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authorNippy <nippy@rp1.hu>2026-06-01 18:57:29 +0200
committerNippy <nippy@rp1.hu>2026-06-01 18:57:29 +0200
commit2e5a7d93476c0819b5a23f5740e4c843eaedc73a (patch)
tree84279c63b84126eb8f6d9d94a42c44aabbe22336 /raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/Incinerate.js
parente1f0fac166056bb106284be4a3fec0c558525927 (diff)
downloadRaveOS-PKGBUILD-2e5a7d93476c0819b5a23f5740e4c843eaedc73a.tar.gz
RaveOS-PKGBUILD-2e5a7d93476c0819b5a23f5740e4c843eaedc73a.zip
Raveos gnome update
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+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Simon Schneegans <code@simonschneegans.de>
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+'use strict';
+
+import * as utils from '../utils.js';
+
+// We import some modules only in the Shell process as they are not available in the
+// preferences process. They are used only in the creator function of the ShaderFactory
+// which is only called within GNOME Shell's process.
+const ShaderFactory = await utils.importInShellOnly('./ShaderFactory.js');
+const Clutter = await utils.importInShellOnly('gi://Clutter');
+
+const _ = await utils.importGettext();
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// This effect burns windows to ashes. The fire starts at a random position at the //
+// window's boundary and then burns through the window in a circular shape. //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// 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._uSeed = shader.get_uniform_location('uSeed');
+ shader._uColor = shader.get_uniform_location('uColor');
+ shader._uScale = shader.get_uniform_location('uScale');
+ shader._uTurbulence = shader.get_uniform_location('uTurbulence');
+ shader._uStartPos = shader.get_uniform_location('uStartPos');
+
+ // Write all uniform values at the start of each animation.
+ shader.connect(
+ 'begin-animation', (shader, settings, forOpening, testMode, actor) => {
+ // If we are currently performing integration test, the animation uses a fixed
+ // seed.
+ let seed = [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()];
+
+ // If this option is set, we use the mouse pointer position. Because the actor
+ // position may change after the begin-animation signal is called, we set the
+ // uStartPos uniform during the update callback.
+ if (settings.get_boolean('incinerate-use-pointer')) {
+ shader._startPointerPos = global.get_pointer();
+ shader._actor = actor;
+
+ } else {
+ // Else, a random position along the window boundary is used as start position
+ // for the incinerate effect.
+ let startPos = seed[0] > seed[1] ? [seed[0], Math.floor(seed[1] + 0.5)] :
+ [Math.floor(seed[0] + 0.5), seed[1]];
+
+ shader.set_uniform_float(shader._uStartPos, 2, startPos);
+
+ shader._startPointerPos = null;
+ }
+
+ // clang-format off
+ shader.set_uniform_float(shader._uSeed, 2, seed);
+ shader.set_uniform_float(shader._uColor, 3, utils.parseColor(settings.get_string('incinerate-color')));
+ shader.set_uniform_float(shader._uScale, 1, [settings.get_double('incinerate-scale')]);
+ shader.set_uniform_float(shader._uTurbulence, 1, [settings.get_double('incinerate-turbulence')]);
+ // clang-format on
+ });
+
+ // If the mouse pointer position is used as start position, we set the uStartPos
+ // uniform during the update callback as the actor position may not be set up
+ // properly before the begin animation callback.
+ shader.connect('update-animation', (shader) => {
+ if (shader._startPointerPos) {
+ const [x, y] = shader._startPointerPos;
+ const [ok, localX, localY] = shader._actor.transform_stage_point(x, y);
+
+ if (ok) {
+ let startPos = [
+ Math.max(0.0, Math.min(1.0, localX / shader._actor.width)),
+ Math.max(0.0, Math.min(1.0, localY / shader._actor.height))
+ ];
+ shader.set_uniform_float(shader._uStartPos, 2, startPos);
+ }
+ }
+ });
+
+ // Make sure to drop the reference to the actor.
+ shader.connect('end-animation', (shader) => {
+ shader._actor = null;
+ });
+ });
+ }
+
+ // ---------------------------------------------------------------------------- metadata
+
+ // This effect is available on all supported GNOME Shell versions.
+ 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').
+ static getNick() {
+ return 'incinerate';
+ }
+
+ // 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 _('Incinerate');
+ }
+
+ // -------------------------------------------------------------------- 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) {
+ dialog.bindAdjustment('incinerate-animation-time');
+ dialog.bindAdjustment('incinerate-scale');
+ dialog.bindAdjustment('incinerate-turbulence');
+ dialog.bindSwitch('incinerate-use-pointer');
+ dialog.bindColorButton('incinerate-color');
+ }
+
+ // ---------------------------------------------------------------- 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};
+ }
+} \ No newline at end of file