[gnome] Update extensions
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@ -0,0 +1,223 @@
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import St from 'gi://St';
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import * as Main from 'resource:///org/gnome/shell/ui/main.js';
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import * as Background from 'resource:///org/gnome/shell/ui/background.js';
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/// A `Pipeline` object is a handy way to manage the effects attached to an actor. It only manages
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/// one actor at a time (so blurring multiple widgets will need multiple `Pipeline`), and is
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/// linked to a `pipeline_id` that has been (hopefully) defined in the settings.
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///
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/// It communicates with the settings through the `PipelinesManager` object, and receives different
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/// signals (with `pipeline_id` being an unique string):
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/// - `'pipeline_id'::pipeline-updated`, handing a new pipeline descriptor object, when the pipeline
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/// has been changed enough that it needs to rebuild the effects configuration
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/// - `'pipeline_id'::pipeline-destroyed`, when the pipeline has been destroyed; thus making the
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/// `Pipeline` change its id to `pipeline_default`
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///
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/// And each effect, with an unique `id`, is connected to the `PipelinesManager` for the signals:
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/// - `'pipeline_id'::effect-'id'-key-removed`, handing the key that was removed
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/// - `'pipeline_id'::effect-'id'-key-updated`, handing the key that was changed and its new value
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/// - `'pipeline_id'::effect-'id'-key-added`, handing the key that was added and its value
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export const Pipeline = class Pipeline {
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constructor(effects_manager, pipelines_manager, pipeline_id, actor = null) {
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this.effects_manager = effects_manager;
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this.pipelines_manager = pipelines_manager;
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this.effects = [];
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this.set_pipeline_id(pipeline_id);
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this.attach_pipeline_to_actor(actor);
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}
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/// Create a background linked to the monitor with index `monitor_index`, with a
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/// `BackgroundManager` that is appended to the list `background_managers`. The background actor
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/// will be given the name `widget_name` and inserted into the given `background_group`.
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/// If `use_absolute_position` is false, then the position used is at (0,0); useful when the
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/// positioning is relative.
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/// Note: exposed to public API.
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create_background_with_effects(
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monitor_index,
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background_managers,
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background_group,
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widget_name,
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use_absolute_position = true
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) {
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let monitor = Main.layoutManager.monitors[monitor_index];
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// create the new actor
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this.actor = new St.Widget({
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name: widget_name,
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x: use_absolute_position ? monitor.x : 0,
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y: .5 + (use_absolute_position ? monitor.y : 0), // add 1 to correct z-position
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z_position: 1, // seems to fix the multi-monitor glitch
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width: monitor.width,
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height: monitor.height
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});
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// remove the effects, wether or not we attach the pipeline to the actor: if they are fired
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// while the actor has changed, this could go bad
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this.remove_all_effects();
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if (this.pipeline_id)
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this.attach_pipeline_to_actor(this.actor);
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let bg_manager = new Background.BackgroundManager({
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container: this.actor,
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monitorIndex: monitor_index,
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controlPosition: false,
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});
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bg_manager._bms_pipeline = this;
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background_managers.push(bg_manager);
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background_group.insert_child_at_index(this.actor, 0);
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return this.actor;
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};
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/// Set the pipeline id, correctly connecting the `Pipeline` object to listen the pipelines
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/// manager for pipeline-wide changes. This does not update the effects in consequence, call
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/// `change_pipeline_to` instead if you want to reconstruct the effects too.
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set_pipeline_id(pipeline_id) {
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// disconnect ancient signals
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this.remove_connections();
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// change the id
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this.pipeline_id = pipeline_id;
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// connect to settings changes
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this._pipeline_changed_id = this.pipelines_manager.connect(
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this.pipeline_id + '::pipeline-updated',
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(_, new_pipeline) => this.update_effects_from_pipeline(new_pipeline)
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);
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this._pipeline_destroyed_id = this.pipelines_manager.connect(
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this.pipeline_id + '::pipeline-destroyed',
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_ => this.change_pipeline_to("pipeline_default")
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);
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}
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/// Disconnect the signals for the pipeline changes. Please note that the signals related to the
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/// effects are stored with them and removed with `remove_all_effects`.
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remove_connections() {
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if (this._pipeline_changed_id)
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this.pipelines_manager.disconnect(this._pipeline_changed_id);
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if (this._pipeline_destroyed_id)
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this.pipelines_manager.disconnect(this._pipeline_destroyed_id);
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this._pipeline_changed_id = null;
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this._pipeline_destroyed_id = null;
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}
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/// Attach a Pipeline object with `pipeline_id` already set to an actor.
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attach_pipeline_to_actor(actor) {
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// set the actor
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if (actor)
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this.actor = actor;
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else {
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this.remove_pipeline_from_actor();
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return;
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}
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// attach the pipeline
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let pipeline = this.pipelines_manager.pipelines[this.pipeline_id];
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if (!pipeline) {
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this._warn(`could not attach pipeline to actor, pipeline "${this.pipeline_id}" not found`);
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// do not recurse...
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if ("pipeline_default" in this.pipelines_manager.pipelines) {
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this.set_pipeline_id("pipeline_default");
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pipeline = this.pipelines_manager.pipelines["pipeline_default"];
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} else
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return;
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}
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this.actor_destroy_id = this.actor.connect(
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"destroy", () => this.remove_pipeline_from_actor()
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);
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// update the effects
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this.update_effects_from_pipeline(pipeline);
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}
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remove_pipeline_from_actor() {
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this.remove_all_effects();
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if (this.actor && this.actor_destroy_id)
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this.actor.disconnect(this.actor_destroy_id);
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this.actor_destroy_id = null;
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this.actor = null;
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}
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/// Update the effects from the given pipeline object, the hard way.
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update_effects_from_pipeline(pipeline) {
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// remove all effects
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this.remove_all_effects();
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// build the new effects to be added
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pipeline.effects.forEach(effect => {
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if ('new_' + effect.type + '_effect' in this.effects_manager)
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this.build_effect(effect);
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else
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this._warn(`could not add effect to actor, effect "${effect.type}" not found`);
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});
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this.effects.reverse();
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// add the effects to the actor
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if (this.actor)
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this.effects.forEach(effect => this.actor.add_effect(effect));
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else
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this._warn(`could not add effect to actor, actor does not exist anymore`);
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}
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/// Given an `effect_infos` object containing the effect type, id and params, build an effect
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/// and append it to the effects list
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build_effect(effect_infos) {
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let effect = this.effects_manager['new_' + effect_infos.type + '_effect'](effect_infos.params);
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this.effects.push(effect);
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// connect to settings changes
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effect._effect_key_removed_id = this.pipelines_manager.connect(
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this.pipeline_id + '::effect-' + effect_infos.id + '-key-removed',
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(_, key) => effect[key] = effect.constructor.default_params[key]
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);
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effect._effect_key_updated_id = this.pipelines_manager.connect(
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this.pipeline_id + '::effect-' + effect_infos.id + '-key-updated',
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(_, key, value) => effect[key] = value
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);
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effect._effect_key_added_id = this.pipelines_manager.connect(
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this.pipeline_id + '::effect-' + effect_infos.id + '-key-added',
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(_, key, value) => effect[key] = value
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);
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}
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/// Remove every effect from the actor it is attached to. Please note that they are not
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/// destroyed, but rather stored (thanks to the `EffectManager` class) to be reused later.
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remove_all_effects() {
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this.effects.forEach(effect => {
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this.effects_manager.remove(effect);
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[
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effect._effect_key_removed_id,
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effect._effect_key_updated_id,
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effect._effect_key_added_id
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].forEach(
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id => { if (id) this.pipelines_manager.disconnect(id); }
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);
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delete effect._effect_key_removed_id;
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delete effect._effect_key_updated_id;
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delete effect._effect_key_added_id;
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});
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this.effects = [];
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}
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/// Change the pipeline id, and update the effects according to this change.
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/// Note: exposed to public API.
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change_pipeline_to(pipeline_id) {
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this.set_pipeline_id(pipeline_id);
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this.attach_pipeline_to_actor(this.actor);
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}
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/// Resets the `Pipeline` object to a sane state, removing every effect and signal.
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/// Note: exposed to public API.
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destroy() {
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this.remove_all_effects();
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this.remove_connections();
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this.remove_pipeline_from_actor();
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this.pipeline_id = null;
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}
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_warn(str) {
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console.warn(`[Blur my Shell > pipeline] ${str}`);
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}
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};
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