////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // 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/.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}; } }