206 lines
9.2 KiB
JavaScript
206 lines
9.2 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 _ = imports.gettext.domain('burn-my-windows').gettext;
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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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// This effect tears your windows apart with a series of violent scratches! //
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// This effect is not available on GNOME 3.3x, due to the limitation described in the //
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// documentation of vfunc_paint_target further down in this file. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The shader class for this effect is registered further down in this file. When this
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// effect is used for the first time, an instance of this shader class is created. Once
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// the effect is finished, the shader will be stored in the freeShaders array and will
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// then be reused if a new shader is requested. ShaderClass which will be used whenever
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// this effect is used.
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let ShaderClass = null;
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let freeShaders = [];
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// This texture will be loaded when the effect is used for the first time.
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let clawTexture = 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 TRexAttack = class TRexAttack {
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// ---------------------------------------------------------------------------- metadata
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// This effect is only available on GNOME Shell 40+.
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static getMinShellVersion() {
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return [40, 0];
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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. '*-close-effect'), and its animation time
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// (e.g. '*-animation-time').
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static getNick() {
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return 'trex';
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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 _('T-Rex Attack');
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}
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// -------------------------------------------------------------------- API for prefs.js
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// This is called by the preferences dialog. It loads the settings page for this effect,
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// binds all properties to the settings and appends the page to the main stack of the
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// preferences dialog.
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static getPreferences(dialog) {
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// Add the settings page to the builder.
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dialog.getBuilder().add_from_resource('/ui/gtk4/TRexAttack.ui');
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// Bind all properties.
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dialog.bindAdjustment('trex-animation-time');
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dialog.bindColorButton('claw-scratch-color');
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dialog.bindAdjustment('claw-scratch-scale');
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dialog.bindAdjustment('claw-scratch-count');
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dialog.bindAdjustment('claw-scratch-warp');
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// Finally, return the new settings page.
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return dialog.getBuilder().get_object('trex-prefs');
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}
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// ---------------------------------------------------------------- API for extension.js
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// This is called from extension.js whenever a window is opened or closed with this
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// effect. It returns an instance of the shader class, trying to reuse previously
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// created shaders.
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static getShader(actor, settings, forOpening) {
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let shader;
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if (freeShaders.length == 0) {
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shader = new ShaderClass();
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} else {
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shader = freeShaders.pop();
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}
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shader.setUniforms(actor, settings, forOpening);
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return shader;
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}
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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) {
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const scale = 1.0 + 0.5 * settings.get_double('claw-scratch-warp');
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return {x: scale, y: scale};
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}
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// This is called from extension.js if the extension is disabled. This should free all
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// static resources.
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static cleanUp() {
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freeShaders = [];
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clawTexture = null;
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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, GdkPixbuf, Cogl, Shell} = imports.gi;
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ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect {
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// This is called when the effect is used for the first time. This can be used to
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// store all required uniform locations.
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_init() {
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super._init();
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// Load the claw texture.
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if (clawTexture == null) {
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const clawData = GdkPixbuf.Pixbuf.new_from_resource('/img/claws.png');
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clawTexture = new Clutter.Image();
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clawTexture.set_data(clawData.get_pixels(), Cogl.PixelFormat.RGB_888,
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clawData.width, clawData.height, clawData.rowstride);
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}
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this._uClawTexture = this.get_uniform_location('uClawTexture');
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this._uFlashColor = this.get_uniform_location('uFlashColor');
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this._uSeed = this.get_uniform_location('uSeed');
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this._uClawSize = this.get_uniform_location('uClawSize');
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this._uNumClaws = this.get_uniform_location('uNumClaws');
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this._uWarpIntensity = this.get_uniform_location('uWarpIntensity');
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}
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// This is called each time the effect is used. This can be used to retrieve the
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// configuration from the settings and update all uniforms accordingly.
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setUniforms(actor, settings, forOpening) {
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const c = Clutter.Color.from_string(settings.get_string('claw-scratch-color'))[1];
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// If we are currently performing integration test, the animation uses a fixed seed.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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this.set_uniform_float(this._uFlashColor, 4, [c.red / 255, c.green / 255, c.blue / 255, c.alpha / 255]);
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this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]);
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this.set_uniform_float(this._uClawSize, 1, [settings.get_double('claw-scratch-scale')]);
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this.set_uniform_float(this._uNumClaws, 1, [settings.get_int('claw-scratch-count')]);
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this.set_uniform_float(this._uWarpIntensity, 1, [settings.get_double('claw-scratch-warp')]);
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// clang-format on
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}
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// This is called by extension.js when the shader is not used anymore. We will store
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// this instance of the shader so that it can be re-used in th future.
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free() {
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freeShaders.push(this);
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}
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// This is called by the constructor. This means, it's only called when the effect
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// is used for the first time.
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vfunc_build_pipeline() {
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const code = utils.loadGLSLResource(`/shaders/${TRexAttack.getNick()}.glsl`);
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// Match anything between the curly brackets of "void main() {...}".
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const regex = RegExp('void main *\\(\\) *\\{([\\S\\s]+)\\}');
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const match = regex.exec(code);
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const declarations = code.substr(0, match.index);
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const main = match[1];
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, main, true);
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}
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// This is overridden to bind the claw texture for drawing. Sadly, this seems to be
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// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was called
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// get_target() back then but this is not wrapped in GJS.
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// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
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vfunc_paint_target(node, paint_context) {
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const pipeline = this.get_pipeline();
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pipeline.set_layer_texture(1, clawTexture.get_texture());
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pipeline.set_uniform_1i(this._uClawTexture, 1);
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super.vfunc_paint_target(node, paint_context);
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}
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});
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} |