198 lines
8.8 KiB
JavaScript
198 lines
8.8 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 {Clutter, Gio} = imports.gi;
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const Workspace = imports.ui.workspace.Workspace;
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const WindowManager = imports.ui.windowManager.WindowManager;
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const WINDOW_REPOSITIONING_DELAY = imports.ui.workspace.WINDOW_REPOSITIONING_DELAY;
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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.common.utils;
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const FireShader = Me.imports.src.extension.FireShader.FireShader;
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const MatrixShader = Me.imports.src.extension.MatrixShader.MatrixShader;
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//////////////////////////////////////////////////////////////////////////////////////////
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// This extensions modifies the window-close animation to look like the window was set //
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// on fire. While this is definitely a homage to the good old Compiz plugin, it is //
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// implemented differently. While Compiz used a particle system, this extension uses a //
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// perlin noise shader. //
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//////////////////////////////////////////////////////////////////////////////////////////
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class Extension {
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// ------------------------------------------------------------------------ public stuff
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// This function could be called after the extension is enabled, which could be done
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// from GNOME Tweaks, when you log in or when the screen is unlocked.
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enable() {
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// Load all of our resources.
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this._resources = Gio.Resource.load(Me.path + '/resources/burn-my-windows.gresource');
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Gio.resources_register(this._resources);
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// Store a reference to the settings object.
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this._settings = ExtensionUtils.getSettings();
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// We will monkey-patch these three methods. Let's store the original ones.
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this._origWindowRemoved = Workspace.prototype._windowRemoved;
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this._origDoRemoveWindow = Workspace.prototype._doRemoveWindow;
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this._origShouldAnimateActor = WindowManager.prototype._shouldAnimateActor;
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// We may also override these animation times.
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this._origDestroyTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME;
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const loadAnimationTimes = () => {
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imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME =
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this._settings.get_int('destroy-animation-time');
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};
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this._settings.connect('changed::destroy-animation-time', loadAnimationTimes);
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loadAnimationTimes();
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// We will use extensionThis to refer to the extension inside the patched methods of
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// the WorkspacesView.
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const extensionThis = this;
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// These three method overrides are mega-hacky! They are only required to make the
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// fire animation work in the overview. Usually, windows are not faded when closed
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// from the overview (why?). With these overrides we make sure that they are actually
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// faded out. To do this, _windowRemoved and _doRemoveWindow now check whether there
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// is a transition ongoing (via extensionThis._shouldDestroy). If that's the case,
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// they methods do nothing. Are the actors removed in the end? I hope so. The
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// _destroyWindow of the WindowManager sets the transitions up and should take care of
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// removing the actors at the end of the transitions.
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1299
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Workspace.prototype._windowRemoved = function(ws, metaWin) {
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if (extensionThis._shouldDestroy(this, metaWin)) {
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extensionThis._origWindowRemoved.apply(this, [ws, metaWin]);
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}
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};
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1178
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Workspace.prototype._doRemoveWindow = function(metaWin) {
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if (extensionThis._shouldDestroy(this, metaWin)) {
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extensionThis._origDoRemoveWindow.apply(this, [metaWin]);
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}
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};
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// Here comes the ULTRA-HACK: The method below is called (amongst others) by the
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// _destroyWindow method of the WindowManager. Usually, it returns false when we are
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// in the overview. This prevents the window-close animation. As we cannot
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// monkey-patch the _destroyWindow method itself, we check inside the method below
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// whether it was called by _destroyWindow. If so, we return true. Let's see if this
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// breaks stuff left and right...
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1125
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WindowManager.prototype._shouldAnimateActor = function(actor, types) {
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if ((new Error()).stack.split('\n')[1].includes('_destroyWindow@')) {
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return true;
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}
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return extensionThis._origShouldAnimateActor.apply(this, [actor, types]);
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};
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// The close animation is set up in WindowManager's _destroyWindow:
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549
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// As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy'
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// signal of the window manager and tweak the animation to our needs.
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this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
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// The _destroyWindow method of WindowManager, which was called right before this
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// one, set up the window close animation. This usually fades-out the window and
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// scales it a bit down. If no transition is in progress, something unexpected
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// happened. We rather try not to burn the window!
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const transition = actor.get_transition('opacity');
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if (!transition) {
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return;
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}
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// If there's a transition in progress, we re-target these transitions so that the
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// window is neither scaled nor faded.
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const tweakTransition = (property, value) => {
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const transition = actor.get_transition(property);
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if (transition) {
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transition.set_to(value);
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transition.set_progress_mode(Clutter.AnimationMode.EASE_OUT_QUAD);
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}
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};
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tweakTransition('opacity', 255);
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tweakTransition('scale-x', 1);
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tweakTransition('scale-y', 1);
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let shader = null;
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// Add a cool shader to our window actor!
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const mode = this._settings.get_enum('close-animation');
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if (mode == 1) {
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shader = new FireShader(this._settings);
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} else if (mode == 2) {
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shader = new MatrixShader(this._settings);
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}
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if (shader) {
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actor.add_effect(shader);
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// Update uniforms at each frame.
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transition.connect('new-frame', (t) => {
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shader.set_uniform_value('uProgress', t.get_progress());
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shader.set_uniform_value('uTime', 0.001 * t.get_elapsed_time());
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shader.set_uniform_value('uSizeX', actor.width);
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shader.set_uniform_value('uSizeY', actor.height);
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});
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}
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});
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}
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// This function could be called after the extension is uninstalled, disabled in GNOME
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// Tweaks, when you log out or when the screen locks.
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disable() {
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// Unregister our resources.
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Gio.resources_unregister(this._resources);
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// Restore the original behavior.
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global.window_manager.disconnect(this._destroyConnection);
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Workspace.prototype._windowRemoved = this._origWindowRemoved;
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Workspace.prototype._doRemoveWindow = this._origDoRemoveWindow;
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WindowManager.prototype._shouldAnimateActor = this._origShouldAnimateActor;
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imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = this._origDestroyTime;
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this._settings = null;
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}
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// ----------------------------------------------------------------------- private stuff
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_shouldDestroy(workspace, metaWindow) {
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const index = workspace._lookupIndex(metaWindow);
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if (index == -1) {
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return true;
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}
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const actor = workspace._windows[index]._windowActor;
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if (!actor.get_transition('opacity')) {
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return true;
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}
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return false;
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}
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}
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// This function is called once when the extension is loaded, not enabled.
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function init() {
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return new Extension();
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}
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