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import St from 'gi://St';
import * as Main from 'resource:///org/gnome/shell/ui/main.js';
import * as Background from 'resource:///org/gnome/shell/ui/background.js';
/// A `Pipeline` object is a handy way to manage the effects attached to an actor. It only manages
/// one actor at a time (so blurring multiple widgets will need multiple `Pipeline`), and is
/// linked to a `pipeline_id` that has been (hopefully) defined in the settings.
///
/// It communicates with the settings through the `PipelinesManager` object, and receives different
/// signals (with `pipeline_id` being an unique string):
/// - `'pipeline_id'::pipeline-updated`, handing a new pipeline descriptor object, when the pipeline
/// has been changed enough that it needs to rebuild the effects configuration
/// - `'pipeline_id'::pipeline-destroyed`, when the pipeline has been destroyed; thus making the
/// `Pipeline` change its id to `pipeline_default`
///
/// And each effect, with an unique `id`, is connected to the `PipelinesManager` for the signals:
/// - `'pipeline_id'::effect-'id'-key-removed`, handing the key that was removed
/// - `'pipeline_id'::effect-'id'-key-updated`, handing the key that was changed and its new value
/// - `'pipeline_id'::effect-'id'-key-added`, handing the key that was added and its value
export const Pipeline = class Pipeline {
constructor(effects_manager, pipelines_manager, pipeline_id, actor = null) {
this.effects_manager = effects_manager;
this.pipelines_manager = pipelines_manager;
this.effects = [];
this.set_pipeline_id(pipeline_id);
this.attach_pipeline_to_actor(actor);
}
/// Create a background linked to the monitor with index `monitor_index`, with a
/// `BackgroundManager` that is appended to the list `background_managers`. The background actor
/// will be given the name `widget_name` and inserted into the given `background_group`.
/// If `use_absolute_position` is false, then the position used is at (0,0); useful when the
/// positioning is relative.
/// Note: exposed to public API.
create_background_with_effects(
monitor_index,
background_managers,
background_group,
widget_name,
use_absolute_position = true
) {
let monitor = Main.layoutManager.monitors[monitor_index];
// create the new actor
this.actor = new St.Widget({
name: widget_name,
x: use_absolute_position ? monitor.x : 0,
y: .5 + (use_absolute_position ? monitor.y : 0), // add 1 to correct z-position
z_position: 1, // seems to fix the multi-monitor glitch
width: monitor.width,
height: monitor.height
});
// remove the effects, wether or not we attach the pipeline to the actor: if they are fired
// while the actor has changed, this could go bad
this.remove_all_effects();
if (this.pipeline_id)
this.attach_pipeline_to_actor(this.actor);
let bg_manager = new Background.BackgroundManager({
container: this.actor,
monitorIndex: monitor_index,
controlPosition: false,
});
bg_manager._bms_pipeline = this;
background_managers.push(bg_manager);
background_group.insert_child_at_index(this.actor, 0);
return this.actor;
};
/// Set the pipeline id, correctly connecting the `Pipeline` object to listen the pipelines
/// manager for pipeline-wide changes. This does not update the effects in consequence, call
/// `change_pipeline_to` instead if you want to reconstruct the effects too.
set_pipeline_id(pipeline_id) {
// disconnect ancient signals
this.remove_connections();
// change the id
this.pipeline_id = pipeline_id;
// connect to settings changes
this._pipeline_changed_id = this.pipelines_manager.connect(
this.pipeline_id + '::pipeline-updated',
(_, new_pipeline) => this.update_effects_from_pipeline(new_pipeline)
);
this._pipeline_destroyed_id = this.pipelines_manager.connect(
this.pipeline_id + '::pipeline-destroyed',
_ => this.change_pipeline_to("pipeline_default")
);
}
/// Disconnect the signals for the pipeline changes. Please note that the signals related to the
/// effects are stored with them and removed with `remove_all_effects`.
remove_connections() {
if (this._pipeline_changed_id)
this.pipelines_manager.disconnect(this._pipeline_changed_id);
if (this._pipeline_destroyed_id)
this.pipelines_manager.disconnect(this._pipeline_destroyed_id);
this._pipeline_changed_id = null;
this._pipeline_destroyed_id = null;
}
/// Attach a Pipeline object with `pipeline_id` already set to an actor.
attach_pipeline_to_actor(actor) {
// set the actor
if (actor)
this.actor = actor;
else {
this.remove_pipeline_from_actor();
return;
}
// attach the pipeline
let pipeline = this.pipelines_manager.pipelines[this.pipeline_id];
if (!pipeline) {
this._warn(`could not attach pipeline to actor, pipeline "${this.pipeline_id}" not found`);
// do not recurse...
if ("pipeline_default" in this.pipelines_manager.pipelines) {
this.set_pipeline_id("pipeline_default");
pipeline = this.pipelines_manager.pipelines["pipeline_default"];
} else
return;
}
this.actor_destroy_id = this.actor.connect(
"destroy", () => this.remove_pipeline_from_actor()
);
// update the effects
this.update_effects_from_pipeline(pipeline);
}
remove_pipeline_from_actor() {
this.remove_all_effects();
if (this.actor && this.actor_destroy_id)
this.actor.disconnect(this.actor_destroy_id);
this.actor_destroy_id = null;
this.actor = null;
}
/// Update the effects from the given pipeline object, the hard way.
update_effects_from_pipeline(pipeline) {
// remove all effects
this.remove_all_effects();
// build the new effects to be added
pipeline.effects.forEach(effect => {
if ('new_' + effect.type + '_effect' in this.effects_manager)
this.build_effect(effect);
else
this._warn(`could not add effect to actor, effect "${effect.type}" not found`);
});
this.effects.reverse();
// add the effects to the actor
if (this.actor)
this.effects.forEach(effect => this.actor.add_effect(effect));
else
this._warn(`could not add effect to actor, actor does not exist anymore`);
}
/// Given an `effect_infos` object containing the effect type, id and params, build an effect
/// and append it to the effects list
build_effect(effect_infos) {
let effect = this.effects_manager['new_' + effect_infos.type + '_effect'](effect_infos.params);
this.effects.push(effect);
// connect to settings changes
effect._effect_key_removed_id = this.pipelines_manager.connect(
this.pipeline_id + '::effect-' + effect_infos.id + '-key-removed',
(_, key) => effect[key] = effect.constructor.default_params[key]
);
effect._effect_key_updated_id = this.pipelines_manager.connect(
this.pipeline_id + '::effect-' + effect_infos.id + '-key-updated',
(_, key, value) => effect[key] = value
);
effect._effect_key_added_id = this.pipelines_manager.connect(
this.pipeline_id + '::effect-' + effect_infos.id + '-key-added',
(_, key, value) => effect[key] = value
);
}
/// Remove every effect from the actor it is attached to. Please note that they are not
/// destroyed, but rather stored (thanks to the `EffectManager` class) to be reused later.
remove_all_effects() {
this.effects.forEach(effect => {
this.effects_manager.remove(effect);
[
effect._effect_key_removed_id,
effect._effect_key_updated_id,
effect._effect_key_added_id
].forEach(
id => { if (id) this.pipelines_manager.disconnect(id); }
);
delete effect._effect_key_removed_id;
delete effect._effect_key_updated_id;
delete effect._effect_key_added_id;
});
this.effects = [];
}
/// Change the pipeline id, and update the effects according to this change.
/// Note: exposed to public API.
change_pipeline_to(pipeline_id) {
this.set_pipeline_id(pipeline_id);
this.attach_pipeline_to_actor(this.actor);
}
/// Resets the `Pipeline` object to a sane state, removing every effect and signal.
/// Note: exposed to public API.
destroy() {
this.remove_all_effects();
this.remove_connections();
this.remove_pipeline_from_actor();
this.pipeline_id = null;
}
_warn(str) {
console.warn(`[Blur my Shell > pipeline] ${str}`);
}
};
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