theme: YoRHa dark — NieR:Automata interface on the space-1 wallpaper

Replaces the Persona x Mocha rice. NieR's menu language is kept whole —
plain rectangles, hairline rules, letter-spaced upright capitals, a square
marker on the current row, corner ticks round panels, and selection shown
by inverting the row — but the colours come from ~/.wallpapers/space-1.jpg
rather than from the game's beige: the grey-green void as the ground, the
suit's sage grey as text, the planet's white as the one accent, and the
hull's red indicator lights as the alarm.

The Persona geometry is switched off rather than ripped out: Theme.skew
and Theme.cut are 0, so P5Panel, Skew and Geom collapse to rectangles.
Overshoot easing, italics and black weights are gone shell-wide.

New, borrowed from caelestia's screen border: bar/Frame.qml draws the bar,
the rail and a thin left/bottom band as one hull on the bottom layer, with
the desktop as a rounded opening cut out of it. Frame also owns all four
exclusive zones, so the bar and rail are placed from the screen edge.

Hyprland moves to 1px borders lit from the planet white into grey, a soft
wide shadow and gaps measured from the opening. Alacritty, fish and dunst
get matching YoRHa palettes. Neovim, GTK/Qt and btop are still Mocha.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# Takemi — Persona × Mocha
# Takemi — YoRHa dark
A Persona 5 flavoured Quickshell desktop for Hyprland, painted in Catppuccin
Mocha. Blue for anything live, mauve for anything wrong, the Mocha greys for
everything else, and 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.
A NieR:Automata flavoured Quickshell desktop for Hyprland, kept dark and lit
like its wallpaper: a lone figure at a porthole, the void outside, one planet's
light. The planet white for anything live, the hull red for anything wrong,
grey-green for everything else. Hairlines, square markers, corner ticks,
letter-spaced capitals, and selection shown by inverting the row. The bar, the
rail and a thin border are one hull around the desktop, and the desktop is the
porthole cut out of it.
Replaces Waybar, dunst and hyprlock.
@@ -25,29 +27,30 @@ 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.
```
┌────────────────────────────────────────────┐
│ ◆ │ 1 2 3 │ window title ♪ TRACK │ 42% │ 00:09 │ bar — 48px exclusive
├────────────────────────────────────────────┤
│ ▐█▌│ rail — 48px exclusive
│ windows ▐ ▌│
│ ▐ ▌│
│ ▐ ▌│
└────────────────────────────────────────────┘
████████████████████████████████████████████████
█ ◉ │ 1 2 3 │ window title ♪ TRACK │ CPU │ 20:04 █ bar — 40px, part of the hull
█╭──────────────────────────────────────────╮ ▐▌█
█│ │ ▐▌█ rail — 48px, part of the hull
█│ windows │ ▐▌█
█│ │ ▐▌█
█╰──────────────────────────────────────────╯ █ frame — 8px left and bottom
████████████████████████████████████████████████
```
- **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,
- **hull** — `bar/Frame.qml`: one surface round the whole screen, with the
desktop as a rounded opening. The bar and the rail sit on it.
- **bar** — identity and workspaces on the left; the focused window, the
player, the CPU/MEM/GPU readout and the clock on the right.
- **rail** — network, bluetooth, audio, mic, backlight, battery, tray,
notifications, power. Popouts open leftward, into the screen.
Each permanent surface is a single continuous `ChromeSurface` 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 an
accent underline. Pass `standalone: true` for the rare thing that really is its
own panel.
Modules are divided by hairlines. `BarPill` is chromeless by default — a module
is *content inside* the hull, not a surface of its own — and marks hover with
an accent underline. Pass `standalone: true` for the rare thing that really is
its own panel.
The shell uses three deliberate surface tiers. **Chrome** (`ChromeSurface`) is
the calm, texture-free bar, rail, and tooltip layer. **Transient**
The shell uses three deliberate surface tiers. **Chrome** (the hull and
`ChromeSurface`) is the calm, texture-free bar, rail, and tooltip layer. **Transient**
(`PopoutSurface`) is reserved for expressive menus and detail panels, with one
clear composition and stronger separation from the desktop. **Cinematic**
(`P5Backdrop`) belongs only to scene-scale experiences such as power and lock;
@@ -56,7 +59,7 @@ it is never used as decoration inside ordinary chrome or popouts.
```
shell.qml entrypoint — bar, rail, power menu, toasts, OSD per screen
config/ palette, type scale, geometry, motion curves
components/ the P5 primitives: panels, sliders, list rows, print-shadowed text
components/ the primitives: panels, sliders, list rows, display text
services/ data sources, all singletons
bar/ the two surfaces and their modules
popouts/ hover panels hanging off rail and bar modules
@@ -204,39 +207,45 @@ means restarting Hyprland from a TTY.
`power-profiles-daemon` is not installed (TLP is), so the power-profile
switching in `services/Battery.qml` stays dormant. Nothing else depends on it.
The display face is Archivo Black, set italic almost everywhere. Change
`Theme.fontDisplay` and everything follows.
The display face is Noto Sans, upright and widely tracked — the nearest free
face to NieR's FOT-Rodin that is already installed. Change `Theme.fontDisplay`
and everything follows.
## Palette discipline
Catppuccin Mocha, spent on two hues. **Hue is meaning**; nothing gets a colour
for decoration.
YoRHa dark: NieR:Automata's interface language, painted from the wallpaper
(`~/.wallpapers/space-1.jpg`) rather than from the game's beige. Two hues, and
**hue is meaning**; nothing gets a colour for decoration.
- **Blue (`accent`, Mocha blue)** means live: the focused workspace, the
selected row, the hovered control, a channel that is on, an unread badge.
- **Mauve (`alarm`, Mocha mauve)** means wrong or destructive: critical battery,
an urgent workspace, a critical notification, reboot and shut down.
- **Grey** is everything else, and that includes *off*. A muted speaker, a
muted mic and Do Not Disturb drop to `muted` grey with their off glyph. They
used to be painted in the accent, which made a silenced channel look the most
alive thing on the rail.
- **Crust (`ink`)** is structure: the hard keyline, the offset under display
type and panels, the text on an accent slab.
- **Light (`accent`, `#eef1ea`)** means live: the focused workspace, the
selected row, the hovered control, a channel that is on, an unread badge. It
is the planet's white, barely a colour at all — NieR marks attention with
brightness and inversion, not with hue.
- **Red (`alarm`, `#c8684f`)** means wrong or destructive: critical battery, an
urgent workspace, a critical notification, reboot and shut down. It is the
hull's indicator lights, the only warm thing in the wallpaper.
- **Grey-green** is everything else, and that includes *off*. A muted speaker,
a muted mic and Do Not Disturb drop to `muted` grey with their off glyph.
- **Ink** is the text on an inverted slab and the faint drop under display
type.
**Selection is an inverted slab.** Focus and selection fill with the accent and
print their text in crust (about 9:1). Hover stays on the surface tone with an
accent mark. Destructive-active is the same slab in mauve. The `treatment*`
tokens in `Theme.qml` encode all of this; use them rather than picking colours
per widget.
**Selection is the NieR cursor.** Focus and selection invert the row: a slab of
the light with ink punched out of it. Hover lifts the surface one step and
brings the marker up to full light, but never inverts. Destructive-active is
the same slab in red. The `treatment*` tokens in `Theme.qml` encode all of
this; use them rather than picking colours per widget.
**Print, not blur.** Display text (`SplitText`) carries one hard crust offset.
The blue and mauve ghosts appear only while `glitch()` runs. Drawn permanently
1.6px off the body, they read as a focus problem on Mocha's pastels rather than
as misregistered print. The lock screen and the power menu are the exceptions;
they are the cinematic surfaces and keep their split.
**Markers, not slashes.** The current row, a button under the pointer and the
end of a header rule carry a small square (`Theme.marker`). Popouts are framed
by corner ticks (`Theme.tick`) in their tone colour; the border itself is
structure and stays neutral.
**Flicker, not print.** Display text (`SplitText`) is upright, tracked by
`Theme.tracking`, on a one-pixel soft drop. The two ghosts either side of it
appear only while `glitch()` runs — NieR's brief data-corruption flicker.
**Texture is tiered.** Chrome (bar, rail, tooltips) and transient panels
(popouts, OSD, toasts) are flat. Stripes and halftone live only in
(popouts, OSD, toasts) are flat. The hairline grid and the dot wash live only in
`P5Backdrop`, behind the lock screen and the power menu.
**Type has a floor.** Nothing renders below `Theme.fsMicro` (10px).
@@ -245,60 +254,60 @@ they are the cinematic surfaces and keep their split.
| File | Covers |
|---|---|
| `quickshell/config/Theme.qml` | the shell: `accent`, `alarm` and the neutral ramp |
| `hypr/lua/palette.lua` | window borders, groups, shadows |
| `alacritty/catppuccin-mocha.toml` | the terminal (stock Mocha, cursor in the accent) |
| `quickshell/config/Theme.qml` | the shell: `accent`, `alarm`, the neutral ramp, the hull |
| `hypr/lua/palette.lua` | window borders, groups |
| `alacritty/yorha.toml` | the terminal |
| `fish/conf.d/yorha_theme.fish` | the prompt and pager |
Everything else derives. `accentDim` and `accentSoft` come off `accent`, `glow`
*is* `accent`, and `primary` is plain `text`. `Theme.heat()` is a continuous
text → blue → mauve ramp, so a CPU figure that has gone mauve means the same
thing as a battery that has gone mauve. Tray icons are flattened to one colour
(subtext, the accent on hover) for the same reason: app brand colours wreck the
palette faster than anything else in the shell. nm-applet and blueman are
hidden from the tray, since the rail already shows network and bluetooth, but
keep running as the secret and pairing agents.
Everything else derives. `glow` *is* `accent`, and `primary` is plain `text`.
`Theme.heat()` is a continuous text → light → red ramp, so a CPU figure that
has gone red means the same thing as a battery that has gone red. Tray icons
are flattened to one colour (subtext, the accent on hover) for the same reason:
app brand colours wreck the palette faster than anything else in the shell.
nm-applet and blueman are hidden from the tray, since the rail already shows
network and bluetooth, but keep running as the secret and pairing agents.
## The rest of the desktop
- **Hyprland** — `hypr/lua/look.lua`. No rounding, no blur, both opacities at
`1.0`. The active border runs blue into lavender and the inactive border is
`surfaceAlt`. The window shadow is a sharp 4px crust offset, the same printed
drop the shell's panels carry, not a soft glow.
- **Alacritty** — `alacritty/catppuccin-mocha.toml`, selected by the `import`
in `alacritty.toml`. Stock Mocha except for the cursor, which is the accent.
`takemi.toml` is left in place, unreferenced.
- **Neovim** — the `catppuccin` plugin, flavour mocha, configured in
`nvim/lua/plugins/ui.lua`. Blue is the accent there too. `colors/takemi.lua`
is left in place, unused.
- **Fish** — `fish/conf.d/takemi_theme.fish` is Catppuccin Mocha's fish theme
with the Takemi selection rows: a solid accent block with crust punched out.
`1.0`, 1px borders. The active border runs from the light into the suit's
grey; the inactive border is `overlay`. The shadow is soft and wide, so
windows float in the opening rather than being printed onto it. `gaps_out`
is measured from the hull's opening, since the hull reserves its own zones.
- **Alacritty** — `alacritty/yorha.toml`, selected by the `import` in
`alacritty.toml`. Muted earth hues on the void; selection inverts.
The Catppuccin and `takemi.toml` files are left in place, unreferenced.
- **Neovim** — still the `catppuccin` plugin, flavour mocha, configured in
`nvim/lua/plugins/ui.lua`. Not yet moved to the YoRHa palette.
- **GTK and Qt** — still `catppuccin-mocha-blue`. Not yet moved either.
- **Fish** — `fish/conf.d/yorha_theme.fish`.
- **The launcher** — no external theming to keep in step, because it is part of
this shell (`launcher/`). Fuzzel is gone; `takemi-dmenu` stands in for
`fuzzel --dmenu` where a script needs a picker.
- **No glass anywhere.** Alacritty is `opacity = 1.0, blur = false`, and
Hyprland's `decoration:blur` is disabled. 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.
Hyprland's `decoration:blur` is disabled.
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 once the biggest source of murk in the design.
There are **no gradients in the chrome**; every fill is flat. `Theme.sheen`
still exists as a no-op property so old call sites need not be chased down.
## 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°.
**The hull.** Borrowed from caelestia's screen border: the bar, the rail and a
thin band down the left and along the bottom (`Theme.frame`) are one surface,
drawn by `bar/Frame.qml` on the bottom layer, and the desktop is a rounded
opening cut out of it (`Theme.frameRadius`). Read against the wallpaper, you are
inside the ship and the windows sit in the porthole. The bar and the rail draw
no surface of their own and ignore exclusive zones; Frame reserves all four
zones itself, so every piece is placed from the screen edge.
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.
**Rectangles, everywhere else.** NieR panels are plain boxes. `Theme.skew` and
`Theme.cut` are both `0`, so `P5Panel`, `Skew` and `Geom` all collapse to
rectangles; the knobs are kept so a shape can be brought back on purpose. The
porthole's curve is the only one on screen, which is what lets it read.
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.
**Motion glides.** No overshoot anywhere: things ease in on `OutCubic` or
`OutExpo` and settle. NieR's interface is calm and mechanical.
Each surface is **one continuous slab**, with modules divided by hairline rules
rather than by gaps. A row of separate floating cards reads as clutter; that is
what the dividers exist to avoid.