c4c5c4fd5c
Remove the `this.actor = ...` and `this.actor._delegate = this` patterns in most of classes, by inheriting all the actor container classes. Uses interfaces when needed for making sure that multiple classes will implement some required methods or to avoid redefining the same code multiple times. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/559
296 lines
9.4 KiB
JavaScript
296 lines
9.4 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 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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* - fadeFactor: fading opacity factor
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* - radialEffect: whether to enable the GLSL radial effect
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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 = GObject.registerClass({
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Properties: {
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'active': GObject.ParamSpec.boolean(
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'active', 'active', 'active', GObject.ParamFlags.READABLE, false),
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}
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}, class Lightbox extends St.Bin {
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_init(container, params) {
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params = Params.parse(params, {
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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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super._init({
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reactive: params.inhibitEvents,
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width: params.width,
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height: params.height,
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visible: false
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});
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this._active = false;
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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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if (this._radialEffect)
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this.add_effect(new RadialShaderEffect({ name: 'radial' }));
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else
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this.set({ opacity: 0, style_class: 'lightbox' });
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container.add_actor(this);
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this.raise_top();
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this.connect('destroy', this._onDestroy.bind(this));
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if (!params.width || !params.height) {
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this.add_constraint(new Clutter.BindConstraint({
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source: container,
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coordinate: Clutter.BindCoordinate.ALL
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}));
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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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get active() {
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return this._active;
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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);
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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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this._container.set_child_above_sibling(this, newChild);
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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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lightOn(fadeInTime) {
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this.remove_all_transitions();
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let easeProps = {
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duration: fadeInTime || 0,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD
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};
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let onComplete = () => {
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this._active = true;
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this.notify('active');
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};
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this.show();
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if (this._radialEffect) {
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this.ease_property(
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'@effects.radial.brightness', VIGNETTE_BRIGHTNESS, easeProps);
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this.ease_property(
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'@effects.radial.sharpness', VIGNETTE_SHARPNESS,
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Object.assign({ onComplete }, easeProps));
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} else {
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this.ease(Object.assign(easeProps, {
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opacity: 255 * this._fadeFactor,
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onComplete
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}));
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}
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}
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lightOff(fadeOutTime) {
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this.remove_all_transitions();
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this._active = false;
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this.notify('active');
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let easeProps = {
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duration: fadeOutTime || 0,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD
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};
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let onComplete = () => this.hide();
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if (this._radialEffect) {
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this.ease_property(
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'@effects.radial.brightness', 1.0, easeProps);
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this.ease_property(
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'@effects.radial.sharpness', 0.0, Object.assign({ onComplete }, easeProps));
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} else {
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this.ease(Object.assign(easeProps, { opacity: 0, onComplete }));
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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;
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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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* _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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if (this._actorAddedSignalId) {
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this._container.disconnect(this._actorAddedSignalId);
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this._actorAddedSignalId = 0;
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}
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if (this._actorRemovedSignalId) {
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this._container.disconnect(this._actorRemovedSignalId);
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this._actorRemovedSignalId = 0;
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}
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this.highlight(null);
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}
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});
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