172 lines
8.1 KiB
JavaScript
172 lines
8.1 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 hides the actor by violently sucking it into the void of magic. //
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// towards the middle and then hiding the resulting line from left and right towards //
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// 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 Shader = 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 Apparition = class Apparition {
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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. '*-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 'apparition';
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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 _('Apparition');
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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/${utils.getGTKString()}/Apparition.ui`);
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// Bind all properties.
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dialog.bindAdjustment('apparition-randomness');
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dialog.bindAdjustment('apparition-animation-time');
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dialog.bindAdjustment('apparition-twirl-intensity');
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dialog.bindAdjustment('apparition-shake-intensity');
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dialog.bindAdjustment('apparition-suction-intensity');
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// Finally, return the new settings page.
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return dialog.getBuilder().get_object('apparition-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 closed with this effect.
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static createShader(actor, settings, forOpening) {
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return new Shader(actor, settings, forOpening);
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}
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// The tweakTransition() is called from extension.js to tweak a window's open / close
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// transitions - usually windows are faded in / out and scaled up / down by GNOME Shell.
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// The parameter 'forOpening' is set to true if this is called for a window-open
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// transition, for a window-close transition it is set to false. The modes can be set to
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// any value from here: https://gjs-docs.gnome.org/clutter8~8_api/clutter.animationmode.
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// The only required property is 'opacity', even if it transitions from 1.0 to 1.0. The
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// current value of the opacity transition is passed as uProgress to the shader.
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// Tweaking the actor's scale during the transition only works properly for GNOME 3.38+.
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// For this effect, windows are set to twice their original size, so that we have
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// some space to draw the animation. We also set the animation mode to "Linear".
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static tweakTransition(actor, settings, forOpening) {
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return {
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'opacity': {from: 255, to: 255, mode: 1},
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'scale-x': {from: 2.0, to: 2.0, mode: 1},
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'scale-y': {from: 2.0, to: 2.0, mode: 1}
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};
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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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Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect {
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_init(actor, settings, forOpening) {
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super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER});
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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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// The math for the whirling is inspired by this post:
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// http://www.geeks3d.com/20110428/shader-library-swirl-post-processing-filter-in-glsl
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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 vec2 SEED = vec2(${testMode ? 0 : Math.random()},
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${testMode ? 0 : Math.random()});
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const float SHAKE = ${settings.get_double('apparition-shake-intensity')};
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const float TWIRL = ${settings.get_double('apparition-twirl-intensity')};
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const float SUCTION = ${settings.get_double('apparition-suction-intensity')};
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const float RANDOMNESS = ${settings.get_double('apparition-randomness')};
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const float ACTOR_SCALE = 2.0;
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const float PADDING = ACTOR_SCALE / 2.0 - 0.5;
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void main() {
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// We simply inverse the progress for opening windows.
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float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'};
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// Choose a random suction center.
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vec2 center = SEED * RANDOMNESS + 0.5 * (1.0 - RANDOMNESS);
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vec2 coords = cogl_tex_coord_in[0].st * ACTOR_SCALE - PADDING - center;
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// Add some shaking.
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coords.x += progress * 0.05 * SHAKE * sin((progress + SEED.x) * (1.0 + SEED.x) * SHAKE);
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coords.y += progress * 0.05 * SHAKE * cos((progress + SEED.y) * (1.0 + SEED.y) * SHAKE);
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// "Suck" the texture into the center.
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float dist = length(coords) / sqrt(2);
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coords += progress * coords / dist * 0.5 * SUCTION;
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// Apply some whirling.
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float angle = pow(1.0 - dist, 2.0) * TWIRL * progress;
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float s = sin(angle);
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float c = cos(angle);
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coords = vec2(dot(coords, vec2(c, -s)), dot(coords, vec2(s, c)));
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// Fade out the window texture.
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cogl_color_out = texture2D(uTexture, coords + center) * (1.0 - progress);
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}
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`);
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};
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});
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} |