// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- /* exported Lightbox */ const { Clutter, GObject, Shell, St } = imports.gi; const Signals = imports.signals; const Params = imports.misc.params; const Tweener = imports.ui.tweener; var DEFAULT_FADE_FACTOR = 0.4; var VIGNETTE_BRIGHTNESS = 0.2; var VIGNETTE_SHARPNESS = 0.7; const VIGNETTE_DECLARATIONS = '\ uniform float brightness;\n\ uniform float vignette_sharpness;\n'; const VIGNETTE_CODE = '\ 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\ cogl_color_out.a = cogl_color_out.a * (1 - pixel_brightness * brightness);'; var RadialShaderQuad = GObject.registerClass( class RadialShaderQuad extends Shell.GLSLQuad { _init(params) { super._init(params); this._brightnessLocation = this.get_uniform_location('brightness'); this._sharpnessLocation = this.get_uniform_location('vignette_sharpness'); this.brightness = 1.0; this.vignetteSharpness = 0.0; } vfunc_build_pipeline() { this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, VIGNETTE_DECLARATIONS, VIGNETTE_CODE, true); } get brightness() { return this._brightness; } set brightness(v) { this._brightness = v; this.set_uniform_float(this._brightnessLocation, 1, [this._brightness]); } get vignetteSharpness() { return this._sharpness; } set vignetteSharpness(v) { this._sharpness = v; this.set_uniform_float(this._sharpnessLocation, 1, [this._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 * - fadeInTime: seconds used to fade in * - fadeOutTime: seconds used to fade 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, fadeFactor: DEFAULT_FADE_FACTOR, radialEffect: false, }); this._container = container; this._children = container.get_children(); this._fadeFactor = params.fadeFactor; this._radialEffect = Clutter.feature_available(Clutter.FeatureFlags.SHADERS_GLSL) && params.radialEffect; if (this._radialEffect) this.actor = new RadialShaderQuad({ x: 0, y: 0, reactive: params.inhibitEvents }); else this.actor = new St.Bin({ x: 0, y: 0, opacity: 0, style_class: 'lightbox', reactive: params.inhibitEvents }); container.add_actor(this.actor); this.actor.raise_top(); this.actor.hide(); this.shown = false; this.actor.connect('destroy', this._onDestroy.bind(this)); if (params.width && params.height) { this.actor.width = params.width; this.actor.height = params.height; } else { 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(fadeInTime) { fadeInTime = fadeInTime || 0; Tweener.removeTweens(this.actor); if (this._radialEffect) { Tweener.addTween(this.actor, { brightness: VIGNETTE_BRIGHTNESS, vignetteSharpness: VIGNETTE_SHARPNESS, time: fadeInTime, transition: 'easeOutQuad', onComplete: () => { this.shown = true; this.emit('shown'); } }); } else { Tweener.addTween(this.actor, { opacity: 255 * this._fadeFactor, time: fadeInTime, transition: 'easeOutQuad', onComplete: () => { this.shown = true; this.emit('shown'); } }); } this.actor.show(); } hide(fadeOutTime) { fadeOutTime = fadeOutTime || 0; this.shown = false; Tweener.removeTweens(this.actor); if (this._radialEffect) { Tweener.addTween(this.actor, { brightness: 1.0, vignetteSharpness: 0.0, opacity: 0, time: fadeOutTime, transition: 'easeOutQuad', onComplete: () => { this.actor.hide(); } }); } else { Tweener.addTween(this.actor, { opacity: 0, time: fadeOutTime, transition: 'easeOutQuad', onComplete: () => { this.actor.hide(); } }); } } _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); } }; Signals.addSignalMethods(Lightbox.prototype);