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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const GObject = imports.gi.GObject;
const Meta = imports.gi.Meta;
const St = imports.gi.St;
const Cinnamon = imports.gi.Cinnamon;
const Params = imports.misc.params;
var VIGNETTE_BRIGHTNESS = 0.5;
var VIGNETTE_SHARPNESS = 0.7;
const VIGNETTE_DECLARATIONS = '\
uniform float brightness;\n\
uniform float vignette_sharpness;\n';
const VIGNETTE_CODE = '\
const float NOISE_GRANULARITY = 1.0/255.0;\n\
cogl_color_out.a = cogl_color_in.a;\n\
cogl_color_out.rgb = vec3(0.0, 0.0, 0.0);\n\
vec2 position = cogl_tex_coord_in[0].xy - 0.5;\n\
float t = length(2.0 * position);\n\
t = clamp(t, 0.0, 1.0);\n\
float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n\
float pseudo_rand = fract(sin(dot(position.xy, vec2(12.9898,78.233))) * 43758.5453);\n\
pixel_brightness += mix(-NOISE_GRANULARITY, NOISE_GRANULARITY, pseudo_rand);\n\
cogl_color_out.a = cogl_color_out.a * (1 - pixel_brightness * brightness);';
;
var RadialShaderEffect = GObject.registerClass({
Properties: {
'brightness': GObject.ParamSpec.float(
'brightness', 'brightness', 'brightness',
GObject.ParamFlags.READWRITE,
0, 1, 1
),
'sharpness': GObject.ParamSpec.float(
'sharpness', 'sharpness', 'sharpness',
GObject.ParamFlags.READWRITE,
0, 1, 0
)
}
}, class RadialShaderEffect extends Cinnamon.GLSLEffect {
_init(params) {
this._brightness = undefined;
this._sharpness = undefined;
super._init(params);
this._brightnessLocation = this.get_uniform_location('brightness');
this._sharpnessLocation = this.get_uniform_location('vignette_sharpness');
this.brightness = 1.0;
this.sharpness = 0.0;
}
vfunc_build_pipeline() {
this.add_glsl_snippet(Cinnamon.SnippetHook.FRAGMENT,
VIGNETTE_DECLARATIONS, VIGNETTE_CODE, true);
}
get brightness() {
return this._brightness;
}
set brightness(v) {
if (this._brightness == v)
return;
this._brightness = v;
this.set_uniform_float(this._brightnessLocation,
1, [this._brightness]);
this.notify('brightness');
}
get sharpness() {
return this._sharpness;
}
set sharpness(v) {
if (this._sharpness == v)
return;
this._sharpness = v;
this.set_uniform_float(this._sharpnessLocation,
1, [this._sharpness]);
this.notify('sharpness');
}
});
/**
* Lightbox:
* @container: parent Clutter.Container
* @params: (optional) additional parameters:
* - inhibitEvents: whether to inhibit events for @container
* - width: shade actor width
* - height: shade actor height
* - fadeTime: seconds used to fade in/out
*
* Lightbox creates a dark translucent "shade" actor to hide the
* contents of @container, and allows you to specify particular actors
* in @container to highlight by bringing them above the shade. It
* tracks added and removed actors in @container while the lightboxing
* is active, and ensures that all actors are returned to their
* original stacking order when the lightboxing is removed. (However,
* if actors are restacked by outside code while the lightboxing is
* active, the lightbox may later revert them back to their original
* order.)
*
* By default, the shade window will have the height and width of
* @container and will track any changes in its size. You can override
* this by passing an explicit width and height in @params.
*/
var Lightbox = class Lightbox {
constructor(container, params) {
params = Params.parse(params, { inhibitEvents: false,
width: null,
height: null,
fadeTime: null,
radialEffect: false,
});
this._container = container;
this._children = container.get_children();
this._fadeTime = params.fadeTime;
this._radialEffect = Clutter.feature_available(Clutter.FeatureFlags.SHADERS_GLSL) && params.radialEffect;
this.actor = new St.Bin({ reactive: params.inhibitEvents });
if (this._radialEffect)
this.actor.add_effect(new RadialShaderEffect({ name: 'radial' }));
else
this.actor.set({ opacity: 0, style_class: 'lightbox', important: true });
container.add_actor(this.actor);
this.actor.raise_top();
this.actor.hide();
this.actor.connect('destroy', this._onDestroy.bind(this));
if (params.width && params.height) {
this.actor.width = params.width;
this.actor.height = params.height;
} else {
this.actor.width = container.width;
this.actor.height = container.height;
let constraint = new Clutter.BindConstraint({ source: container,
coordinate: Clutter.BindCoordinate.ALL });
this.actor.add_constraint(constraint);
}
this._actorAddedSignalId = container.connect('actor-added', this._actorAdded.bind(this));
this._actorRemovedSignalId = container.connect('actor-removed', this._actorRemoved.bind(this));
this._highlighted = null;
}
_actorAdded(container, newChild) {
let children = this._container.get_children();
let myIndex = children.indexOf(this.actor);
let newChildIndex = children.indexOf(newChild);
if (newChildIndex > myIndex) {
// The child was added above the shade (presumably it was
// made the new top-most child). Move it below the shade,
// and add it to this._children as the new topmost actor.
newChild.lower(this.actor);
this._children.push(newChild);
} else if (newChildIndex == 0) {
// Bottom of stack
this._children.unshift(newChild);
} else {
// Somewhere else; insert it into the correct spot
let prevChild = this._children.indexOf(children[newChildIndex - 1]);
if (prevChild != -1) // paranoia
this._children.splice(prevChild + 1, 0, newChild);
}
}
show() {
this.actor.remove_all_transitions();
if (this._radialEffect) {
this.actor.ease_property(
'@effects.radial.brightness', VIGNETTE_BRIGHTNESS, {
duration: this._fadeTime / 1000,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
this.actor.ease_property(
'@effects.radial.sharpness', VIGNETTE_SHARPNESS, {
duration: this._fadeTime / 1000,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
} else {
this.actor.opacity = 0;
this.actor.ease({
opacity: 255,
duration: this._fadeTime / 1000,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
});
}
this.actor.show();
}
hide() {
this.actor.remove_all_transitions();
let onComplete = () => this.actor.hide();
if (this._radialEffect) {
this.actor.ease_property(
'@effects.radial.brightness', 1.0, {
duration: this._fadeTime / 1000,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
this.actor.ease_property(
'@effects.radial.sharpness', 0.0, {
duration: this._fadeTime / 1000,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete
});
} else {
this.actor.ease({
opacity: 0,
duration: this._fadeTime / 1000,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete
});
}
}
_actorRemoved(container, child) {
let index = this._children.indexOf(child);
if (index != -1) // paranoia
this._children.splice(index, 1);
if (child == this._highlighted)
this._highlighted = null;
}
/**
* highlight:
* @window: actor to highlight
*
* Highlights the indicated actor and unhighlights any other
* currently-highlighted actor. With no arguments or a false/null
* argument, all actors will be unhighlighted.
*/
highlight(window) {
if (this._highlighted == window)
return;
// Walk this._children raising and lowering actors as needed.
// Things get a little tricky if the to-be-raised and
// to-be-lowered actors were originally adjacent, in which
// case we may need to indicate some *other* actor as the new
// sibling of the to-be-lowered one.
let below = this.actor;
for (let i = this._children.length - 1; i >= 0; i--) {
if (this._children[i] == window)
this._children[i].raise_top();
else if (this._children[i] == this._highlighted)
this._children[i].lower(below);
else
below = this._children[i];
}
this._highlighted = window;
}
/**
* destroy:
*
* Destroys the lightbox.
*/
destroy() {
this.actor.destroy();
}
/**
* _onDestroy:
*
* This is called when the lightbox' actor is destroyed, either
* by destroying its container or by explicitly calling this.destroy().
*/
_onDestroy() {
this._container.disconnect(this._actorAddedSignalId);
this._container.disconnect(this._actorRemovedSignalId);
this.highlight(null);
}
};
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