Revert "wobbly"
This reverts commit 6751ca4c18
.
As fun as it is, I don't think we want this by default.
This commit is contained in:
parent
6751ca4c18
commit
5faef316b8
@ -90,7 +90,6 @@
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<file>ui/windowAttentionHandler.js</file>
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<file>ui/windowMenu.js</file>
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<file>ui/windowManager.js</file>
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<file>ui/wobbly.js</file>
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<file>ui/workspace.js</file>
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<file>ui/workspaceSwitcherPopup.js</file>
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<file>ui/workspaceThumbnail.js</file>
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@ -17,7 +17,6 @@ const Main = imports.ui.main;
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const ModalDialog = imports.ui.modalDialog;
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const Tweener = imports.ui.tweener;
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const WindowMenu = imports.ui.windowMenu;
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const Wobbly = imports.ui.wobbly;
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const SHELL_KEYBINDINGS_SCHEMA = 'org.gnome.shell.keybindings';
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const MAXIMIZE_WINDOW_ANIMATION_TIME = 0.15;
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@ -812,8 +811,6 @@ const WindowManager = new Lang.Class({
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gesture = new AppSwitchAction();
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gesture.connect('activated', Lang.bind(this, this._switchApp));
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global.stage.add_action(gesture);
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this._wobblyWindows = new Wobbly.WobblyWindowManager();
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},
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_lookupIndex: function (windows, metaWindow) {
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130
js/ui/wobbly.js
130
js/ui/wobbly.js
@ -1,130 +0,0 @@
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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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function clampAbs(v, cap) {
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if (v > cap)
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v = cap;
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if (v < -cap)
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v = -cap;
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return v;
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}
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const ActorWobbler = new Lang.Class({
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Name: 'ActorWobbler',
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_init: function(actor) {
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this._actor = actor;
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this._effect = new Shell.WobblyEffect();
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this._actor.add_effect(this._effect);
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this._actor._wobbler = this;
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this._currentBend = 0;
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this._currentHeightOffset = 0;
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this._running = false;
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this._allocationChangedId = this._actor.connect('allocation-changed', Lang.bind(this, this._allocationChanged));
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this._timeline = new Clutter.Timeline({ duration: 100, repeat_count: -1 });
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this._timeline.connect('new-frame', Lang.bind(this, this._newFrame));
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this._timeline.start();
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},
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start: function() {
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this._running = true;
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},
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stop: function() {
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this._running = false;
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},
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_destroy: function() {
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this._timeline.run_dispose();
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this._timeline = null;
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this._actor.disconnect(this._allocationChangedId);
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this._actor.scale_y = 1.0;
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this._actor.remove_effect(this._effect);
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this._actor._wobbler = null;
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},
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_newFrame: function() {
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this._step();
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},
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_step: function() {
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const DAMPEN = 0.8;
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this._currentBend *= DAMPEN;
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if (Math.abs(this._currentBend) < 1)
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this._currentBend = 0;
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this._currentHeightOffset *= DAMPEN;
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if (Math.abs(this._currentHeightOffset) < 1)
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this._currentHeightOffset = 0;
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// Cap the bend to a 100px shift.
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const BEND_CAP = 50;
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this._currentBend = clampAbs(this._currentBend, BEND_CAP);
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this._effect.set_bend_x(this._currentBend);
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// Cap the height change to 25px in either direction.
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const HEIGHT_OFFSET_CAP = 25;
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this._currentHeightOffset = clampAbs(this._currentHeightOffset, HEIGHT_OFFSET_CAP);
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let [minHeight, natHeight] = this._actor.get_preferred_height(-1);
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let scale = (natHeight + this._currentHeightOffset) / natHeight;
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this._actor.scale_y = scale;
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if (!this._running && this._currentBend == 0 && this._currentHeightOffset == 0)
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this._destroy();
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},
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_allocationChanged: function(actor, box, flags) {
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if (!this._running)
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return;
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if (this._oldX) {
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let deltaX = box.x1 - this._oldX;
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// Every 2px the user moves the window, we bend it by 1px.
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this._currentBend -= deltaX / 2;
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}
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if (this._oldY) {
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let deltaY = box.y1 - this._oldY;
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// Every 2px the user moves the window, we scale it by 1px.
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this._currentHeightOffset -= deltaY / 2;
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}
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this._oldX = box.x1;
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this._oldY = box.y1;
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},
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});
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const WobblyWindowManager = new Lang.Class({
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Name: 'WobblyWindowManager',
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_init: function() {
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global.display.connect('grab-op-begin', Lang.bind(this, this._grabOpBegin));
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global.display.connect('grab-op-end', Lang.bind(this, this._grabOpEnd));
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},
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_grabOpBegin: function(display, screen, window, op) {
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if (op != Meta.GrabOp.MOVING)
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return;
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let actor = window.get_compositor_private();
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if (!actor._wobbler)
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new ActorWobbler(actor);
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actor._wobbler.start();
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},
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_grabOpEnd: function(display, screen, window, op) {
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if (!window)
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return;
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let actor = window.get_compositor_private();
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if (actor._wobbler)
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actor._wobbler.stop();
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},
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});
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@ -102,7 +102,6 @@ shell_public_headers_h = \
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shell-util.h \
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shell-window-tracker.h \
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shell-wm.h \
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shell-wobbly-effect.h \
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$(NULL)
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if HAVE_NETWORKMANAGER
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@ -168,7 +167,6 @@ libgnome_shell_sources = \
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shell-util.c \
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shell-window-tracker.c \
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shell-wm.c \
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shell-wobbly-effect.c \
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$(NULL)
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libgnome_shell_built_sources = \
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@ -1,216 +0,0 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright (C) 2014 Endless Mobile
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* Written by:
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* Jasper St. Pierre <jstpierre@mecheye.net>
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*/
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#include "config.h"
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#include "shell-wobbly-effect.h"
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struct _ShellWobblyEffectPrivate
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{
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int bend_x;
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int tex_width, tex_height;
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CoglPipeline *pipeline;
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int tex_width_uniform;
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int bend_x_uniform;
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};
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typedef struct _ShellWobblyEffectPrivate ShellWobblyEffectPrivate;
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G_DEFINE_TYPE_WITH_PRIVATE (ShellWobblyEffect, shell_wobbly_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static const gchar *wobbly_decls =
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"uniform int tex_width;\n"
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"uniform int bend_x;\n";
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static const gchar *wobbly_pre =
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"float bend_x_coord = (float(bend_x) / tex_width);\n"
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"float interp = (1 - cos(cogl_tex_coord.y * 3.1415926)) / 2;\n"
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"cogl_tex_coord.x -= (interp * bend_x_coord);\n";
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/* XXX - clutter_effect_get_paint_volume is fucking terrible
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* and I want to kill myself */
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static gboolean
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shell_wobbly_effect_get_paint_volume (ClutterEffect *effect,
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ClutterPaintVolume *volume)
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{
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ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (effect);
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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float cur_width;
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cur_width = clutter_paint_volume_get_width (volume);
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cur_width += ABS (priv->bend_x);
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clutter_paint_volume_set_width (volume, cur_width);
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/* Also modify the origin if it bends to the left. */
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if (priv->bend_x < 0)
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{
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ClutterVertex origin;
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clutter_paint_volume_get_origin (volume, &origin);
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origin.x += priv->bend_x;
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clutter_paint_volume_set_origin (volume, &origin);
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}
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return TRUE;
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}
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static gboolean
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shell_wobbly_effect_pre_paint (ClutterEffect *effect)
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{
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ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (effect);
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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/* If we're not doing any bending, we're not needed. */
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if (priv->bend_x == 0)
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return FALSE;
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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/* if we don't have support for GLSL shaders then we
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* forcibly disable the ActorMeta
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*/
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g_warning ("Unable to use the ShellWobblyEffect: the "
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"graphics hardware or the current GL driver does not "
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"implement support for the GLSL shading language. The "
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"effect will be disabled.");
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clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
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return FALSE;
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}
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if (!CLUTTER_EFFECT_CLASS (shell_wobbly_effect_parent_class)->pre_paint (effect))
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return FALSE;
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ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect);
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CoglObject *texture;
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texture = clutter_offscreen_effect_get_texture (offscreen_effect);
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cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture);
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priv->tex_width = cogl_texture_get_width (texture);
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priv->tex_height = cogl_texture_get_height (texture);
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cogl_pipeline_set_uniform_1i (priv->pipeline, priv->tex_width_uniform, priv->tex_width);
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return TRUE;
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}
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static void
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shell_wobbly_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (effect);
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
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ClutterActor *actor;
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guint8 paint_opacity;
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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cogl_pipeline_set_color4ub (priv->pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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cogl_framebuffer_draw_rectangle (fb, priv->pipeline,
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0, 0, priv->tex_width, priv->tex_height);
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}
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static void
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shell_wobbly_effect_dispose (GObject *object)
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{
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ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (object);
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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g_clear_pointer (&priv->pipeline, cogl_object_unref);
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G_OBJECT_CLASS (shell_wobbly_effect_parent_class)->dispose (object);
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}
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static void
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shell_wobbly_effect_class_init (ShellWobblyEffectClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = shell_wobbly_effect_paint_target;
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effect_class->pre_paint = shell_wobbly_effect_pre_paint;
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effect_class->get_paint_volume = shell_wobbly_effect_get_paint_volume;
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object_class->dispose = shell_wobbly_effect_dispose;
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}
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static void
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update_uniforms (ShellWobblyEffect *self)
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{
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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cogl_pipeline_set_uniform_1i (priv->pipeline, priv->bend_x_uniform, priv->bend_x);
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}
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static void
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shell_wobbly_effect_init (ShellWobblyEffect *self)
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{
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static CoglPipeline *pipeline_template;
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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if (G_UNLIKELY (pipeline_template == NULL))
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{
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CoglSnippet *snippet;
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CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
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pipeline_template = cogl_pipeline_new (ctx);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP, wobbly_decls, NULL);
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cogl_snippet_set_pre (snippet, wobbly_pre);
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cogl_pipeline_add_layer_snippet (pipeline_template, 0, snippet);
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cogl_object_unref (snippet);
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cogl_pipeline_set_layer_null_texture (pipeline_template,
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0, /* layer number */
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COGL_TEXTURE_TYPE_2D);
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}
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priv->pipeline = cogl_pipeline_copy (pipeline_template);
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priv->tex_width_uniform = cogl_pipeline_get_uniform_location (priv->pipeline, "tex_width");
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priv->bend_x_uniform = cogl_pipeline_get_uniform_location (priv->pipeline, "bend_x");
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update_uniforms (self);
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}
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void
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shell_wobbly_effect_set_bend_x (ShellWobblyEffect *self,
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int bend_x)
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{
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ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
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if (priv->bend_x == bend_x)
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return;
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priv->bend_x = bend_x;
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update_uniforms (self);
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clutter_effect_queue_repaint (CLUTTER_EFFECT (self));
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}
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@ -1,55 +0,0 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright (C) 2014 Endless Mobile
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*
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* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License as
|
||||
* published by the Free Software Foundation; either version 2 of the
|
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* License, or (at your option) any later version.
|
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*
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* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
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* General Public License for more details.
|
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*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software
|
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* Written by:
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* Jasper St. Pierre <jstpierre@mecheye.net>
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*/
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#include <clutter/clutter.h>
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#ifndef __SHELL_WOBBLY_EFFECT_H__
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#define __SHELL_WOBBLY_EFFECT_H__
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#define SHELL_TYPE_WOBBLY_EFFECT (shell_wobbly_effect_get_type ())
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#define SHELL_WOBBLY_EFFECT(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), SHELL_TYPE_WOBBLY_EFFECT, ShellWobblyEffect))
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#define SHELL_WOBBLY_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), SHELL_TYPE_WOBBLY_EFFECT, ShellWobblyEffectClass))
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#define SHELL_IS_WOBBLY_EFFECT(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), SHELL_TYPE_WOBBLY_EFFECT))
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#define SHELL_IS_WOBBLY_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), SHELL_TYPE_WOBBLY_EFFECT))
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#define SHELL_WOBBLY_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), SHELL_TYPE_WOBBLY_EFFECT, ShellWobblyEffectClass))
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typedef struct _ShellWobblyEffect ShellWobblyEffect;
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typedef struct _ShellWobblyEffectClass ShellWobblyEffectClass;
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struct _ShellWobblyEffect
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{
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ClutterOffscreenEffect parent;
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};
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struct _ShellWobblyEffectClass
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{
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ClutterOffscreenEffectClass parent_class;
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};
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GType shell_wobbly_effect_get_type (void) G_GNUC_CONST;
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void shell_wobbly_effect_set_bend_x (ShellWobblyEffect *self,
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int bend_x);
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||||
#endif /* __SHELL_WOBBLY_EFFECT_H__ */
|
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Block a user