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//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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};
}
}
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