Files
Burn-My-Windows/src/Matrix.js
T
2022-05-14 13:58:28 +02:00

146 lines
7.2 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;
const ShaderFactory = Me.imports.src.ShaderFactory.ShaderFactory;
//////////////////////////////////////////////////////////////////////////////////////////
// The Matrix shader multiplies a grid of random letters with some gradients which are //
// moving from top to bottom. The speed of the moving gradients is chosen randomly. //
// Also, there is a random delay making the gradients not drop all at the same time. //
// This effect is not available on GNOME 3.3x, due to the limitation described in the //
// documentation of vfunc_paint_target further down in this file. //
//////////////////////////////////////////////////////////////////////////////////////////
// The effect class 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 Matrix = class Matrix {
// The constructor creates a ShaderFactory which will be used by extension.js to create
// shader instances for this effect. The shaders will be automagically created using the
// GLSL file in resources/shaders/<nick>.glsl. The callback will be called for each
// newly created shader instance.
constructor() {
this.shaderFactory = new ShaderFactory(this.getNick(), (shader) => {
// We import these modules in this function as they are not available in the
// preferences process. This callback is only called within GNOME Shell's process.
const {Clutter, GdkPixbuf, Cogl} = imports.gi;
// Create the texture in the first call.
if (!this._fontTexture) {
const fontData = GdkPixbuf.Pixbuf.new_from_resource('/img/matrixFont.png');
this._fontTexture = new Clutter.Image();
this._fontTexture.set_data(
fontData.get_pixels(),
fontData.has_alpha ? Cogl.PixelFormat.RGBA_8888 : Cogl.PixelFormat.RGB_888,
fontData.width, fontData.height, fontData.rowstride);
}
// Store uniform locations of newly created shaders.
shader._uFontTexture = shader.get_uniform_location('uFontTexture');
shader._uTrailColor = shader.get_uniform_location('uTrailColor');
shader._uTipColor = shader.get_uniform_location('uTipColor');
shader._uLetterSize = shader.get_uniform_location('uLetterSize');
shader._uRandomness = shader.get_uniform_location('uRandomness');
shader._uOverShoot = shader.get_uniform_location('uOverShoot');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation', (shader, settings) => {
const c1 =
Clutter.Color.from_string(settings.get_string('matrix-trail-color'))[1];
const c2 = Clutter.Color.from_string(settings.get_string('matrix-tip-color'))[1];
// clang-format off
shader.set_uniform_float(shader._uTrailColor, 3, [c1.red / 255, c1.green / 255, c1.blue / 255]);
shader.set_uniform_float(shader._uTipColor, 3, [c2.red / 255, c2.green / 255, c2.blue / 255]);
shader.set_uniform_float(shader._uLetterSize, 1, [settings.get_int('matrix-scale')]);
shader.set_uniform_float(shader._uRandomness, 1, [settings.get_double('matrix-randomness')]);
shader.set_uniform_float(shader._uOverShoot, 1, [settings.get_double('matrix-overshoot')]);
// clang-format on
});
// This is required to bind the font texture for drawing. Sadly, this seems to be
// impossible under GNOME 3.3x as this.get_pipeline() is not available. It was
// called get_target() back then but this is not wrapped in GJS.
// https://gitlab.gnome.org/GNOME/mutter/-/blob/gnome-3-36/clutter/clutter/clutter-offscreen-effect.c#L598
shader.connect('paint-target', (shader) => {
const pipeline = shader.get_pipeline();
// Bind the font texture.
pipeline.set_layer_texture(1, this._fontTexture.get_texture());
pipeline.set_uniform_1i(shader._uFontTexture, 1);
});
});
}
// ---------------------------------------------------------------------------- metadata
// This effect is only available on GNOME Shell 40+.
getMinShellVersion() {
return [40, 0];
}
// 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').
getNick() {
return 'matrix';
}
// 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.
getLabel() {
return _('Matrix');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog. It loads the settings page for this effect,
// and binds all properties to the settings.
getPreferences(dialog) {
// Add the settings page to the builder.
dialog.getBuilder().add_from_resource('/ui/gtk4/Matrix.ui');
// Bind all properties.
dialog.bindAdjustment('matrix-animation-time');
dialog.bindAdjustment('matrix-scale');
dialog.bindAdjustment('matrix-randomness');
dialog.bindAdjustment('matrix-overshoot');
dialog.bindColorButton('matrix-trail-color');
dialog.bindColorButton('matrix-tip-color');
// Finally, return the new settings page.
return dialog.getBuilder().get_object('matrix-prefs');
}
// ---------------------------------------------------------------- API for extension.js
// 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+.
getActorScale(settings) {
return {x: 1.0, y: 1.0 + settings.get_double('matrix-overshoot')};
}
}