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diff --git a/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/TeamRocket.js b/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/TeamRocket.js
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+++ b/raveos-gnome-theme/theme-data/extensions/installed/burn-my-windows@schneegans.github.com/src/effects/TeamRocket.js
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+//////////////////////////////////////////////////////////////////////////////////////////
+// ) ( //
+// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
+// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
+// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
+// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
+// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
+// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
+// |__/ //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com
+// 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 was inspired by Team Rocket Blasting Off again! //
+// https://c.tenor.com/0ag0MVXUaQEAAAAd/tenor.gif //
+//////////////////////////////////////////////////////////////////////////////////////////
+
+// 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._uAnimationSplit = shader.get_uniform_location('uAnimationSplit');
+ shader._uHorizontalSparklePosition =
+ shader.get_uniform_location('uHorizontalSparklePosition');
+ shader._uVerticalSparklePosition =
+ shader.get_uniform_location('uVerticalSparklePosition');
+ shader._uWindowRotation = shader.get_uniform_location('uWindowRotation');
+ shader._uSparkleRot = shader.get_uniform_location('uSparkleRot');
+ shader._uSparkleSize = shader.get_uniform_location('uSparkleSize');
+
+ shader._uSeed = shader.get_uniform_location('uSeed');
+
+ // Write all uniform values at the start of each animation.
+ shader.connect('begin-animation', (shader, settings) => {
+ // clang-format off
+ shader.set_uniform_float(shader._uAnimationSplit, 1, [settings.get_double('team-rocket-animation-split')]);
+ shader.set_uniform_float(shader._uHorizontalSparklePosition, 1, [settings.get_double('team-rocket-horizontal-sparkle-position')]);
+ shader.set_uniform_float(shader._uVerticalSparklePosition, 1, [settings.get_double('team-rocket-vertical-sparkle-position')]);
+ shader.set_uniform_float(shader._uWindowRotation, 1, [settings.get_boolean('team-rocket-window-rotation')]);
+ shader.set_uniform_float(shader._uSparkleRot, 1, [settings.get_double('team-rocket-sparkle-rot')]);
+ shader.set_uniform_float(shader._uSparkleSize, 1, [settings.get_double('team-rocket-sparkle-size')]);
+ // clang-format on
+
+ // This will be used with a hash function to get a random number.
+ shader.set_uniform_float(shader._uSeed, 2, [Math.random(), 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 'team-rocket';
+ }
+
+ // 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 _('Team Rocket');
+ }
+
+ // -------------------------------------------------------------------- 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('team-rocket-animation-time');
+ dialog.bindAdjustment('team-rocket-animation-split');
+ dialog.bindAdjustment('team-rocket-horizontal-sparkle-position');
+ dialog.bindAdjustment('team-rocket-vertical-sparkle-position');
+ dialog.bindSwitch('team-rocket-window-rotation');
+ dialog.bindAdjustment('team-rocket-sparkle-rot');
+ dialog.bindAdjustment('team-rocket-sparkle-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+.
+ static getActorScale(settings, forOpening, actor) {
+ return {x: 1.0, y: 1.0};
+ }
+}