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Diffstat (limited to 'raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/Doom.js')
| -rw-r--r-- | raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/Doom.js | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/Doom.js b/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/Doom.js new file mode 100644 index 0000000..7afa97c --- /dev/null +++ b/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/Doom.js @@ -0,0 +1,112 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// ) ( // +// ( /( ( ( ) ( ( ( ( )\ ) ( ( // +// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // +// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // +// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // +// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 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(); + +////////////////////////////////////////////////////////////////////////////////////////// +// This effect melts your windows. Inspired by the legendary screen transitions of the // +// original Doom. // +////////////////////////////////////////////////////////////////////////////////////////// + +// 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._uActorScale = shader.get_uniform_location('uActorScale'); + shader._uHorizontalScale = shader.get_uniform_location('uHorizontalScale'); + shader._uVerticalScale = shader.get_uniform_location('uVerticalScale'); + shader._uPixelSize = shader.get_uniform_location('uPixelSize'); + + // Write all uniform values at the start of each animation. + shader.connect( + 'begin-animation', (shader, settings, forOpening, testMode, actor) => { + // For this effect, we scale the actor vertically so that it covers the entire + // screen. This ensures that the melted window will not be cut off. + let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height); + + // If we are currently performing integration test, nothing will be visible in + // the test images as the animation has passed the center of the window already. + // To fix this, we set the actor scale to a fixed low value when performing + // tests. + // clang-format off + shader.set_uniform_float(shader._uActorScale, 1, [testMode ? 1.0 : actorScale]); + shader.set_uniform_float(shader._uHorizontalScale, 1, [testMode ? 50.0 :settings.get_double('doom-horizontal-scale')]); + shader.set_uniform_float(shader._uVerticalScale, 1, [testMode ? 150.0 : settings.get_double('doom-vertical-scale')]); + shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_int('doom-pixel-size')]); + // clang-format on + }); + }); + } + + // ---------------------------------------------------------------------------- metadata + + // The effect is not available on GNOME Shell 3.36 as it requires scaling of the window + // actor. + static getMinShellVersion() { + return [3, 38]; + } + + // 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 'doom'; + } + + // 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 _('Doom'); + } + + // -------------------------------------------------------------------- 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('doom-animation-time'); + dialog.bindAdjustment('doom-horizontal-scale'); + dialog.bindAdjustment('doom-vertical-scale'); + dialog.bindAdjustment('doom-pixel-size'); + } + + // ---------------------------------------------------------------- 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+. + // For this effect, we scale the actor vertically so that it covers the entire screen. + // This ensures that the melted window will not be cut off. + static getActorScale(settings, forOpening, actor) { + let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height); + return {x: 1.0, y: actorScale}; + } +} |