Files
Burn-My-Windows/src/effects/UnicornFart.js
T
Justin Garza fc6aa44204 20250105
2025-01-05 14:28:56 -05:00

234 lines
11 KiB
JavaScript

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
//////////////////////////////////////////////////////////////////////////////////////////
// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
// SPDX-License-Identifier: GPL-3.0-or-later
'use strict';
// Import the Gio module from the GNOME platform (GObject Introspection).
// This module provides APIs for I/O operations, settings management, and other core
// features.
import Gio from 'gi://Gio';
// Import utility functions from the local utils.js file.
// These utilities likely contain helper functions or shared logic used across the
// application.
import * as utils from '../utils.js';
// We import the ShaderFactory only in the Shell process as it is not required in the
// preferences process. The preferences process does not create any shader instances, it
// only uses the static metadata of the effect.
const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
const _ = await utils.importGettext();
//////////////////////////////////////////////////////////////////////////////////////////
// I thought to myself, i said "self what would a unicorn fart look like" and then i came up with this, and i don't care that i'm out of the box, i think outside of the box, yeah f*ck that box!
//////////////////////////////////////////////////////////////////////////////////////////
// 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.
export default class Effect {
// 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(Effect.getNick(), (shader) => {
// Store uniform locations of newly created shaders.
shader._uParticles = shader.get_uniform_location('uParticles');
shader._uParticleSize = shader.get_uniform_location('uParticleSize');
shader._uParticleSpeed = shader.get_uniform_location('uParticleSpeed');
shader._uParticleColorRandom = shader.get_uniform_location('uParticleColorRandom');
shader._uParticleColorSpeed = shader.get_uniform_location('uParticleColorSpeed');
shader._uSparkCount = shader.get_uniform_location('uSparkCount');
shader._uSparkStartEnd = shader.get_uniform_location('uSparkStartEnd');
shader._uSparkOffset = shader.get_uniform_location('uSparkOffset');
shader._uSparkCount = shader.get_uniform_location('uSparkCount');
shader._uStarCount = shader.get_uniform_location('uStarCount');
shader._uStarRot = shader.get_uniform_location('uStarRot');
shader._uStarSize = shader.get_uniform_location('uStarSize');
shader._uStarStartEnd = shader.get_uniform_location('uStarStartEnd');
shader._uBlurQuality = shader.get_uniform_location('uBlurQuality');
shader._uSeed = shader.get_uniform_location('uSeed');
shader._uStarColors = [
shader.get_uniform_location('uStarColor0'),
shader.get_uniform_location('uStarColor1'),
shader.get_uniform_location('uStarColor2'),
shader.get_uniform_location('uStarColor3'),
shader.get_uniform_location('uStarColor4'),
shader.get_uniform_location('uStarColor5'),
];
shader._uParticleColors = [
shader.get_uniform_location('uParticlesColor0'),
shader.get_uniform_location('uParticlesColor1'),
shader.get_uniform_location('uParticlesColor2'),
shader.get_uniform_location('uParticlesColor3'),
shader.get_uniform_location('uParticlesColor4'),
shader.get_uniform_location('uParticlesColor5'),
];
// shader._uFadeWidth = shader.get_uniform_location('uFadeWidth');
// Write all uniform values at the start of each animation.
shader.connect('begin-animation',
(shader, settings) => {
for (let i = 0; i <= 5; i++) {
shader.set_uniform_float(
shader._uStarColors[i], 4,
utils.parseColor(settings.get_string('unicorn-fart-star-color-' + i)));
}
for (let i = 0; i <= 5; i++) {
shader.set_uniform_float(
shader._uParticleColors[i], 4,
utils.parseColor(settings.get_string('unicorn-fart-particle-color-' + i)));
}
shader.set_uniform_float(shader._uParticles, 1,
[settings.get_boolean('unicorn-fart-particles-enable')]);
shader.set_uniform_float(shader._uParticleSize, 1,
[settings.get_double('unicorn-fart-particle-size')]);
shader.set_uniform_float(shader._uParticleSpeed, 1,
[settings.get_double('unicorn-fart-particle-speed')]);
shader.set_uniform_float(shader._uParticleColorRandom, 1,
[settings.get_double('unicorn-fart-particle-color-random')]);
shader.set_uniform_float(shader._uParticleColorSpeed, 1,
[settings.get_double('unicorn-fart-particle-color-speed')]);
shader.set_uniform_float(shader._uSparkCount, 1,
[settings.get_int('unicorn-fart-spark-count')]);
shader.set_uniform_float(shader._uSparkStartEnd, 2,
[settings.get_double('unicorn-fart-spark-start'),
settings.get_double('unicorn-fart-spark-end')]
);
shader.set_uniform_float(shader._uSparkOffset, 1,
[settings.get_double('unicorn-fart-spark-offset')]);
shader.set_uniform_float(shader._uStarCount, 1,
[settings.get_int('unicorn-fart-star-count')]);
shader.set_uniform_float(shader._uStarRot, 1,
[settings.get_double('unicorn-fart-star-rotation')]);
shader.set_uniform_float(shader._uStarSize, 1,
[settings.get_double('unicorn-fart-star-size')]);
shader.set_uniform_float(shader._uStarStartEnd, 2,
[settings.get_double('unicorn-fart-star-start'),
settings.get_double('unicorn-fart-star-end')]
);
shader.set_uniform_float(shader._uBlurQuality, 1,
[settings.get_double('unicorn-fart-blur-quality')]);
shader.set_uniform_float(shader._uSeed, 1,
[Math.random()]);
});
});
}
// ---------------------------------------------------------------------------- metadata
// The effect is available on all GNOME Shell versions supported by this extension.
static getMinShellVersion() {
return [3, 36];
}
// 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. '*-enable-effect'), and its animation time
// (e.g. '*-animation-time'). Also, the shader file and the settings UI files should be
// named likes this.
static getNick() {
return 'unicorn-fart';
}
// 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.
static getLabel() {
return _('UnicornFart');
}
// -------------------------------------------------------------------- API for prefs.js
// This is called by the preferences dialog whenever a new effect profile is loaded. It
// binds all user interface elements to the respective settings keys of the profile.
static bindPreferences(dialog) {
// Empty for now... Code is added here later in the tutorial!
dialog.bindAdjustment('unicorn-fart-animation-time');
//ints and floats
dialog.bindAdjustment('unicorn-fart-particle-size');
dialog.bindAdjustment('unicorn-fart-particle-speed');
dialog.bindAdjustment('unicorn-fart-particle-color-random');
dialog.bindAdjustment('unicorn-fart-particle-color-speed');
dialog.bindAdjustment('unicorn-fart-spark-count');
dialog.bindAdjustment('unicorn-fart-spark-start');
dialog.bindAdjustment('unicorn-fart-spark-end');
dialog.bindAdjustment('unicorn-fart-spark-offset');
dialog.bindAdjustment('unicorn-fart-star-count');
dialog.bindAdjustment('unicorn-fart-star-rotation');
dialog.bindAdjustment('unicorn-fart-star-size');
dialog.bindAdjustment('unicorn-fart-star-start');
dialog.bindAdjustment('unicorn-fart-star-end');
dialog.bindAdjustment('unicorn-fart-blur-quality');
//switches
dialog.bindSwitch('unicorn-fart-particles-enable');
//star-color
dialog.bindColorButton('unicorn-fart-star-color-0');
dialog.bindColorButton('unicorn-fart-star-color-1');
dialog.bindColorButton('unicorn-fart-star-color-2');
dialog.bindColorButton('unicorn-fart-star-color-3');
dialog.bindColorButton('unicorn-fart-star-color-4');
dialog.bindColorButton('unicorn-fart-star-color-5');
//particle-colors
dialog.bindColorButton('unicorn-fart-particle-color-0');
dialog.bindColorButton('unicorn-fart-particle-color-1');
dialog.bindColorButton('unicorn-fart-particle-color-2');
dialog.bindColorButton('unicorn-fart-particle-color-3');
dialog.bindColorButton('unicorn-fart-particle-color-4');
dialog.bindColorButton('unicorn-fart-particle-color-5');
}
// ---------------------------------------------------------------- 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+.
static getActorScale(settings, forOpening, actor) {
return {x: 1.0, y: 1.0};
}
}