132 lines
6.2 KiB
Bash
Executable File
132 lines
6.2 KiB
Bash
Executable File
#!/bin/bash
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# -------------------------------------------------------------------------------------- #
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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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# This scripts takes the shaders of Burn-My-Windows as well as some other input files from
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# the directories next to this script and creates effect for KDE's Kwin.
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# Exit the script when one command fails.
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set -e
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# Go to the script's directory.
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cd "$( cd "$( dirname "$0" )" && pwd )" || \
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{ echo "ERROR: Could not find kwin directory."; exit 1; }
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# We will store the effect directories in this directory.
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BUILD_DIR="_build"
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# Create it if it's not there yet.
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mkdir -p "$BUILD_DIR"
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# This method is called one for each effect. The parameters are as follows:
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# $1: The nick of the effect (e.g. "energize-a")
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# $2: The name of the effect (e.g. "Energize A")
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# $3: A short description of the effect (e.g. "Beam your windows away")
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generate() {
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# We use the nick for the effect's directory name by replacing dashes with underscoares.
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DIR_NAME="kwin4_effect_$(echo "$1" | tr '-' '_')"
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# We transform the nick to CamelCase for the JavaScript class name.
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EFFECT_CLASS="BurnMyWindows$(sed -r 's/(^|-)(\w)/\U\2/g' <<<"$1")Effect"
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# Now create all required resource directories.
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mkdir -p "$BUILD_DIR/$DIR_NAME/contents/shaders"
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mkdir -p "$BUILD_DIR/$DIR_NAME/contents/code"
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mkdir -p "$BUILD_DIR/$DIR_NAME/contents/config"
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mkdir -p "$BUILD_DIR/$DIR_NAME/contents/ui"
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# Copy the config file if it exists.
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if [ -f "$1/main.xml" ]; then
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cp "$1/main.xml" "$BUILD_DIR/$DIR_NAME/contents/config"
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fi
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# Copy the ui file if it exists.
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if [ -f "$1/config.ui" ]; then
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cp "$1/config.ui" "$BUILD_DIR/$DIR_NAME/contents/ui"
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fi
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# Now we create the effect's JavaScript source file. This is done by taking main.js.in
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# and replacing some placeholders with effect-specific files and values.
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ON_SETTINGS_CHANGE=""
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ON_ANIMATION_BEGIN=""
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# If the effect's directory contains a onSettingsChanged.js, we replace the
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# corresponding placeholder with it's content. We replace all occurences of / temporily
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# so that the REGEX works.
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if [ -f "$1/onSettingsChanged.js" ]; then
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ON_SETTINGS_CHANGE=$(tr '/' '\f' < "$1/onSettingsChanged.js")
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fi
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# Similarily, we will inject the contents of onAnimationBegin.js.
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if [ -f "$1/onAnimationBegin.js" ]; then
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ON_ANIMATION_BEGIN=$(tr '/' '\f' < "$1/onAnimationBegin.js")
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fi
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cp main.js.in "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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perl -pi -e "s/%ON_SETTINGS_CHANGE%/$ON_SETTINGS_CHANGE/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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perl -pi -e "s/%ON_ANIMATION_BEGIN%/$ON_ANIMATION_BEGIN/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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perl -pi -e "s/%EFFECT_CLASS%/$EFFECT_CLASS/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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perl -pi -e "s/%SHADER_NAME%/$1/g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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perl -pi -e "s/\f/\//g;" "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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# Now create the metadata.desktop file. Again, we replace some placeholders.
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cp metadata.desktop.in "$BUILD_DIR/$DIR_NAME/metadata.desktop"
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perl -pi -e "s/%ICON%/$1/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
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perl -pi -e "s/%NAME%/$2/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
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perl -pi -e "s/%DESCRIPTION%/$3/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
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perl -pi -e "s/%DIR_NAME%/$DIR_NAME/g;" "$BUILD_DIR/$DIR_NAME/metadata.desktop"
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# Now create the two required shader files. We prepend the common.glsl to each shader.
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# We also define KWIN and KWIN_LEGACY. The code in common.glsl takes some different
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# paths based on these defines.
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{
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echo "#version 140"
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echo "#define KWIN"
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echo ""
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echo "// This file is automatically generated during the build process."
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echo ""
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cat "../resources/shaders/common.glsl"
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cat "../resources/shaders/$1.frag"
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} > "$BUILD_DIR/$DIR_NAME/contents/shaders/$1_core.frag"
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{
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echo "#define KWIN_LEGACY"
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echo ""
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echo "// This file is automatically generated during the build process."
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echo ""
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cat "../resources/shaders/common.glsl"
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cat "../resources/shaders/$1.frag"
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} > "$BUILD_DIR/$DIR_NAME/contents/shaders/$1.frag"
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# If clang-format is installed, try to beauty the code a bit.
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if command -v clang-format &> /dev/null
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then
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clang-format -i "$BUILD_DIR/$DIR_NAME/contents/code/main.js"
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fi
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}
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# Now run the above method for all supported effects.
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generate "apparition" "[BMW] Apparition" "This effect hides your windows by violently sucking them into the void of magic"
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generate "energize-a" "[BMW] Energize A" "Beam your windows away"
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generate "energize-b" "[BMW] Energize B" "Using different transporter technology results in an alternative visual effect"
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generate "fire" "[BMW] Fire" "The classic effect inspired by Compiz"
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generate "hexagon" "[BMW] Hexagon" "With glowing lines and hexagon-shaped tiles, this effect looks very sci-fi"
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generate "tv" "[BMW] TV Effect" "Make windows close like turning off a TV"
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generate "wisps" "[BMW] Wisps" "Let your windows be carried away to the realm of dreams by these little fairies"
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# Finally, create an archive for the effects.
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# shellcheck disable=SC2046
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tar -cjf "burn_my_windows_kwin4.tar.gz" -C "$BUILD_DIR" $(ls "$BUILD_DIR") |