gnome-shell/js/ui/environment.js
Evan Welsh 87d1248dc1 animationUtils: Group together various animation helpers
The environment module is used to initialize the environment, yet it
currently also defines the adjustAnimationTime() function.

Ideally it should not export any utility functions, in particular
once converted to ESM.

The function cannot be moved to the existing Utils module, as that
depends on an initialized environment, and can therefore not be
imported from environment.js, so use that opportunity to group
together several animation helpers in a new animationUtils module.

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2822>
2023-07-15 02:35:56 +00:00

392 lines
12 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
/* exported init */
const Config = imports.misc.config;
imports.gi.versions.AccountsService = '1.0';
imports.gi.versions.Atk = '1.0';
imports.gi.versions.Atspi = '2.0';
imports.gi.versions.Clutter = Config.LIBMUTTER_API_VERSION;
imports.gi.versions.Cogl = Config.LIBMUTTER_API_VERSION;
imports.gi.versions.Gcr = '4';
imports.gi.versions.Gdk = '4.0';
imports.gi.versions.Gdm = '1.0';
imports.gi.versions.Geoclue = '2.0';
imports.gi.versions.Gio = '2.0';
imports.gi.versions.GDesktopEnums = '3.0';
imports.gi.versions.GdkPixbuf = '2.0';
imports.gi.versions.GnomeBluetooth = '3.0';
imports.gi.versions.GnomeBG = '4.0';
imports.gi.versions.GnomeDesktop = '4.0';
imports.gi.versions.Graphene = '1.0';
imports.gi.versions.GWeather = '4.0';
imports.gi.versions.IBus = '1.0';
imports.gi.versions.Malcontent = '0';
imports.gi.versions.NM = '1.0';
imports.gi.versions.NMA4 = '1.0';
imports.gi.versions.Pango = '1.0';
imports.gi.versions.Polkit = '1.0';
imports.gi.versions.PolkitAgent = '1.0';
imports.gi.versions.Rsvg = '2.0';
imports.gi.versions.Soup = '3.0';
imports.gi.versions.TelepathyGLib = '0.12';
imports.gi.versions.TelepathyLogger = '0.2';
imports.gi.versions.UPowerGlib = '1.0';
const Clutter = imports.gi.Clutter;
const Gdk = imports.gi.Gdk;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const GObject = imports.gi.GObject;
const Meta = imports.gi.Meta;
const Polkit = imports.gi.Polkit;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Gettext = imports.gettext;
const SignalTracker = imports.misc.signalTracker;
const {adjustAnimationTime} = imports.misc.animationUtils;
Gio._promisify(Gio.DataInputStream.prototype, 'fill_async');
Gio._promisify(Gio.DataInputStream.prototype, 'read_line_async');
Gio._promisify(Gio.DBus, 'get');
Gio._promisify(Gio.DBusConnection.prototype, 'call');
Gio._promisify(Gio.DBusProxy, 'new');
Gio._promisify(Gio.DBusProxy.prototype, 'init_async');
Gio._promisify(Gio.DBusProxy.prototype, 'call_with_unix_fd_list');
Gio._promisify(Gio.File.prototype, 'query_info_async');
Gio._promisify(Polkit.Permission, 'new');
// We can't import shell JS modules yet, because they may have
// variable initializations, etc, that depend on init() already having
// been run.
// "monkey patch" in some varargs ClutterContainer methods; we need
// to do this per-container class since there is no representation
// of interfaces in Javascript
function _patchContainerClass(containerClass) {
// This one is a straightforward mapping of the C method
containerClass.prototype.child_set = function (actor, props) {
let meta = this.get_child_meta(actor);
for (let prop in props)
meta[prop] = props[prop];
};
// clutter_container_add() actually is a an add-many-actors
// method. We conveniently, but somewhat dubiously, take the
// this opportunity to make it do something more useful.
containerClass.prototype.add = function (actor, props) {
this.add_actor(actor);
if (props)
this.child_set(actor, props);
};
}
function _patchLayoutClass(layoutClass, styleProps) {
if (styleProps) {
layoutClass.prototype.hookup_style = function (container) {
container.connect('style-changed', () => {
let node = container.get_theme_node();
for (let prop in styleProps) {
let [found, length] = node.lookup_length(styleProps[prop], false);
if (found)
this[prop] = length;
}
});
};
}
}
function _makeEaseCallback(params, cleanup) {
let onComplete = params.onComplete;
delete params.onComplete;
let onStopped = params.onStopped;
delete params.onStopped;
return isFinished => {
cleanup();
if (onStopped)
onStopped(isFinished);
if (onComplete && isFinished)
onComplete();
};
}
function _getPropertyTarget(actor, propName) {
if (!propName.startsWith('@'))
return [actor, propName];
let [type, name, prop] = propName.split('.');
switch (type) {
case '@layout':
return [actor.layout_manager, name];
case '@actions':
return [actor.get_action(name), prop];
case '@constraints':
return [actor.get_constraint(name), prop];
case '@content':
return [actor.content, name];
case '@effects':
return [actor.get_effect(name), prop];
}
throw new Error(`Invalid property name ${propName}`);
}
function _easeActor(actor, params) {
actor.save_easing_state();
if (params.duration != undefined)
actor.set_easing_duration(params.duration);
delete params.duration;
if (params.delay != undefined)
actor.set_easing_delay(params.delay);
delete params.delay;
let repeatCount = 0;
if (params.repeatCount != undefined)
repeatCount = params.repeatCount;
delete params.repeatCount;
let autoReverse = false;
if (params.autoReverse != undefined)
autoReverse = params.autoReverse;
delete params.autoReverse;
// repeatCount doesn't include the initial iteration
const numIterations = repeatCount + 1;
// whether the transition should finish where it started
const isReversed = autoReverse && numIterations % 2 === 0;
if (params.mode != undefined)
actor.set_easing_mode(params.mode);
delete params.mode;
const prepare = () => {
Meta.disable_unredirect_for_display(global.display);
global.begin_work();
};
const cleanup = () => {
Meta.enable_unredirect_for_display(global.display);
global.end_work();
};
let callback = _makeEaseCallback(params, cleanup);
// cancel overwritten transitions
let animatedProps = Object.keys(params).map(p => p.replace('_', '-', 'g'));
animatedProps.forEach(p => actor.remove_transition(p));
if (actor.get_easing_duration() > 0 || !isReversed)
actor.set(params);
actor.restore_easing_state();
const transitions = animatedProps
.map(p => actor.get_transition(p))
.filter(t => t !== null);
transitions.forEach(t => t.set({ repeatCount, autoReverse }));
const [transition] = transitions;
if (transition && transition.delay)
transition.connect('started', () => prepare());
else
prepare();
if (transition)
transition.connect('stopped', (t, finished) => callback(finished));
else
callback(true);
}
function _easeActorProperty(actor, propName, target, params) {
// Avoid pointless difference with ease()
if (params.mode)
params.progress_mode = params.mode;
delete params.mode;
if (params.duration)
params.duration = adjustAnimationTime(params.duration);
let duration = Math.floor(params.duration || 0);
let repeatCount = 0;
if (params.repeatCount != undefined)
repeatCount = params.repeatCount;
delete params.repeatCount;
let autoReverse = false;
if (params.autoReverse != undefined)
autoReverse = params.autoReverse;
delete params.autoReverse;
// repeatCount doesn't include the initial iteration
const numIterations = repeatCount + 1;
// whether the transition should finish where it started
const isReversed = autoReverse && numIterations % 2 === 0;
// Copy Clutter's behavior for implicit animations, see
// should_skip_implicit_transition()
if (actor instanceof Clutter.Actor && !actor.mapped)
duration = 0;
const prepare = () => {
Meta.disable_unredirect_for_display(global.display);
global.begin_work();
};
const cleanup = () => {
Meta.enable_unredirect_for_display(global.display);
global.end_work();
};
let callback = _makeEaseCallback(params, cleanup);
// cancel overwritten transition
actor.remove_transition(propName);
if (duration == 0) {
let [obj, prop] = _getPropertyTarget(actor, propName);
if (!isReversed)
obj[prop] = target;
prepare();
callback(true);
return;
}
let pspec = actor.find_property(propName);
let transition = new Clutter.PropertyTransition(Object.assign({
property_name: propName,
interval: new Clutter.Interval({ value_type: pspec.value_type }),
remove_on_complete: true,
repeat_count: repeatCount,
auto_reverse: autoReverse,
}, params));
actor.add_transition(propName, transition);
transition.set_to(target);
if (transition.delay)
transition.connect('started', () => prepare());
else
prepare();
transition.connect('stopped', (t, finished) => callback(finished));
}
function init() {
// Add some bindings to the global JS namespace
globalThis.global = Shell.Global.get();
globalThis._ = Gettext.gettext;
globalThis.C_ = Gettext.pgettext;
globalThis.ngettext = Gettext.ngettext;
globalThis.N_ = s => s;
GObject.gtypeNameBasedOnJSPath = true;
GObject.Object.prototype.connectObject = function (...args) {
SignalTracker.connectObject(this, ...args);
};
GObject.Object.prototype.connect_object = function (...args) {
SignalTracker.connectObject(this, ...args);
};
GObject.Object.prototype.disconnectObject = function (...args) {
SignalTracker.disconnectObject(this, ...args);
};
GObject.Object.prototype.disconnect_object = function (...args) {
SignalTracker.disconnectObject(this, ...args);
};
SignalTracker.registerDestroyableType(Clutter.Actor);
// Miscellaneous monkeypatching
_patchContainerClass(St.BoxLayout);
_patchLayoutClass(Clutter.GridLayout, {
row_spacing: 'spacing-rows',
column_spacing: 'spacing-columns',
});
_patchLayoutClass(Clutter.BoxLayout, { spacing: 'spacing' });
let origSetEasingDuration = Clutter.Actor.prototype.set_easing_duration;
Clutter.Actor.prototype.set_easing_duration = function (msecs) {
origSetEasingDuration.call(this, adjustAnimationTime(msecs));
};
let origSetEasingDelay = Clutter.Actor.prototype.set_easing_delay;
Clutter.Actor.prototype.set_easing_delay = function (msecs) {
origSetEasingDelay.call(this, adjustAnimationTime(msecs));
};
Clutter.Actor.prototype.ease = function (props) {
_easeActor(this, props);
};
Clutter.Actor.prototype.ease_property = function (propName, target, params) {
_easeActorProperty(this, propName, target, params);
};
St.Adjustment.prototype.ease = function (target, params) {
// we're not an actor of course, but we implement the same
// transition API as Clutter.Actor, so this works anyway
_easeActorProperty(this, 'value', target, params);
};
Clutter.Actor.prototype[Symbol.iterator] = function* () {
for (let c = this.get_first_child(); c; c = c.get_next_sibling())
yield c;
};
Clutter.Actor.prototype.toString = function () {
return St.describe_actor(this);
};
// Deprecation warning for former JS classes turned into an actor subclass
Object.defineProperty(Clutter.Actor.prototype, 'actor', {
get() {
let klass = this.constructor.name;
let { stack } = new Error();
log(`Usage of object.actor is deprecated for ${klass}\n${stack}`);
return this;
},
});
Gio.File.prototype.touch_async = function (callback) {
Shell.util_touch_file_async(this, callback);
};
Gio.File.prototype.touch_finish = function (result) {
return Shell.util_touch_file_finish(this, result);
};
let origToString = Object.prototype.toString;
Object.prototype.toString = function () {
let base = origToString.call(this);
try {
if ('actor' in this && this.actor instanceof Clutter.Actor)
return base.replace(/\]$/, ` delegate for ${this.actor.toString().substring(1)}`);
else
return base;
} catch (e) {
return base;
}
};
let slowdownEnv = GLib.getenv('GNOME_SHELL_SLOWDOWN_FACTOR');
if (slowdownEnv) {
let factor = parseFloat(slowdownEnv);
if (!isNaN(factor) && factor > 0.0)
St.Settings.get().slow_down_factor = factor;
}
// OK, now things are initialized enough that we can import shell JS
const Format = imports.format;
String.prototype.format = Format.format;
Math.clamp = function (x, lower, upper) {
return Math.min(Math.max(x, lower), upper);
};
// Prevent extensions from opening a display connection to ourselves
Gdk.set_allowed_backends('');
}