////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Simon Schneegans // SPDX-License-Identifier: GPL-3.0-or-later 'use strict'; import * as utils from '../utils.js'; // We import 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/.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}; } }