179 lines
7.9 KiB
JavaScript
179 lines
7.9 KiB
JavaScript
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// ) ( //
|
|
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
|
|
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
|
|
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
|
|
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
|
|
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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;
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// This effect hides the actor by violently sucking it into the void of magic. //
|
|
// towards the middle and then hiding the resulting line from left and right towards //
|
|
// the center. //
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// The shader class for this effect is registered further down in this file. When this
|
|
// effect is used for the first time, an instance of this shader class is created. Once
|
|
// the effect is finished, the shader will be stored in the freeShaders array and will
|
|
// then be reused if a new shader is requested. ShaderClass which will be used whenever
|
|
// this effect is used.
|
|
let ShaderClass = null;
|
|
let freeShaders = [];
|
|
|
|
// The effect class is completely static. It 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 Apparition = class Apparition {
|
|
|
|
// ---------------------------------------------------------------------------- metadata
|
|
|
|
// The effect is not available on GNOME Shell 3.36 as it requires scaling of the window
|
|
// actor.
|
|
static getMinShellVersion() {
|
|
return [3, 38];
|
|
}
|
|
|
|
// 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').
|
|
static getNick() {
|
|
return 'apparition';
|
|
}
|
|
|
|
// 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.
|
|
static getLabel() {
|
|
return _('Apparition');
|
|
}
|
|
|
|
// -------------------------------------------------------------------- API for prefs.js
|
|
|
|
// This is called by the preferences dialog. It loads the settings page for this effect,
|
|
// binds all properties to the settings and appends the page to the main stack of the
|
|
// preferences dialog.
|
|
static getPreferences(dialog) {
|
|
|
|
// Add the settings page to the builder.
|
|
dialog.getBuilder().add_from_resource(`/ui/${utils.getGTKString()}/Apparition.ui`);
|
|
|
|
// Bind all properties.
|
|
dialog.bindAdjustment('apparition-randomness');
|
|
dialog.bindAdjustment('apparition-animation-time');
|
|
dialog.bindAdjustment('apparition-twirl-intensity');
|
|
dialog.bindAdjustment('apparition-shake-intensity');
|
|
dialog.bindAdjustment('apparition-suction-intensity');
|
|
|
|
// Finally, return the new settings page.
|
|
return dialog.getBuilder().get_object('apparition-prefs');
|
|
}
|
|
|
|
// ---------------------------------------------------------------- API for extension.js
|
|
|
|
// This is called from extension.js whenever a window is opened or closed with this
|
|
// effect. It returns an instance of the shader class, trying to reuse previously
|
|
// created shaders.
|
|
static getShader(actor, settings, forOpening) {
|
|
let shader;
|
|
|
|
if (freeShaders.length == 0) {
|
|
shader = new ShaderClass();
|
|
} else {
|
|
shader = freeShaders.pop();
|
|
}
|
|
|
|
shader.setUniforms(actor, settings, forOpening);
|
|
|
|
return shader;
|
|
}
|
|
|
|
// 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+.
|
|
static getActorScale(settings) {
|
|
return {x: 2.0, y: 2.0};
|
|
}
|
|
|
|
// This is called from extension.js if the extension is disabled. This should free all
|
|
// static resources.
|
|
static cleanUp() {
|
|
freeShaders = [];
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// The shader class for this effect will only be registered in GNOME Shell's process //
|
|
// (not in the preferences process). It's done this way as Clutter may not be installed //
|
|
// on the system and therefore the preferences would crash. //
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
if (utils.isInShellProcess()) {
|
|
|
|
const Shell = imports.gi.Shell;
|
|
|
|
ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
|
|
// This is called when the effect is used for the first time. This can be used to
|
|
// store all required uniform locations.
|
|
_init() {
|
|
super._init();
|
|
|
|
this._uSeed = this.get_uniform_location('uSeed');
|
|
this._uShake = this.get_uniform_location('uShake');
|
|
this._uTwirl = this.get_uniform_location('uTwirl');
|
|
this._uSuction = this.get_uniform_location('uSuction');
|
|
this._uRandomness = this.get_uniform_location('uRandomness');
|
|
}
|
|
|
|
// This is called each time the effect is used. This can be used to retrieve the
|
|
// configuration from the settings and update all uniforms accordingly.
|
|
setUniforms(actor, settings, forOpening) {
|
|
// If we are currently performing integration test, the animation uses a fixed seed.
|
|
const testMode = settings.get_boolean('test-mode');
|
|
|
|
// clang-format off
|
|
this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
|
|
this.set_uniform_float(this._uShake, 1, [settings.get_double('apparition-shake-intensity')]);
|
|
this.set_uniform_float(this._uTwirl, 1, [settings.get_double('apparition-twirl-intensity')]);
|
|
this.set_uniform_float(this._uSuction, 1, [settings.get_double('apparition-suction-intensity')]);
|
|
this.set_uniform_float(this._uRandomness, 1, [settings.get_double('apparition-randomness')]);
|
|
// clang-format on
|
|
}
|
|
|
|
// This is called by extension.js when the shader is not used anymore. We will store
|
|
// this instance of the shader so that it can be re-used in th future.
|
|
free() {
|
|
freeShaders.push(this);
|
|
}
|
|
|
|
// This is called by the constructor. This means, it's only called when the effect
|
|
// is used for the first time.
|
|
vfunc_build_pipeline() {
|
|
const code = utils.loadGLSLResource(`/shaders/${Apparition.getNick()}.glsl`);
|
|
|
|
// Match anything between the curly brackets of "void main() {...}".
|
|
const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}', 'd');
|
|
const match = regex.exec(code);
|
|
|
|
const declarations = code.substr(0, match.index);
|
|
const main = match[1];
|
|
|
|
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
|
|
}
|
|
});
|
|
} |