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:
Jasper St. Pierre 2014-09-05 14:51:01 -07:00
parent 6751ca4c18
commit 5faef316b8
6 changed files with 0 additions and 407 deletions

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@ -90,7 +90,6 @@
<file>ui/windowAttentionHandler.js</file>
<file>ui/windowMenu.js</file>
<file>ui/windowManager.js</file>
<file>ui/wobbly.js</file>
<file>ui/workspace.js</file>
<file>ui/workspaceSwitcherPopup.js</file>
<file>ui/workspaceThumbnail.js</file>

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@ -17,7 +17,6 @@ const Main = imports.ui.main;
const ModalDialog = imports.ui.modalDialog;
const Tweener = imports.ui.tweener;
const WindowMenu = imports.ui.windowMenu;
const Wobbly = imports.ui.wobbly;
const SHELL_KEYBINDINGS_SCHEMA = 'org.gnome.shell.keybindings';
const MAXIMIZE_WINDOW_ANIMATION_TIME = 0.15;
@ -812,8 +811,6 @@ const WindowManager = new Lang.Class({
gesture = new AppSwitchAction();
gesture.connect('activated', Lang.bind(this, this._switchApp));
global.stage.add_action(gesture);
this._wobblyWindows = new Wobbly.WobblyWindowManager();
},
_lookupIndex: function (windows, metaWindow) {

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@ -1,130 +0,0 @@
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
function clampAbs(v, cap) {
if (v > cap)
v = cap;
if (v < -cap)
v = -cap;
return v;
}
const ActorWobbler = new Lang.Class({
Name: 'ActorWobbler',
_init: function(actor) {
this._actor = actor;
this._effect = new Shell.WobblyEffect();
this._actor.add_effect(this._effect);
this._actor._wobbler = this;
this._currentBend = 0;
this._currentHeightOffset = 0;
this._running = false;
this._allocationChangedId = this._actor.connect('allocation-changed', Lang.bind(this, this._allocationChanged));
this._timeline = new Clutter.Timeline({ duration: 100, repeat_count: -1 });
this._timeline.connect('new-frame', Lang.bind(this, this._newFrame));
this._timeline.start();
},
start: function() {
this._running = true;
},
stop: function() {
this._running = false;
},
_destroy: function() {
this._timeline.run_dispose();
this._timeline = null;
this._actor.disconnect(this._allocationChangedId);
this._actor.scale_y = 1.0;
this._actor.remove_effect(this._effect);
this._actor._wobbler = null;
},
_newFrame: function() {
this._step();
},
_step: function() {
const DAMPEN = 0.8;
this._currentBend *= DAMPEN;
if (Math.abs(this._currentBend) < 1)
this._currentBend = 0;
this._currentHeightOffset *= DAMPEN;
if (Math.abs(this._currentHeightOffset) < 1)
this._currentHeightOffset = 0;
// Cap the bend to a 100px shift.
const BEND_CAP = 50;
this._currentBend = clampAbs(this._currentBend, BEND_CAP);
this._effect.set_bend_x(this._currentBend);
// Cap the height change to 25px in either direction.
const HEIGHT_OFFSET_CAP = 25;
this._currentHeightOffset = clampAbs(this._currentHeightOffset, HEIGHT_OFFSET_CAP);
let [minHeight, natHeight] = this._actor.get_preferred_height(-1);
let scale = (natHeight + this._currentHeightOffset) / natHeight;
this._actor.scale_y = scale;
if (!this._running && this._currentBend == 0 && this._currentHeightOffset == 0)
this._destroy();
},
_allocationChanged: function(actor, box, flags) {
if (!this._running)
return;
if (this._oldX) {
let deltaX = box.x1 - this._oldX;
// Every 2px the user moves the window, we bend it by 1px.
this._currentBend -= deltaX / 2;
}
if (this._oldY) {
let deltaY = box.y1 - this._oldY;
// Every 2px the user moves the window, we scale it by 1px.
this._currentHeightOffset -= deltaY / 2;
}
this._oldX = box.x1;
this._oldY = box.y1;
},
});
const WobblyWindowManager = new Lang.Class({
Name: 'WobblyWindowManager',
_init: function() {
global.display.connect('grab-op-begin', Lang.bind(this, this._grabOpBegin));
global.display.connect('grab-op-end', Lang.bind(this, this._grabOpEnd));
},
_grabOpBegin: function(display, screen, window, op) {
if (op != Meta.GrabOp.MOVING)
return;
let actor = window.get_compositor_private();
if (!actor._wobbler)
new ActorWobbler(actor);
actor._wobbler.start();
},
_grabOpEnd: function(display, screen, window, op) {
if (!window)
return;
let actor = window.get_compositor_private();
if (actor._wobbler)
actor._wobbler.stop();
},
});

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@ -102,7 +102,6 @@ shell_public_headers_h = \
shell-util.h \
shell-window-tracker.h \
shell-wm.h \
shell-wobbly-effect.h \
$(NULL)
if HAVE_NETWORKMANAGER
@ -168,7 +167,6 @@ libgnome_shell_sources = \
shell-util.c \
shell-window-tracker.c \
shell-wm.c \
shell-wobbly-effect.c \
$(NULL)
libgnome_shell_built_sources = \

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@ -1,216 +0,0 @@
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Copyright (C) 2014 Endless Mobile
*
* 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
* License, or (at your option) any later version.
*
* 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* Written by:
* Jasper St. Pierre <jstpierre@mecheye.net>
*/
#include "config.h"
#include "shell-wobbly-effect.h"
struct _ShellWobblyEffectPrivate
{
int bend_x;
int tex_width, tex_height;
CoglPipeline *pipeline;
int tex_width_uniform;
int bend_x_uniform;
};
typedef struct _ShellWobblyEffectPrivate ShellWobblyEffectPrivate;
G_DEFINE_TYPE_WITH_PRIVATE (ShellWobblyEffect, shell_wobbly_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT);
static const gchar *wobbly_decls =
"uniform int tex_width;\n"
"uniform int bend_x;\n";
static const gchar *wobbly_pre =
"float bend_x_coord = (float(bend_x) / tex_width);\n"
"float interp = (1 - cos(cogl_tex_coord.y * 3.1415926)) / 2;\n"
"cogl_tex_coord.x -= (interp * bend_x_coord);\n";
/* XXX - clutter_effect_get_paint_volume is fucking terrible
* and I want to kill myself */
static gboolean
shell_wobbly_effect_get_paint_volume (ClutterEffect *effect,
ClutterPaintVolume *volume)
{
ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (effect);
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
float cur_width;
cur_width = clutter_paint_volume_get_width (volume);
cur_width += ABS (priv->bend_x);
clutter_paint_volume_set_width (volume, cur_width);
/* Also modify the origin if it bends to the left. */
if (priv->bend_x < 0)
{
ClutterVertex origin;
clutter_paint_volume_get_origin (volume, &origin);
origin.x += priv->bend_x;
clutter_paint_volume_set_origin (volume, &origin);
}
return TRUE;
}
static gboolean
shell_wobbly_effect_pre_paint (ClutterEffect *effect)
{
ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (effect);
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
/* If we're not doing any bending, we're not needed. */
if (priv->bend_x == 0)
return FALSE;
if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
{
/* if we don't have support for GLSL shaders then we
* forcibly disable the ActorMeta
*/
g_warning ("Unable to use the ShellWobblyEffect: the "
"graphics hardware or the current GL driver does not "
"implement support for the GLSL shading language. The "
"effect will be disabled.");
clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
return FALSE;
}
if (!CLUTTER_EFFECT_CLASS (shell_wobbly_effect_parent_class)->pre_paint (effect))
return FALSE;
ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect);
CoglObject *texture;
texture = clutter_offscreen_effect_get_texture (offscreen_effect);
cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture);
priv->tex_width = cogl_texture_get_width (texture);
priv->tex_height = cogl_texture_get_height (texture);
cogl_pipeline_set_uniform_1i (priv->pipeline, priv->tex_width_uniform, priv->tex_width);
return TRUE;
}
static void
shell_wobbly_effect_paint_target (ClutterOffscreenEffect *effect)
{
ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (effect);
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
CoglFramebuffer *fb = cogl_get_draw_framebuffer ();
ClutterActor *actor;
guint8 paint_opacity;
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
paint_opacity = clutter_actor_get_paint_opacity (actor);
cogl_pipeline_set_color4ub (priv->pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
cogl_framebuffer_draw_rectangle (fb, priv->pipeline,
0, 0, priv->tex_width, priv->tex_height);
}
static void
shell_wobbly_effect_dispose (GObject *object)
{
ShellWobblyEffect *self = SHELL_WOBBLY_EFFECT (object);
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
g_clear_pointer (&priv->pipeline, cogl_object_unref);
G_OBJECT_CLASS (shell_wobbly_effect_parent_class)->dispose (object);
}
static void
shell_wobbly_effect_class_init (ShellWobblyEffectClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_class->paint_target = shell_wobbly_effect_paint_target;
effect_class->pre_paint = shell_wobbly_effect_pre_paint;
effect_class->get_paint_volume = shell_wobbly_effect_get_paint_volume;
object_class->dispose = shell_wobbly_effect_dispose;
}
static void
update_uniforms (ShellWobblyEffect *self)
{
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
cogl_pipeline_set_uniform_1i (priv->pipeline, priv->bend_x_uniform, priv->bend_x);
}
static void
shell_wobbly_effect_init (ShellWobblyEffect *self)
{
static CoglPipeline *pipeline_template;
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
if (G_UNLIKELY (pipeline_template == NULL))
{
CoglSnippet *snippet;
CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
pipeline_template = cogl_pipeline_new (ctx);
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP, wobbly_decls, NULL);
cogl_snippet_set_pre (snippet, wobbly_pre);
cogl_pipeline_add_layer_snippet (pipeline_template, 0, snippet);
cogl_object_unref (snippet);
cogl_pipeline_set_layer_null_texture (pipeline_template,
0, /* layer number */
COGL_TEXTURE_TYPE_2D);
}
priv->pipeline = cogl_pipeline_copy (pipeline_template);
priv->tex_width_uniform = cogl_pipeline_get_uniform_location (priv->pipeline, "tex_width");
priv->bend_x_uniform = cogl_pipeline_get_uniform_location (priv->pipeline, "bend_x");
update_uniforms (self);
}
void
shell_wobbly_effect_set_bend_x (ShellWobblyEffect *self,
int bend_x)
{
ShellWobblyEffectPrivate *priv = shell_wobbly_effect_get_instance_private (self);
if (priv->bend_x == bend_x)
return;
priv->bend_x = bend_x;
update_uniforms (self);
clutter_effect_queue_repaint (CLUTTER_EFFECT (self));
}

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@ -1,55 +0,0 @@
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Copyright (C) 2014 Endless Mobile
*
* 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
* License, or (at your option) any later version.
*
* 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* Written by:
* Jasper St. Pierre <jstpierre@mecheye.net>
*/
#include <clutter/clutter.h>
#ifndef __SHELL_WOBBLY_EFFECT_H__
#define __SHELL_WOBBLY_EFFECT_H__
#define SHELL_TYPE_WOBBLY_EFFECT (shell_wobbly_effect_get_type ())
#define SHELL_WOBBLY_EFFECT(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), SHELL_TYPE_WOBBLY_EFFECT, ShellWobblyEffect))
#define SHELL_WOBBLY_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), SHELL_TYPE_WOBBLY_EFFECT, ShellWobblyEffectClass))
#define SHELL_IS_WOBBLY_EFFECT(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), SHELL_TYPE_WOBBLY_EFFECT))
#define SHELL_IS_WOBBLY_EFFECT_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), SHELL_TYPE_WOBBLY_EFFECT))
#define SHELL_WOBBLY_EFFECT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), SHELL_TYPE_WOBBLY_EFFECT, ShellWobblyEffectClass))
typedef struct _ShellWobblyEffect ShellWobblyEffect;
typedef struct _ShellWobblyEffectClass ShellWobblyEffectClass;
struct _ShellWobblyEffect
{
ClutterOffscreenEffect parent;
};
struct _ShellWobblyEffectClass
{
ClutterOffscreenEffectClass parent_class;
};
GType shell_wobbly_effect_get_type (void) G_GNUC_CONST;
void shell_wobbly_effect_set_bend_x (ShellWobblyEffect *self,
int bend_x);
#endif /* __SHELL_WOBBLY_EFFECT_H__ */