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
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+32 -46
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@@ -1,54 +1,46 @@
import QtQuick
import QtQuick.Shapes
import "root:/config"
import "root:/components"
// The shared ground for the two full-screen surfaces: an accent wedge leaning
// at the house angle, a tiled stripe field that sweeps in from the left, and a
// halftone dot wash over the top.
// The shared ground for the two full-screen surfaces, in the NieR menu
// pattern: a hairline grid that sweeps in from the left, a darker column down
// the left-hand side for the menu or the clock to stand in, and a dot wash
// over the top.
//
// The lock screen and the power menu each used to draw their own version of
// this. They disagreed — the power menu had a wedge and a full stripe field,
// the lock had a 42px stripe band and no wedge, and the wedge leaned at 0.32
// where every panel in the shell leans at Theme.skew. Building both on one
// component is what makes them read as the same object seen twice rather than
// as two guesses at the same brief.
// The lock screen and the power menu both stand on this one component, which
// is what makes them read as the same object seen twice rather than as two
// guesses at the same brief.
Item {
id: root
// 0 = withdrawn, 1 = fully present. Drives the stripe slide, the stripe
// opacity and the wedge together, so a caller animates one number instead
// 0 = withdrawn, 1 = fully present. Drives the grid slide, the grid
// opacity and the column together, so a caller animates one number instead
// of keeping three in sync. The power menu runs it both ways on open and
// close; the lock runs it once on entry.
property real reveal: 1
property color tone: Theme.accent
// The column: a band of the void, edged by a hairline of the light.
// `wedge*` names are kept from the Persona layout so callers did not have
// to move; there is nothing wedge-shaped left.
property bool wedge: true
property real wedgeOpacity: 0.35
// Bottom-left corner of the wedge and its span, as fractions of width. The
// wedge leans right going up, like every other edge in the shell, so its
// top edge sits `leanOffset` further right than its bottom.
property real wedgeLeft: 0
property real wedgeSpan: 0.34
property bool stripes: true
// Tuned down from 0.10 for Mocha. Crust stripes on the blue-grey base read
// far heavier than they did on black, and buzzed against the text.
property real stripeOpacity: 0.07
property real stripeOpacity: 0.05
property bool halftone: true
property real halftoneOpacity: 0.05
property color halftoneColor: Theme.primary
// ONE angle, everywhere — the same rule the panels follow.
readonly property real leanOffset: root.height * Theme.skew
// Diagonal stripe field, sliding in from off-screen left.
// Hairline grid, sliding in from off-screen left.
Image {
anchors.fill: parent
visible: root.stripes && root.reveal > 0
source: Theme.texStripes
source: Theme.texGrid
fillMode: Image.Tile
opacity: root.stripeOpacity * root.reveal
smooth: false
@@ -63,39 +55,33 @@ Item {
}
}
// The wedge. Drawn after the stripes so it reads as a slab laid over them.
Shape {
anchors.fill: parent
// The column. Drawn after the grid so it reads as a panel laid over it.
Item {
x: root.wedgeLeft * root.width
width: root.wedgeSpan * root.width
height: root.height
visible: root.wedge && root.reveal > 0
opacity: root.reveal
preferredRendererType: Shape.CurveRenderer
ShapePath {
fillColor: Theme.alpha(Theme.accentDim, root.wedgeOpacity)
strokeColor: "transparent"
joinStyle: ShapePath.MiterJoin
Rectangle {
anchors.fill: parent
color: Theme.alpha(Theme.ink, root.wedgeOpacity)
}
PathPolyline {
path: {
const x = root.wedgeLeft * root.width;
const span = root.wedgeSpan * root.width;
const off = root.leanOffset;
return Geom.closed([
Qt.point(x + off, 0),
Qt.point(x + off + span, 0),
Qt.point(x + span, root.height),
Qt.point(x, root.height)
]);
}
}
// Its edge, drawn top-down as the column arrives.
Rectangle {
anchors.right: parent.right
width: 1
height: parent.height * root.reveal
color: Theme.alpha(root.tone, 0.35)
}
}
// Screen-printed dot wash over the whole thing.
// Dot wash over the whole thing.
Image {
anchors.fill: parent
visible: root.halftone
source: Theme.texHalftone
source: Theme.texDots
fillMode: Image.Tile
opacity: root.halftoneOpacity
smooth: false