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>
This commit is contained in:
nvrlandClaude Opus 5.5 committed 2026-10-04 20:10:53 +02:00
1 parent 5be22d86a9
commit 18091a7109
56 files changed
+796 -605

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+2 -3
View File
@@ -51,13 +51,12 @@ Item {
elide: Text.ElideRight
font.pixelSize: Theme.fsSmall
font.family: Theme.fontDisplay
font.italic: true
font.weight: Font.DemiBold
renderType: Text.NativeRendering
}
// Accent duplicate: visible only during the landing transition. The
// small opposing offset gives the title Persona's rough print snap
// small opposing offset gives the title NieR's brief corruption flicker
// without leaving permanent motion in the bar.
Text {
id: ghost
@@ -144,7 +143,7 @@ Item {
NumberAnimation {
target: label; property: "x"
from: -10; to: 0
duration: Theme.durBase; easing.type: Easing.OutBack
duration: Theme.durBase; easing.type: Easing.OutCubic
}
NumberAnimation {
target: label; property: "opacity"
+13 -33
View File
@@ -27,29 +27,16 @@ PanelWindow {
right: true
}
margins {
top: Theme.barMargin
left: Theme.barMargin
right: Theme.barMargin
}
// Flush with the screen edge and drawn on nothing: the hull behind it is
// painted by Frame, which is what joins the bar, the rail and the border
// into one surface. Exclusive zones are Frame's job too, so every piece
// of the hull is placed from the screen edge rather than from whichever
// piece the compositor happened to arrange first.
exclusionMode: ExclusionMode.Ignore
implicitHeight: Theme.barHeight
exclusiveZone: Theme.barHeight + Theme.barMargin
color: "transparent"
// Calm permanent chrome: one opaque slab with no texture or offset copy.
ChromeSurface {
id: slab
anchors.fill: parent
lean: Theme.skew
chop: Theme.cut
chopCorners: [1, 3]
padding: 0
active: true
slashWidth: 5
}
readonly property real edgeInset: Theme.barHeight * Theme.skew + Theme.padM
readonly property real edgeInset: Theme.padM
// ------------------------------------------------------------------ left
Row {
@@ -108,25 +95,18 @@ PanelWindow {
}
}
// A hairline rule between modules, sheared to the house angle. This is what
// divides the bar now — gaps between cards are what made it look scattered.
// A hairline rule between modules. This is what divides the bar — gaps
// between cards are what made it look scattered.
component Divider: Item {
anchors.verticalCenter: parent.verticalCenter
implicitWidth: Theme.padM * 2
implicitHeight: Theme.barHeight
// A leaning hairline needs a box wide enough to hold the lean: at 20px
// tall the top edge sits 20 * skew ≈ 5px right of the bottom one, so a
// 1px-wide Skew folded into a bowtie instead. Width is the lean plus the
// stroke the rule should actually read as.
readonly property real ruleWeight: 1.5
readonly property real ruleHeight: 20
Skew {
Rectangle {
anchors.centerIn: parent
width: parent.ruleHeight * Theme.skew + parent.ruleWeight
height: parent.ruleHeight
color: Theme.alpha(Theme.outline, 0.5)
width: 1
height: 16
color: Theme.alpha(Theme.outline, 0.6)
}
}
}
-1
View File
@@ -70,7 +70,6 @@ BarPill {
font.family: Theme.fontDisplay
font.pixelSize: Theme.fsTitle
font.weight: Theme.weightDisplay
font.italic: true
font.letterSpacing: 0.5
}
+121
View File
@@ -0,0 +1,121 @@
import QtQuick
import QtQuick.Shapes
import Quickshell
import Quickshell.Wayland
import "root:/config"
// The hull: one surface for the bar, the rail and the thin band down the left
// and along the bottom, with the desktop as a rounded opening cut out of it.
// The idea is caelestia's screen border; the reading is the wallpaper's — you
// are inside the ship, and the windows sit in the porthole.
//
// The hull lives on the bottom layer, under every window. Hyprland's gaps keep
// tiled windows inside the opening, so nothing ever has to be drawn over a
// window; a floating window dragged onto the frame simply covers it, and a
// fullscreen one hides it, which is what should happen in both cases.
//
// The bar and the rail draw no surface of their own and ignore exclusive
// zones, so every piece is placed from the screen edge. The four zones are
// reserved here instead, by windows that draw nothing — that way the usable
// area is exactly the opening, whichever surface the compositor arranges
// first.
Scope {
id: root
required property var modelData
PanelWindow {
id: hull
screen: root.modelData
WlrLayershell.layer: WlrLayer.Bottom
WlrLayershell.namespace: "takemi-frame"
WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
exclusionMode: ExclusionMode.Ignore
anchors {
top: true
bottom: true
left: true
right: true
}
color: "transparent"
mask: Region {}
// The opening, in window coordinates.
readonly property real x0: Theme.frame
readonly property real y0: Theme.barHeight
readonly property real x1: width - Theme.railWidth
readonly property real y1: height - Theme.frame
readonly property real r: Theme.frameRadius
readonly property string opening: {
const x0 = hull.x0, y0 = hull.y0, x1 = hull.x1, y1 = hull.y1, r = hull.r;
return `M ${x0 + r} ${y0} H ${x1 - r} A ${r} ${r} 0 0 1 ${x1} ${y0 + r}`
+ ` V ${y1 - r} A ${r} ${r} 0 0 1 ${x1 - r} ${y1}`
+ ` H ${x0 + r} A ${r} ${r} 0 0 1 ${x0} ${y1 - r}`
+ ` V ${y0 + r} A ${r} ${r} 0 0 1 ${x0 + r} ${y0} Z`;
}
Shape {
anchors.fill: parent
preferredRendererType: Shape.CurveRenderer
// The hull itself: the whole screen, minus the opening.
ShapePath {
fillColor: Theme.hull
fillRule: ShapePath.OddEvenFill
strokeColor: "transparent"
PathSvg {
path: `M 0 0 H ${hull.width} V ${hull.height} H 0 Z ` + hull.opening
}
}
// The rim — a hairline round the opening, the lit edge of the
// porthole in the wallpaper.
ShapePath {
fillColor: "transparent"
strokeColor: Theme.rim
strokeWidth: 1
PathSvg {
path: hull.opening
}
}
}
}
ExclusionZone {
anchors.top: true
exclusiveZone: Theme.barHeight
}
ExclusionZone {
anchors.right: true
exclusiveZone: Theme.railWidth
}
ExclusionZone {
anchors.bottom: true
exclusiveZone: Theme.frame
}
ExclusionZone {
anchors.left: true
exclusiveZone: Theme.frame
}
component ExclusionZone: PanelWindow {
screen: root.modelData
WlrLayershell.layer: WlrLayer.Bottom
WlrLayershell.namespace: "takemi-frame-zone"
WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
color: "transparent"
mask: Region {}
implicitWidth: 1
implicitHeight: 1
}
}
+1 -2
View File
@@ -109,7 +109,6 @@ BarPill {
font.pixelSize: Theme.fsSmall
font.family: Theme.fontDisplay
font.weight: Font.DemiBold
font.italic: true
renderType: Text.NativeRendering
}
@@ -217,7 +216,7 @@ BarPill {
id: titleGlitch
NumberAnimation {
target: artFrame; property: "rotation"
from: -8; to: 0; duration: Theme.durSlow; easing.type: Easing.OutBack
from: -8; to: 0; duration: Theme.durSlow; easing.type: Easing.OutCubic
}
}
+10 -35
View File
@@ -30,30 +30,14 @@ PanelWindow {
right: true
}
margins {
top: Theme.barHeight + Theme.barMargin * 2
bottom: Theme.barMargin
right: Theme.barMargin
}
// Hangs from the underside of the bar, flush with the screen edge. Like
// the bar it draws no surface of its own; see Frame.
margins.top: Theme.barHeight
exclusionMode: ExclusionMode.Ignore
implicitWidth: Theme.railWidth
exclusiveZone: Theme.railWidth + Theme.barMargin
color: "transparent"
// The same calm permanent-chrome preset used by the top bar.
ChromeSurface {
id: slab
anchors.fill: parent
vertical: true
lean: Theme.skew
chop: Theme.cut
chopCorners: [1, 3]
padding: 0
active: true
slashWidth: 5
}
readonly property real edgeInset: Theme.railWidth * Theme.skew + Theme.padM
readonly property real edgeInset: Theme.padM
// ------------------------------------------------------------------- top
Column {
@@ -183,25 +167,16 @@ PanelWindow {
}
}
// The rail's counterpart to the bar's divider: a horizontal hairline,
// sheared to the same angle the rail's own edges lean at.
// The rail's counterpart to the bar's divider: a horizontal hairline.
component Divider: Item {
implicitWidth: Theme.railWidth
implicitHeight: Theme.padM + 4
// Same correction as the bar's divider, on the other axis: a 22px rule
// rises 22 * skew ≈ 5px across its run, so the box has to be that tall
// plus the weight of the stroke. At height 1 the polygon inverted and
// the rule rendered as a stubby wedge sitting left of centre.
readonly property real ruleWeight: 1.5
readonly property real ruleWidth: 22
Skew {
Rectangle {
anchors.centerIn: parent
width: parent.ruleWidth
height: parent.ruleWidth * Theme.skew + parent.ruleWeight
vertical: true
color: Theme.alpha(Theme.outline, 0.5)
width: 16
height: 1
color: Theme.alpha(Theme.outline, 0.6)
}
}
+1 -1
View File
@@ -147,7 +147,7 @@ Item {
scale: root.hovered ? 1.08 : 1.0
Behavior on scale {
NumberAnimation { duration: Theme.durBase; easing.type: Easing.OutBack }
NumberAnimation { duration: Theme.durBase; easing.type: Easing.OutCubic }
}
onAlarmChanged: if (alarm) glyph.bump()
-1
View File
@@ -121,7 +121,6 @@ BarPill {
font.family: Theme.fontDisplay
font.pixelSize: Theme.fsBody
font.weight: Theme.weightDisplay
font.italic: true
font.letterSpacing: 0.5
renderType: Text.NativeRendering
+3 -21
View File
@@ -12,33 +12,15 @@ BarPill {
required property var screenRef
accent: Theme.accent
slash: true
padding: Theme.padS
lean: Theme.skew
implicitWidth: Theme.barHeight + contentPad
onClicked: Actions.toggleLauncher()
onRightClicked: Actions.reloadShell()
// The wordmark. Was the Death arcana skull (nf-md-skull, U+F068C) — a
// pictogram in a shell that otherwise says everything in heavy italic
// type. SplitText puts it in the display face with the ink print
// offset every other heading carries, so the house mark is built out of
// the same parts as the rest of the bar.
SplitText {
id: mark
Porthole {
anchors.centerIn: parent
text: "P5"
pixelSize: Theme.fsLarge
letterSpacing: 0
color: root.hovered ? Theme.accent : Theme.primary
}
// Kick the ghosts out and let them snap back. The skull could spin a full
// turn and still read as a skull; a wordmark upside down just reads as
// broken, so the click gets the glitch instead.
Connections {
target: root
function onClicked() { mark.glitch(); }
size: 18
lit: root.hovered
}
}
+1 -1
View File
@@ -79,7 +79,7 @@ Column {
scale: itemHover.hovered ? 1.18 : 1.0
Behavior on scale {
NumberAnimation { duration: Theme.durBase; easing.type: Easing.OutBack }
NumberAnimation { duration: Theme.durBase; easing.type: Easing.OutCubic }
}
HoverHandler {
+1 -2
View File
@@ -75,7 +75,7 @@ Item {
Behavior on width {
NumberAnimation {
duration: Theme.durSlow
easing.type: Easing.OutBack
easing.type: Easing.OutCubic
easing.overshoot: 1.6
}
}
@@ -122,7 +122,6 @@ Item {
font.family: Theme.fontDisplay
font.pixelSize: Theme.fsSmall
font.weight: Theme.weightDisplay
font.italic: true
renderType: Text.NativeRendering
Behavior on opacity {