fffe7bdf9c
Properties that aren't marked as animatable don't support *implicit* animations, but they can still be animated with explicit transitions. Use the newly added convenience method to cut down further on Tweener usage. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/666
301 lines
9.8 KiB
JavaScript
301 lines
9.8 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported Lightbox */
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const { Clutter, GObject, Shell, St } = imports.gi;
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const Signals = imports.signals;
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const Params = imports.misc.params;
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var DEFAULT_FADE_FACTOR = 0.4;
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var VIGNETTE_BRIGHTNESS = 0.2;
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var VIGNETTE_SHARPNESS = 0.7;
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const VIGNETTE_DECLARATIONS = '\
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uniform float brightness;\n\
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uniform float vignette_sharpness;\n';
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const VIGNETTE_CODE = '\
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cogl_color_out.a = cogl_color_in.a;\n\
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cogl_color_out.rgb = vec3(0.0, 0.0, 0.0);\n\
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vec2 position = cogl_tex_coord_in[0].xy - 0.5;\n\
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float t = length(2.0 * position);\n\
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t = clamp(t, 0.0, 1.0);\n\
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float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n\
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cogl_color_out.a = cogl_color_out.a * (1 - pixel_brightness * brightness);';
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var RadialShaderEffect = GObject.registerClass({
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Properties: {
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'brightness': GObject.ParamSpec.float(
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'brightness', 'brightness', 'brightness',
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GObject.ParamFlags.READWRITE,
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0, 1, 1
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),
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'sharpness': GObject.ParamSpec.float(
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'sharpness', 'sharpness', 'sharpness',
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GObject.ParamFlags.READWRITE,
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0, 1, 0
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)
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}
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}, class RadialShaderEffect extends Shell.GLSLEffect {
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_init(params) {
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this._brightness = undefined;
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this._sharpness = undefined;
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super._init(params);
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this._brightnessLocation = this.get_uniform_location('brightness');
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this._sharpnessLocation = this.get_uniform_location('vignette_sharpness');
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this.brightness = 1.0;
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this.sharpness = 0.0;
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}
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vfunc_build_pipeline() {
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this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT,
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VIGNETTE_DECLARATIONS, VIGNETTE_CODE, true);
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}
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get brightness() {
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return this._brightness;
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}
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set brightness(v) {
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if (this._brightness == v)
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return;
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this._brightness = v;
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this.set_uniform_float(this._brightnessLocation,
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1, [this._brightness]);
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this.notify('brightness');
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}
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get sharpness() {
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return this._sharpness;
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}
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set sharpness(v) {
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if (this._sharpness == v)
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return;
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this._sharpness = v;
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this.set_uniform_float(this._sharpnessLocation,
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1, [this._sharpness]);
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this.notify('sharpness');
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}
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});
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/**
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* Lightbox:
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* @container: parent Clutter.Container
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* @params: (optional) additional parameters:
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* - inhibitEvents: whether to inhibit events for @container
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* - width: shade actor width
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* - height: shade actor height
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* - fadeInTime: milliseconds used to fade in
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* - fadeOutTime: milliseconds used to fade out
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*
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* Lightbox creates a dark translucent "shade" actor to hide the
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* contents of @container, and allows you to specify particular actors
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* in @container to highlight by bringing them above the shade. It
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* tracks added and removed actors in @container while the lightboxing
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* is active, and ensures that all actors are returned to their
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* original stacking order when the lightboxing is removed. (However,
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* if actors are restacked by outside code while the lightboxing is
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* active, the lightbox may later revert them back to their original
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* order.)
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*
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* By default, the shade window will have the height and width of
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* @container and will track any changes in its size. You can override
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* this by passing an explicit width and height in @params.
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*/
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var Lightbox = class Lightbox {
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constructor(container, params) {
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params = Params.parse(params, { inhibitEvents: false,
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width: null,
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height: null,
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fadeFactor: DEFAULT_FADE_FACTOR,
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radialEffect: false,
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});
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this._container = container;
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this._children = container.get_children();
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this._fadeFactor = params.fadeFactor;
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this._radialEffect = Clutter.feature_available(Clutter.FeatureFlags.SHADERS_GLSL) && params.radialEffect;
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this.actor = new St.Bin({ reactive: params.inhibitEvents });
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if (this._radialEffect)
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this.actor.add_effect(new RadialShaderEffect({ name: 'radial' }));
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else
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this.actor.set({ opacity: 0, style_class: 'lightbox' });
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container.add_actor(this.actor);
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this.actor.raise_top();
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this.actor.hide();
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this.shown = false;
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this.actor.connect('destroy', this._onDestroy.bind(this));
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if (params.width && params.height) {
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this.actor.width = params.width;
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this.actor.height = params.height;
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} else {
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let constraint = new Clutter.BindConstraint({ source: container,
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coordinate: Clutter.BindCoordinate.ALL });
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this.actor.add_constraint(constraint);
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}
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this._actorAddedSignalId = container.connect('actor-added', this._actorAdded.bind(this));
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this._actorRemovedSignalId = container.connect('actor-removed', this._actorRemoved.bind(this));
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this._highlighted = null;
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}
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_actorAdded(container, newChild) {
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let children = this._container.get_children();
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let myIndex = children.indexOf(this.actor);
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let newChildIndex = children.indexOf(newChild);
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if (newChildIndex > myIndex) {
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// The child was added above the shade (presumably it was
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// made the new top-most child). Move it below the shade,
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// and add it to this._children as the new topmost actor.
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newChild.lower(this.actor);
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this._children.push(newChild);
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} else if (newChildIndex == 0) {
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// Bottom of stack
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this._children.unshift(newChild);
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} else {
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// Somewhere else; insert it into the correct spot
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let prevChild = this._children.indexOf(children[newChildIndex - 1]);
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if (prevChild != -1) // paranoia
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this._children.splice(prevChild + 1, 0, newChild);
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}
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}
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show(fadeInTime) {
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fadeInTime = fadeInTime || 0;
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this.actor.remove_all_transitions();
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let onComplete = () => {
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this.shown = true;
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this.emit('shown');
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};
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if (this._radialEffect) {
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this.actor.ease_property(
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'@effects.radial.brightness', VIGNETTE_BRIGHTNESS, {
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duration: fadeInTime,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD
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});
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this.actor.ease_property(
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'@effects.radial.sharpness', VIGNETTE_SHARPNESS, {
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duration: fadeInTime,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete
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});
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} else {
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this.actor.ease({
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opacity: 255 * this._fadeFactor,
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duration: fadeInTime,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete
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});
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}
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this.actor.show();
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}
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hide(fadeOutTime) {
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fadeOutTime = fadeOutTime || 0;
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this.shown = false;
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this.actor.remove_all_transitions();
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let onComplete = () => this.actor.hide();
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if (this._radialEffect) {
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this.actor.ease_property(
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'@effects.radial.brightness', 1.0, {
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duration: fadeOutTime,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD
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});
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this.actor.ease_property(
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'@effects.radial.sharpness', 0.0, {
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duration: fadeOutTime,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete
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});
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} else {
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this.actor.ease({
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opacity: 0,
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duration: fadeOutTime,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete
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});
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}
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}
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_actorRemoved(container, child) {
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let index = this._children.indexOf(child);
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if (index != -1) // paranoia
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this._children.splice(index, 1);
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if (child == this._highlighted)
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this._highlighted = null;
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}
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/**
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* highlight:
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* @window: actor to highlight
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*
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* Highlights the indicated actor and unhighlights any other
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* currently-highlighted actor. With no arguments or a false/null
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* argument, all actors will be unhighlighted.
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*/
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highlight(window) {
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if (this._highlighted == window)
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return;
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// Walk this._children raising and lowering actors as needed.
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// Things get a little tricky if the to-be-raised and
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// to-be-lowered actors were originally adjacent, in which
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// case we may need to indicate some *other* actor as the new
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// sibling of the to-be-lowered one.
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let below = this.actor;
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for (let i = this._children.length - 1; i >= 0; i--) {
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if (this._children[i] == window)
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this._children[i].raise_top();
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else if (this._children[i] == this._highlighted)
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this._children[i].lower(below);
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else
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below = this._children[i];
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}
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this._highlighted = window;
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}
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/**
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* destroy:
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*
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* Destroys the lightbox.
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*/
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destroy() {
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this.actor.destroy();
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}
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/**
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* _onDestroy:
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*
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* This is called when the lightbox' actor is destroyed, either
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* by destroying its container or by explicitly calling this.destroy().
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*/
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_onDestroy() {
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this._container.disconnect(this._actorAddedSignalId);
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this._container.disconnect(this._actorRemovedSignalId);
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this.highlight(null);
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}
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};
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Signals.addSignalMethods(Lightbox.prototype);
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