simonschneegans.de>
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// SPDX-License-Identifier: GPL-3.0-or-later
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'use strict';
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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 melts your windows. Inspired by the legendary screen transitions of the //
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// original Doom. //
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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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// Store uniform locations of newly created shaders.
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shader._uActorScale = shader.get_uniform_location('uActorScale');
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shader._uHorizontalScale = shader.get_uniform_location('uHorizontalScale');
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shader._uVerticalScale = shader.get_uniform_location('uVerticalScale');
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shader._uPixelSize = shader.get_uniform_location('uPixelSize');
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// Write all uniform values at the start of each animation.
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shader.connect(
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'begin-animation', (shader, settings, forOpening, testMode, actor) => {
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// For this effect, we scale the actor vertically so that it covers the entire
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// screen. This ensures that the melted window will not be cut off.
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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// If we are currently performing integration test, nothing will be visible in
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// the test images as the animation has passed the center of the window already.
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// To fix this, we set the actor scale to a fixed low value when performing
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// tests.
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// clang-format off
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shader.set_uniform_float(shader._uActorScale, 1, [testMode ? 1.0 : actorScale]);
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shader.set_uniform_float(shader._uHorizontalScale, 1, [testMode ? 50.0 :settings.get_double('doom-horizontal-scale')]);
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shader.set_uniform_float(shader._uVerticalScale, 1, [testMode ? 150.0 : settings.get_double('doom-vertical-scale')]);
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shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('doom-pixel-size')]);
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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 not available on GNOME Shell 3.36 as it requires scaling of the window
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// actor.
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static getMinShellVersion() {
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return [3, 38];
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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').
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static getNick() {
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return 'doom';
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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 _('Doom');
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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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dialog.bindAdjustment('doom-animation-time');
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dialog.bindAdjustment('doom-horizontal-scale');
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dialog.bindAdjustment('doom-vertical-scale');
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dialog.bindAdjustment('doom-pixel-size');
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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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// For this effect, we scale the actor vertically so that it covers the entire screen.
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// This ensures that the melted window will not be cut off.
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static getActorScale(settings, forOpening, actor) {
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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return {x: 1.0, y: actorScale};
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}
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}
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