import St from 'gi://St'; import * as Main from 'resource:///org/gnome/shell/ui/main.js'; import * as Background from 'resource:///org/gnome/shell/ui/background.js'; /// A `Pipeline` object is a handy way to manage the effects attached to an actor. It only manages /// one actor at a time (so blurring multiple widgets will need multiple `Pipeline`), and is /// linked to a `pipeline_id` that has been (hopefully) defined in the settings. /// /// It communicates with the settings through the `PipelinesManager` object, and receives different /// signals (with `pipeline_id` being an unique string): /// - `'pipeline_id'::pipeline-updated`, handing a new pipeline descriptor object, when the pipeline /// has been changed enough that it needs to rebuild the effects configuration /// - `'pipeline_id'::pipeline-destroyed`, when the pipeline has been destroyed; thus making the /// `Pipeline` change its id to `pipeline_default` /// /// And each effect, with an unique `id`, is connected to the `PipelinesManager` for the signals: /// - `'pipeline_id'::effect-'id'-key-removed`, handing the key that was removed /// - `'pipeline_id'::effect-'id'-key-updated`, handing the key that was changed and its new value /// - `'pipeline_id'::effect-'id'-key-added`, handing the key that was added and its value export const Pipeline = class Pipeline { constructor(effects_manager, pipelines_manager, pipeline_id, actor = null) { this.effects_manager = effects_manager; this.pipelines_manager = pipelines_manager; this.effects = []; this.set_pipeline_id(pipeline_id); this.attach_pipeline_to_actor(actor); } /// Create a background linked to the monitor with index `monitor_index`, with a /// `BackgroundManager` that is appended to the list `background_managers`. The background actor /// will be given the name `widget_name` and inserted into the given `background_group`. /// Note: exposed to public API. create_background_with_effects( monitor_index, background_managers, background_group, widget_name ) { let monitor = Main.layoutManager.monitors[monitor_index]; // create the new actor this.actor = new St.Widget({ name: widget_name, x: monitor.x, y: monitor.y, width: monitor.width, height: monitor.height }); // remove the effects, wether or not we attach the pipeline to the actor: if they are fired // while the actor has changed, this could go bad this.remove_all_effects(); if (this.pipeline_id) this.attach_pipeline_to_actor(this.actor); let bg_manager = new Background.BackgroundManager({ container: this.actor, monitorIndex: monitor_index, controlPosition: false, }); bg_manager._bms_pipeline = this; background_managers.push(bg_manager); background_group.insert_child_at_index(this.actor, 0); return this.actor; }; /// Set the pipeline id, correctly connecting the `Pipeline` object to listen the pipelines /// manager for pipeline-wide changes. This does not update the effects in consequence, call /// `change_pipeline_to` instead if you want to reconstruct the effects too. set_pipeline_id(pipeline_id) { // disconnect ancient signals this.remove_connections(); // change the id this.pipeline_id = pipeline_id; // connect to settings changes this._pipeline_changed_id = this.pipelines_manager.connect( this.pipeline_id + '::pipeline-updated', (_, new_pipeline) => this.update_effects_from_pipeline(new_pipeline) ); this._pipeline_destroyed_id = this.pipelines_manager.connect( this.pipeline_id + '::pipeline-destroyed', _ => this.change_pipeline_to("pipeline_default") ); } /// Disconnect the signals for the pipeline changes. Please note that the signals related to the /// effects are stored with them and removed with `remove_all_effects`. remove_connections() { if (this._pipeline_changed_id) this.pipelines_manager.disconnect(this._pipeline_changed_id); if (this._pipeline_destroyed_id) this.pipelines_manager.disconnect(this._pipeline_destroyed_id); this._pipeline_changed_id = null; this._pipeline_destroyed_id = null; } /// Attach a Pipeline object with `pipeline_id` already set to an actor. attach_pipeline_to_actor(actor) { // set the actor this.actor = actor; if (!actor) return; // attach the pipeline let pipeline = this.pipelines_manager.pipelines[this.pipeline_id]; if (!pipeline) { this._warn(`could not attach pipeline to actor, pipeline "${this.pipeline_id}" not found`); // do not recurse... if ("pipeline_default" in this.pipelines_manager.pipelines) { this.set_pipeline_id("pipeline_default"); pipeline = this.pipelines_manager.pipelines["pipeline_default"]; } else return; } // update the effects this.update_effects_from_pipeline(pipeline); } /// Update the effects from the given pipeline object, the hard way. update_effects_from_pipeline(pipeline) { // remove all effects this.remove_all_effects(); // build the new effects to be added pipeline.effects.forEach(effect => { if ('new_' + effect.type + '_effect' in this.effects_manager) this.build_effect(effect); else this._warn(`could not add effect to actor, effect "${effect.type}" not found`); }); this.effects.reverse(); // add the effects to the actor if (this.actor) this.effects.forEach(effect => this.actor.add_effect(effect)); else this._warn(`could not add effect to actor, actor does not exist anymore`); } /// Given an `effect_infos` object containing the effect type, id and params, build an effect /// and append it to the effects list build_effect(effect_infos) { let effect = this.effects_manager['new_' + effect_infos.type + '_effect'](effect_infos.params); this.effects.push(effect); // connect to settings changes effect._effect_key_removed_id = this.pipelines_manager.connect( this.pipeline_id + '::effect-' + effect_infos.id + '-key-removed', (_, key) => effect[key] = effect.constructor.default_params[key] ); effect._effect_key_updated_id = this.pipelines_manager.connect( this.pipeline_id + '::effect-' + effect_infos.id + '-key-updated', (_, key, value) => effect[key] = value ); effect._effect_key_added_id = this.pipelines_manager.connect( this.pipeline_id + '::effect-' + effect_infos.id + '-key-added', (_, key, value) => effect[key] = value ); } /// Remove every effect from the actor it is attached to. Please note that they are not /// destroyed, but rather stored (thanks to the `EffectManager` class) to be reused later. remove_all_effects() { this.effects.forEach(effect => { this.effects_manager.remove(effect); [ effect._effect_key_removed_id, effect._effect_key_updated_id, effect._effect_key_added_id ].forEach( id => { if (id) this.pipelines_manager.disconnect(id); } ); delete effect._effect_key_removed_id; delete effect._effect_key_updated_id; delete effect._effect_key_added_id; }); this.effects = []; } /// Change the pipeline id, and update the effects according to this change. /// Note: exposed to public API. change_pipeline_to(pipeline_id) { this.set_pipeline_id(pipeline_id); this.attach_pipeline_to_actor(this.actor); } /// Resets the `Pipeline` object to a sane state, removing every effect and signal. /// Note: exposed to public API. destroy() { this.remove_all_effects(); this.remove_connections(); this.actor = null; this.pipeline_id = null; } _warn(str) { console.warn(`[Blur my Shell > pipeline] ${str}`); } };