updated theme

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# Takemi
A Persona 5 flavoured Quickshell desktop for Hyprland. Cold teal and near-black
pulled from `~/.wallpapers/takemi_2.jpg`, with crimson as the accent voice.
Everything leans, corners are chopped rather than rounded, and headings carry
the wallpaper's RGB split.
A Persona 5 flavoured Quickshell desktop for Hyprland. Crimson, black and white,
with no gradients anywhere. Everything leans by the same 14°, corners are
chopped rather than rounded, and every surface is one continuous slab divided by
hairlines rather than a cluster of floating cards.
Replaces Waybar, dunst and hyprlock.
@@ -18,37 +18,38 @@ Hyprland starts it from `~/.config/hypr/modules/autostart.conf`.
## Layout
The shell is spread across three surfaces rather than crammed into one bar,
because on a 1080p panel horizontal space is cheap and vertical space is not: a
48px rail costs 2.5% of the width, where the same 48px along the bottom would
have cost 4.4% of the height on top of what the top bar already takes.
Two surfaces. Status moves off the bar and onto a vertical rail, because on a
1080p panel horizontal space is cheap and vertical space is not: a 48px rail
costs 2.5% of the width, where another 48px strip along the bottom would have
cost 4.4% of the height on top of what the bar already takes.
```
┌────────────────────────────────────────────┐
│ ◆ TAKEMI [1][2][3] window title 00:09 │ bar — 48px exclusive
│ ◆ │ 1 2 3 │ window title ♪ TRACK │ 42% │ 00:09 │ bar — 48px exclusive
├────────────────────────────────────────────┤
│ ▐█▌│ rail — 48px exclusive
│ ▐█▌│ rail — 48px exclusive
│ windows ▐ ▌│
▌│
♪ TRACK ╲ ▁▃▅ 42% dock — no exclusive zone
▌│
▐ ▌│
└────────────────────────────────────────────┘
```
- **bar** — identity, workspaces, focused window, clock.
- **rail** — network, bluetooth, audio, mic, backlight, battery, tray,
- **bar** — one slab: identity and workspaces on the left; the focused window,
the player, the CPU/MEM/GPU readout and the clock on the right.
- **rail** — one slab: network, bluetooth, audio, mic, backlight, battery, tray,
notifications, power. Popouts open leftward, into the screen.
- **dock** — now playing and the CPU/MEM/GPU readout. Reserves nothing: windows
tile the full height underneath, and the input mask is clipped to the cluster
so clicks elsewhere in the corner fall through. Idles near-invisible and wakes
on hover or on playback; the crimson corner wedge is the always-on handle that
marks where it lives.
Each surface is a single continuous `P5Panel` with modules divided by sheared
hairlines. `BarPill` is chromeless by default — a module is *content inside* a
surface, not a surface of its own — and marks hover with a crimson underline.
Pass `standalone: true` for the rare thing that really is its own panel.
```
shell.qml entrypoint — bar, rail, dock, power menu, toasts, OSD per screen
config/ palette, type scale, geometry, motion curves, shape variance
shell.qml entrypoint — bar, rail, power menu, toasts, OSD per screen
config/ palette, type scale, geometry, motion curves
components/ the P5 primitives: panels, gauges, sliders, split-ink text
services/ data sources, all singletons
bar/ the three surfaces and their modules
bar/ the two surfaces and their modules
popouts/ hover panels hanging off rail and bar modules
overlays/ power menu, notification toasts, volume/brightness OSD
lock/ session lock
@@ -75,8 +76,8 @@ contentPad * 2`), which keeps the shape maths out of binding loops.
| Tray | rail | activate | app menu | secondary | | |
| Bell | rail | history + mark read | do not disturb | | | history |
| Power | rail | power menu | | | | |
| Media | dock | play/pause | next | raise player | next/prev | full player |
| CPU/MEM/GPU | dock | btop | | | | resource dashboard |
| Media | bar | play/pause | next | raise player | next/prev | full player |
| CPU/MEM/GPU | bar | btop | | | | resource dashboard |
Popouts open on a short dwell and stay while the pointer is over the trigger or
the panel. Clicking pins one open.
@@ -142,15 +143,83 @@ The display face is Archivo Black, set italic almost everywhere. Change
## Palette discipline
Two hues, deliberately: teal carries every resting state, crimson means alarm
and nothing else. The old blue, green and amber remain in `Theme.qml` only as
aliases onto those two families so existing call sites keep working — don't
introduce new uses. `Theme.heat()` is a continuous teal→crimson ramp rather than
a hue cycle, so a number that has gone red means the same thing as a battery
that has gone red. Tray icons are force-flattened to a single colour for the
same reason: app brand colours wreck the palette faster than anything else.
Crimson, black, white. That is the whole palette.
Geometry variance lives in the same file. `Theme.leanFor(i)`, `chopFor(i)` and
`cornersFor(i)` hand each module a different lean and chamfer by index, so
modules stop being congruent parallelograms in an even rhythm — pass a module's
index rather than accepting the defaults.
**Changing the accent.** The colour is written in exactly three places, one per
program:
| File | Line | Covers |
|---|---|---|
| `quickshell/config/Theme.qml` | `readonly property color accent: "#ff2d40"` | the shell |
| `hypr/modules/takemi.conf` | `$accent = rgb(ff2d40)` | window borders, groups |
| `alacritty/takemi.toml` | `red`, cursor, selection | the terminal |
Everything else derives. `accentDim` and `accentSoft` come off `accent` via
`Qt.darker`/`Qt.lighter`, `glow` (the hover highlight) *is* `accent`, and every
Hyprland border, group indicator and focus state references `$accent`. Change
those lines and the whole setup recolours — swap in Persona 4's yellow or
Persona 3's blue and nothing else needs touching.
## The rest of the desktop
- **Alacritty** — `alacritty/takemi.toml`, selected by the `import` in
`alacritty.toml`. The Catppuccin files are left in place, just unreferenced.
Near-black ground, white text, crimson cursor and selection. The sixteen ANSI
slots keep their hues because syntax highlighters need to tell them apart, but
every one is desaturated so nothing competes with the accent.
- **Neovim** — `nvim/lua/takemi.lua`, loaded through `nvim/colors/takemi.lua`
so `:colorscheme takemi` and `require("takemi").lualine()` both work. Same
palette, same rule: crimson is spent only on keywords, types and errors,
functions are plain white-bold, and `terminal_color_0..15` mirror
`takemi.toml` slot for slot so `:terminal` matches the shell around it.
- **Fish** — `fish/conf.d/takemi_theme.fish`, with a preview copy in
`fish/themes/Takemi.theme` for `fish_config`. Replaced the Catppuccin
`fish_frozen_theme.fish` that fish 4.3 generated on upgrade. The prompt arrow
is white and turns crimson on a non-zero exit — the shell's one "wrong"
signal, and so the one place that earns the accent.
- **Fuzzel** — `fuzzel/takemi.ini`, selected by the `include` in `fuzzel.ini`.
Square corners rather than the stock radius, and a fully opaque ground.
- **No glass anywhere.** Alacritty is `opacity = 1.0, blur = false`, and
Hyprland's `decoration:blur` is disabled with both opacities at `1.0`. Blur is
the signature of the frosted-glass look, which is the opposite of flat ink on
flat ground — and with nothing translucent left it was costing three render
passes for no visible result.
White is the resting voice — text, icons, idle indicators. Crimson is the only
accent and always means one thing: active, or wrong. Black is structure, used as
a hard keyline rather than as a soft shadow. **There are no gradients in this
shell**; every fill is flat. `Theme.sheen` still exists as a no-op property
because a teal-to-transparent wash on every panel was the single biggest source
of the murky blue cast the design used to have.
`primary`, `glow`, `blue`, `ok` and `warn` survive in `Theme.qml` only as
aliases onto white, crimson and grey, so the existing call sites keep working —
don't introduce new uses. `warn` used to alias `accentSoft`, which put a
washed-out pink-red wherever something was merely notable; there is no
half-crimson in this palette, so it aliases the real `accent` now and anything
merely informational (brightness, most readouts) is white instead. `Theme.heat()` is a continuous white→crimson ramp, so
a CPU figure that has gone red means the same thing as a battery that has gone
red. Tray icons are force-flattened to a single colour for the same reason: app
brand colours wreck the palette faster than anything else in the shell.
The wallpaper is teal. The UI used to be teal too, and the two fought each other
into a blue-grey mush. Going monochrome-plus-red is what lets the wallpaper be
the colour in the composition.
## Geometry discipline
**One angle, one chamfer, everywhere.** `Theme.skew` is `tan(14°)` and every
edge in the shell leans by exactly that, in the same direction; every corner is
chopped by exactly `Theme.cut`. A vertical panel (the rail) leans its horizontal
edges by a fraction of its *width*, which works out to the same 14°.
This is deliberate and was learned the hard way. An earlier pass gave every
module a different lean, chamfer and height from per-index variance tables, on
the theory that Persona geometry is "chaotic". It isn't — Persona UI is
meticulously clean, and the chaos lives in composition and motion, not in each
element being a different shape. Randomised geometry just reads as noise. If you
find yourself adding a variance table, don't.
Each surface is **one continuous slab**, with modules divided by sheared
hairline rules rather than by gaps. A row of separate floating cards reads as
clutter; that is what the dividers exist to avoid.