some qs fixes
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@@ -4,9 +4,10 @@
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-- lua/, and each require() is its own scope: an error in one file does not stop
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-- the others from loading.
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--
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-- Order matters only in two places: palette must exist before anything paints
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-- with it, and monitors must exist before the lid handler binds to them. Both
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-- are handled by the requires below, top to bottom.
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-- Order matters only in three places: palette must exist before anything
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-- paints with it, monitors must exist before the lid handler binds to them,
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-- and game mode reads the look and the animations as configured. All three are
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-- handled by the requires below, top to bottom.
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-- what the desktop looks like
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require("lua/palette")
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@@ -27,6 +28,9 @@ require("lua/autostart")
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require("lua/rules/windows")
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require("lua/rules/layers")
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-- after look and animations: it reads their values to put back
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require("lua/gamemode")
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-- how it is driven
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require("lua/binds/apps")
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require("lua/binds/windows")
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@@ -4,8 +4,9 @@
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-- Volume and brightness repeat when held.
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local held = { locked = true, repeating = true }
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hl.bind("XF86AudioRaiseVolume", hl.dsp.exec_cmd("fluxo vol up 5"), held)
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hl.bind("XF86AudioLowerVolume", hl.dsp.exec_cmd("fluxo vol down 5"), held)
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-- wpctl rather than `fluxo vol`, which goes up to 150%; `-l 1` stops at 100%.
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hl.bind("XF86AudioRaiseVolume", hl.dsp.exec_cmd("wpctl set-volume -l 1 @DEFAULT_AUDIO_SINK@ 5%+"), held)
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hl.bind("XF86AudioLowerVolume", hl.dsp.exec_cmd("wpctl set-volume @DEFAULT_AUDIO_SINK@ 5%-"), held)
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hl.bind("XF86AudioMute", hl.dsp.exec_cmd("fluxo vol mute"), held)
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hl.bind("XF86AudioMicMute", hl.dsp.exec_cmd("fluxo mic mute"), held)
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hl.bind("XF86MonBrightnessUp", hl.dsp.exec_cmd("brightnessctl s +10%"), held)
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@@ -0,0 +1,124 @@
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-- Game mode: while a fullscreen game is on screen, neither the compositor nor
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-- the shell spends anything on the desktop it covers.
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--
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-- on <=> some monitor shows a game, fullscreen, on its active workspace
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--
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-- Like lua/lid.lua, the answer is re-derived from live state on every trigger
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-- and nothing is remembered, so a reload mid-game simply finds the game again.
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--
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-- A game is a window that says so through the content-type protocol
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-- (gamescope does), or one whose class gives it away: Proton names every Steam
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-- game steam_app_<id>. Add to GAME_CLASSES for anything else.
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--
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-- The shell is told through its IPC and pauses its own polling and animation
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-- (quickshell/services/GameMode.qml).
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-- Lua patterns, matched against the window class.
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local GAME_CLASSES = {
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"^steam_app_%d+$",
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"^gamescope$",
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}
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-- What game mode sets. What it puts back is read from the config as loaded, so
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-- lua/look.lua and lua/animations.lua stay the only place those are decided. A
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-- reload resets every option before the config runs, so this never reads game
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-- mode's own values back.
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local GAME = {
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-- Nothing under a fullscreen window is worth animating, and leaving the
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-- game should be instant.
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["animations.enabled"] = false,
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["decoration.shadow.enabled"] = false,
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-- Hand the game's frames straight to the display instead of compositing
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-- them every refresh. Only while playing: with it on all the time, some
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-- ordinary fullscreen apps flicker or show the wrong colours.
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["render.direct_scanout"] = 1,
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}
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local NORMAL = {}
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for option in pairs(GAME) do
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NORMAL[option] = hl.get_config(option)
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end
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-- ------------------------------------------------------------- reading state
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local function is_game(win)
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if win.content_type == "game" then
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return true
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end
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local class = win.class or ""
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for _, pattern in ipairs(GAME_CLASSES) do
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if class:match(pattern) then
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return true
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end
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end
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return false
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end
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-- `ignore` is a window being closed: during window.close it can still be
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-- listed, and counting it would keep game mode on after the game has gone.
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-- Fullscreen 2 is real fullscreen; a maximised game (1) still shows the hull.
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local function playing(ignore)
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for _, win in ipairs(hl.get_windows()) do
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if win ~= ignore
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and win.mapped
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and win.fullscreen >= 2
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and win.monitor
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and win.monitor.active_workspace == win.workspace
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and is_game(win)
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then
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return true
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end
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end
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return false
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end
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-- ---------------------------------------------------------------- reconciling
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-- A fresh config is the normal one, so only a game found at load needs
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-- applying. The shell heard the last "false" before the reload.
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local active = false
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local function tell_shell()
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hl.exec_cmd("qs ipc call shell gameMode " .. tostring(active))
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end
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local function reconcile(ignore)
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local want = playing(ignore)
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if want == active then
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return
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end
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active = want
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hl.config(active and GAME or NORMAL)
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tell_shell()
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end
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-- ------------------------------------------------------------------ triggers
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for _, event in ipairs({
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"window.open",
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"window.fullscreen",
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"window.move_to_workspace",
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-- Proton sets the class after the window opens.
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"window.class",
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"workspace.active",
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"monitor.removed",
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}) do
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hl.on(event, function()
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reconcile()
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end)
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end
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hl.on("window.close", function(win)
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reconcile(win)
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end)
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-- A shell started mid-game (Super+Shift+R, or a crash) begins with game mode
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-- off. Its bar mapping is the sign it is up and listening.
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hl.on("layer.opened", function(layer)
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if active and layer.namespace == "takemi-bar" then
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tell_shell()
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end
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end)
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reconcile()
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@@ -30,6 +30,11 @@ local GAMESCOPE = "^(gamescope)$"
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-- })
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hl.window_rule({ match = { class = "^$", title = "^$" }, no_blur = true })
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-- Hold idle off while any window is fullscreen. Players do not all ask for
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-- that themselves (Brave goes through D-Bus, which nothing here listens to),
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-- and the shell's dim and lock (quickshell/services/Idle.qml) respect inhibitors.
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hl.window_rule({ match = { class = ".*" }, idle_inhibit = "fullscreen" })
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-- ==========================================
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-- FLOATING & CENTERED DIALOGS
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-- ==========================================
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@@ -119,6 +119,20 @@ not disturb and stay awake, plus night light when `hyprsunset` is installed
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(it runs at 4200 K for as long as the switch is on). On is the light slab
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with ink type, the same as a selection everywhere else; off is a hairline.
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## Game mode
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While a fullscreen game is on screen, Hyprland switches off its animations and
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shadows and turns on direct scanout (`~/.config/hypr/lua/gamemode.lua`). It
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also tells the shell through `qs ipc call shell gameMode true`. The game covers
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the hull, but covered surfaces still render, so the shell stops what it does by
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itself: the fluxo stream, the backlight poll, the media tick and equaliser, and
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the rail and workspace pulses. Toasts wait in the log, except critical ones.
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Both sides come back when the game leaves fullscreen, closes or is switched
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away from.
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A game is a window with the `game` content type, or one whose class matches
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`GAME_CLASSES` in `gamemode.lua` (`steam_app_<id>` and `gamescope` so far).
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## Modules
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| Module | Where | Left click | Right click | Middle | Scroll | Hover |
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@@ -170,7 +170,7 @@ BarPill {
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Timer {
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interval: eq.tickMs
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running: Media.playing && eq.visible && (eq.Window.window?.visible ?? true)
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running: Media.playing && eq.visible && (eq.Window.window?.visible ?? true) && !GameMode.active
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repeat: true
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onTriggered: eq.phase++
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// Restart the cycle from its trough, so playback always begins
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@@ -130,7 +130,7 @@ PanelWindow {
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statusText: Math.round(Battery.percent) + "% · " + Battery.timeLabel
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suppressTooltip: battPopout.detailActive
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alarm: Battery.critical
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pulsing: Battery.critical
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pulsing: Battery.critical && !GameMode.active
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onClicked: battPopout.togglePinned()
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}
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}
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@@ -3,6 +3,7 @@ import Quickshell
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import Quickshell.Hyprland
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import "root:/config"
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import "root:/components"
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import "root:/services"
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// Workspace indicator: soft pills that stretch open when focused. Occupied
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// workspaces fill in, urgent ones snap to the alarm colour.
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@@ -104,7 +105,7 @@ Item {
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// Urgent is the one pip that has to be seen peripherally.
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SequentialAnimation on opacity {
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running: pip.urgent && !pip.focused
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running: pip.urgent && !pip.focused && !GameMode.active
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loops: Animation.Infinite
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alwaysRunToEnd: true
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NumberAnimation { to: 0.4; duration: 520; easing.type: Easing.InOutQuad }
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@@ -206,7 +206,10 @@ Item {
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Row {
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x: Theme.marker + Theme.padS
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visible: root.showActions && (root.notif?.actions?.length ?? 0) > 0
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// Gone once the app has closed the notification: nothing is
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// listening for the action any more.
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visible: root.showActions && !Notifs.isRetracted(root.notif)
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&& (root.notif?.actions?.length ?? 0) > 0
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spacing: Theme.padS
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topPadding: 4
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@@ -265,10 +268,7 @@ Item {
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}
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TapHandler {
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onTapped: {
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actionChip.modelData.invoke();
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root.dismissed();
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}
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onTapped: Notifs.invoke(root.notif, actionChip.modelData)
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}
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}
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}
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@@ -65,7 +65,18 @@ PanelWindow {
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implicitHeight: root.bodyHeight + 1
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color: "transparent"
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mask: Region { item: body }
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// A Region follows its item's own geometry, not its parents', so masking
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// to the body, which rides on the sliding sheet, would freeze the mask
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// wherever the sheet was when it was built — above the window, letting
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// every click through to whatever is below and dropping the focus grab.
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mask: Region { item: hitbox }
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Item {
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id: hitbox
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x: root.fillet
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width: root.bodyWidth
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height: parent.height
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}
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HyprlandFocusGrab {
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active: root.open
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@@ -13,6 +13,7 @@ WlSessionLock {
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id: lock
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locked: Actions.lockRequested
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onSecureChanged: Actions.lockSecure = lock.secure
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WlSessionLockSurface {
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id: lockSurface
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@@ -27,13 +27,26 @@ PanelWindow {
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id: shade
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anchors.fill: parent
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color: Theme.ink
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opacity: Idle.dimmed ? 0.6 : 0
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opacity: 0
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Behavior on opacity {
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NumberAnimation {
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duration: Idle.dimmed ? 8000 : Theme.durBase
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easing.type: Idle.dimmed ? Easing.InOutSine : Easing.OutCubic
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}
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// States, not a Behavior: a Behavior whose duration is bound to
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// Idle.dimmed can start before that binding updates, so waking up
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// would replay the slow fade in reverse.
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states: State {
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name: "dimmed"
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when: Idle.dimmed
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PropertyChanges { shade.opacity: 0.6 }
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}
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transitions: [
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Transition {
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to: "dimmed"
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NumberAnimation { property: "opacity"; duration: 8000; easing.type: Easing.InOutSine }
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},
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Transition {
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from: "dimmed"
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NumberAnimation { property: "opacity"; duration: Theme.durBase; easing.type: Easing.OutCubic }
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}
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]
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}
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}
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@@ -1,6 +1,7 @@
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import QtQuick
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import QtQuick.Shapes
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import Quickshell
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import Quickshell.Hyprland
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import Quickshell.Wayland
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import Quickshell.Services.Notifications
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import "root:/config"
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@@ -15,6 +16,10 @@ import "root:/services"
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// with each notification an entry in it divided by its own header hairline.
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// The drawer grows and shrinks with the entries and slides back behind the
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// frame when the last one goes.
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//
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// A fullscreen window covers the bar and the rail, so there is no frame to
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// lower the drawer out of. Then it floats free in the corner as a plain
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// rounded panel instead.
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PanelWindow {
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id: root
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@@ -30,17 +35,20 @@ PanelWindow {
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WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
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exclusionMode: ExclusionMode.Ignore
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readonly property HyprlandMonitor monitor: Hyprland.monitorFor(root.screen)
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readonly property bool floating: root.monitor?.activeWorkspace?.hasFullscreen ?? false
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// One pixel over the bar and the rail, so the drawer covers the rim the
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// hull draws along both edges instead of sitting inside it.
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anchors { top: true; right: true }
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margins {
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top: Theme.barHeight - 1
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right: Theme.railWidth - 1
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top: root.floating ? Theme.padM : Theme.barHeight - 1
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right: root.floating ? Theme.padM : Theme.railWidth - 1
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}
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readonly property real fillet: Theme.frameRadius
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readonly property real fillet: root.floating ? 0 : Theme.frameRadius
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readonly property real corner: Theme.frameRadius
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readonly property real seam: 1
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readonly property real seam: root.floating ? 0 : 1
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readonly property real drawerWidth: 400
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// Height of the entries, eased, so the drawer grows rather than jumps.
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@@ -75,6 +83,10 @@ PanelWindow {
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if (Actions.focusedScreenName() !== root.modelData.name) return;
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root.live = [notif, ...root.live].slice(0, root.maxLive);
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}
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// Closed by its app or from the log: take it off screen too.
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function onNotifRetracted(notif) {
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root.retire(notif);
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}
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}
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function retire(notif) {
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@@ -99,6 +111,7 @@ PanelWindow {
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// onto the rail through the bottom fillet — Popout's "topRight".
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Shape {
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id: silhouette
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visible: !root.floating
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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@@ -125,6 +138,15 @@ PanelWindow {
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}
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}
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Rectangle {
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visible: root.floating
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anchors.fill: parent
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radius: root.corner
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color: Theme.hull
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border.width: 1
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border.color: Theme.rim
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}
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Column {
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id: stack
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x: root.fillet
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@@ -132,8 +154,11 @@ PanelWindow {
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width: root.drawerWidth
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bottomPadding: Theme.padS
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// A ScriptModel, not the bare list: it hands the Repeater only
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// what changed, so a new toast does not rebuild the others and
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// restart their fuses.
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Repeater {
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model: root.live
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model: ScriptModel { values: [...root.live] }
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Item {
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id: toast
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@@ -146,10 +171,9 @@ PanelWindow {
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id: card
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width: parent.width
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notif: toast.modelData
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onDismissed: {
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Notifs.dismiss(toast.modelData);
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root.retire(toast.modelData);
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}
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// Closing it retracts it, which retires the toast;
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// nothing may run here after that, the entry is gone.
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onDismissed: Notifs.dismiss(toast.modelData)
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}
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// Countdown: a hairline draining along the entry's
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@@ -5,12 +5,12 @@ import "root:/config"
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import "root:/components"
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import "root:/services"
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// Link state, throughput, and the Wi-Fi picker.
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// Link state, throughput, the wired ports, and the Wi-Fi picker.
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Popout {
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id: root
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contentWidth: 360
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contentHeight: 300
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contentHeight: 300 + (wired.visible ? wired.height + Theme.padM : 0)
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// Scan only while the popout is actually on screen.
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onShownChanged: Net.setScanning(shown)
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@@ -76,13 +76,49 @@ Popout {
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}
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}
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SectionRule {
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id: apsLabel
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// One row per Ethernet port; a click brings the link up or down.
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Column {
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id: wired
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anchors.top: controls.bottom
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anchors.topMargin: Theme.padM
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anchors.left: parent.left
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anchors.right: parent.right
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text: Net.scanning ? "Scanning…" : "Networks"
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visible: Net.wiredDevices.length > 0
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spacing: 2
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SectionRule {
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width: parent.width
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text: "Wired"
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}
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Item {
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width: parent.width
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height: Theme.padS - 2
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}
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Repeater {
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model: Net.wiredDevices
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delegate: ListRow {
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required property var modelData
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width: wired.width
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icon: modelData.hasLink ? "" : ""
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label: "Ethernet"
|
||||
detail: Net.wiredDetail(modelData)
|
||||
current: modelData.connected
|
||||
onClicked: Net.toggleWired(modelData)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SectionRule {
|
||||
id: apsLabel
|
||||
anchors.top: wired.visible ? wired.bottom : controls.bottom
|
||||
anchors.topMargin: Theme.padM
|
||||
anchors.left: parent.left
|
||||
anchors.right: parent.right
|
||||
text: Net.scanning ? "Scanning…" : "Wi-Fi"
|
||||
}
|
||||
|
||||
ListView {
|
||||
|
||||
@@ -168,8 +168,41 @@ Singleton {
|
||||
function logout() { root.run(["uwsm", "stop"]); }
|
||||
function reboot() { root.run(["systemctl", "reboot"]); }
|
||||
function shutdown() { root.run(["systemctl", "poweroff"]); }
|
||||
function suspend() { root.lock(); root.run(["systemctl", "suspend"]); }
|
||||
function hibernate() { root.lock(); root.run(["systemctl", "hibernate"]); }
|
||||
function suspend() { root.sleep(["systemctl", "suspend"]); }
|
||||
function hibernate() { root.sleep(["systemctl", "hibernate"]); }
|
||||
|
||||
// Set by lock/Lock.qml once the compositor has the lock surfaces up.
|
||||
property bool lockSecure: false
|
||||
// A sleep waiting for the lock. Suspending first would leave the desktop
|
||||
// on screen for a moment on wake, before the lock had drawn.
|
||||
property var pendingSleep: null
|
||||
|
||||
function sleep(argv: var) {
|
||||
root.lock();
|
||||
if (root.lockSecure) {
|
||||
root.run(argv);
|
||||
return;
|
||||
}
|
||||
root.pendingSleep = argv;
|
||||
sleepFallback.restart();
|
||||
}
|
||||
|
||||
function _sleepNow() {
|
||||
if (!root.pendingSleep) return;
|
||||
const argv = root.pendingSleep;
|
||||
root.pendingSleep = null;
|
||||
sleepFallback.stop();
|
||||
root.run(argv);
|
||||
}
|
||||
|
||||
onLockSecureChanged: if (root.lockSecure) root._sleepNow()
|
||||
|
||||
// A lock that never comes up must not keep the machine awake on battery.
|
||||
Timer {
|
||||
id: sleepFallback
|
||||
interval: 3000
|
||||
onTriggered: root._sleepNow()
|
||||
}
|
||||
function reloadShell() { Quickshell.reload(true); }
|
||||
|
||||
// ------------------------------------------------------------- helpers
|
||||
@@ -195,6 +228,7 @@ Singleton {
|
||||
function toggleDnd(): void { Notifs.toggleDnd(); }
|
||||
function clearNotifications(): void { Notifs.clearAll(); }
|
||||
function toggleStayAwake(): void { Idle.toggleStayAwake(); }
|
||||
function gameMode(on: bool): void { GameMode.active = on; }
|
||||
function overview(): void { root.toggleOverview(); }
|
||||
function overviewNext(): void { root.overviewStep(1); }
|
||||
function overviewPrev(): void { root.overviewStep(-1); }
|
||||
|
||||
@@ -107,8 +107,15 @@ Singleton {
|
||||
root.lastCost = 0;
|
||||
}
|
||||
|
||||
// Set while a run is being killed on purpose, so its exit is not reported
|
||||
// as a failure.
|
||||
property bool stopping: false
|
||||
|
||||
function stop(): void {
|
||||
if (proc.running) proc.running = false;
|
||||
if (proc.running) {
|
||||
root.stopping = true;
|
||||
proc.running = false;
|
||||
}
|
||||
root.busy = false;
|
||||
}
|
||||
|
||||
@@ -125,7 +132,10 @@ Singleton {
|
||||
|
||||
root.exitCode = 0;
|
||||
root.stderrText = "";
|
||||
proc.running = false;
|
||||
if (proc.running) {
|
||||
root.stopping = true;
|
||||
proc.running = false;
|
||||
}
|
||||
// stdin is closed explicitly. Inherited from the shell it never ends,
|
||||
// and the CLI waits three seconds for input that is never coming
|
||||
// before it starts on the question.
|
||||
@@ -236,6 +246,10 @@ Singleton {
|
||||
}
|
||||
|
||||
onExited: (code, status) => {
|
||||
if (root.stopping) {
|
||||
root.stopping = false;
|
||||
return;
|
||||
}
|
||||
root.busy = false;
|
||||
root.exitCode = code;
|
||||
if (code === 0 || root.error !== "") return;
|
||||
|
||||
@@ -49,9 +49,10 @@ Singleton {
|
||||
onMicPercentChanged: micBumped()
|
||||
onMicMutedChanged: micBumped()
|
||||
|
||||
// Capped at 100%: past it PipeWire only amplifies in software, and clips.
|
||||
function setVolume(v: real) {
|
||||
if (!sink?.audio) return;
|
||||
sink.audio.volume = Math.max(0, Math.min(1.5, v));
|
||||
sink.audio.volume = Math.max(0, Math.min(1, v));
|
||||
}
|
||||
|
||||
function changeVolume(delta: real) {
|
||||
@@ -65,7 +66,7 @@ Singleton {
|
||||
|
||||
function setMicVolume(v: real) {
|
||||
if (!source?.audio) return;
|
||||
source.audio.volume = Math.max(0, Math.min(1.5, v));
|
||||
source.audio.volume = Math.max(0, Math.min(1, v));
|
||||
}
|
||||
|
||||
function toggleMicMute() {
|
||||
|
||||
@@ -37,6 +37,8 @@ Singleton {
|
||||
const v = parseInt(text().trim());
|
||||
if (!isNaN(v) && v !== root.raw) {
|
||||
root.raw = v;
|
||||
// Settled, or moved by something else: step from here again.
|
||||
if (!setter.running && root.pending < 0) root.target = -1;
|
||||
root.bumped();
|
||||
}
|
||||
}
|
||||
@@ -45,24 +47,44 @@ Singleton {
|
||||
// sysfs writes do not always fire inotify for backlight, so poll gently too.
|
||||
Timer {
|
||||
interval: 1000
|
||||
running: true
|
||||
running: !GameMode.active
|
||||
repeat: true
|
||||
onTriggered: currentFile.reload()
|
||||
}
|
||||
|
||||
// The level last asked for, until the backlight reports it. Steps build on
|
||||
// it rather than on `percent`, which only catches up on the next read, so
|
||||
// a fast scroll adds up instead of repeating one step.
|
||||
property int target: -1
|
||||
// A level asked for while a write is still running. Restarting the write
|
||||
// would kill it half done, so the newest request waits and the rest drop.
|
||||
property int pending: -1
|
||||
|
||||
Process {
|
||||
id: setter
|
||||
onExited: {
|
||||
currentFile.reload();
|
||||
if (root.pending < 0) return;
|
||||
const next = root.pending;
|
||||
root.pending = -1;
|
||||
root._write(next);
|
||||
}
|
||||
}
|
||||
|
||||
function _write(p: int) {
|
||||
setter.command = ["brightnessctl", "-d", root.device, "-q", "set", p + "%"];
|
||||
setter.running = true;
|
||||
}
|
||||
|
||||
function setPercent(p: real) {
|
||||
const clamped = Math.max(1, Math.min(100, Math.round(p)));
|
||||
setter.running = false;
|
||||
setter.command = ["brightnessctl", "-d", root.device, "-q", "set", clamped + "%"];
|
||||
setter.running = true;
|
||||
root.target = clamped;
|
||||
if (setter.running) root.pending = clamped;
|
||||
else root._write(clamped);
|
||||
}
|
||||
|
||||
function change(delta: real) {
|
||||
setPercent(percent + delta);
|
||||
setPercent((root.target >= 0 ? root.target : percent) + delta);
|
||||
}
|
||||
|
||||
readonly property string icon: {
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
pragma Singleton
|
||||
|
||||
import QtQuick
|
||||
import Quickshell
|
||||
|
||||
// A fullscreen game is on screen. Hyprland decides (~/.config/hypr/lua/gamemode.lua)
|
||||
// and says so with `qs ipc call shell gameMode true|false`.
|
||||
//
|
||||
// The game covers the hull, but a covered surface still renders: Hyprland keeps
|
||||
// sending it frame callbacks, so anything that moves keeps redrawing at the
|
||||
// panel's refresh rate with nobody watching. While a game runs the shell stops
|
||||
// what it does on its own:
|
||||
//
|
||||
// Sys the fluxo stream, so no telemetry wakes the shell
|
||||
// Brightness the backlight poll
|
||||
// Media the position tick, and the equaliser on the bar
|
||||
// Rail the critical battery's pulse
|
||||
// Workspaces the urgent pip's pulse
|
||||
// Notifs toasts, except critical ones; everything still reaches the log
|
||||
//
|
||||
// Anything you ask for yourself, the OSD included, still shows.
|
||||
Singleton {
|
||||
property bool active: false
|
||||
}
|
||||
@@ -74,7 +74,7 @@ Singleton {
|
||||
// MPRIS position is pull-only; tick it so the seek bar moves.
|
||||
Timer {
|
||||
interval: 1000
|
||||
running: root.playing && root.positionSupported
|
||||
running: root.playing && root.positionSupported && !GameMode.active
|
||||
repeat: true
|
||||
onTriggered: if (root.active) root.active.positionChanged()
|
||||
}
|
||||
|
||||
+27
-15
@@ -16,10 +16,13 @@ Singleton {
|
||||
readonly property var devices: Networking.devices?.values ?? []
|
||||
|
||||
readonly property var wifiDevices: devices.filter(d => d.type === DeviceType.Wifi)
|
||||
readonly property var wiredDevices: devices.filter(d => d.type === DeviceType.Wired)
|
||||
// Docker's veth pairs show up as wired too; NetworkManager leaves them
|
||||
// unmanaged, and so does the popout.
|
||||
readonly property var wiredDevices: devices.filter(d => d.type === DeviceType.Wired && d.nmManaged)
|
||||
|
||||
readonly property WifiDevice wifi: wifiDevices.length > 0 ? wifiDevices[0] : null
|
||||
readonly property WiredDevice wired: wiredDevices.length > 0 ? wiredDevices[0] : null
|
||||
// The port in use, or failing that the first one there is.
|
||||
readonly property WiredDevice wired: wiredDevices.find(d => d.connected) ?? wiredDevices[0] ?? null
|
||||
|
||||
readonly property bool wiredUp: wired?.connected ?? false
|
||||
|
||||
@@ -55,14 +58,8 @@ Singleton {
|
||||
if (!root.wifiEnabled) return "";
|
||||
if (!root.activeWifi) return "";
|
||||
const s = root.activeWifi.signalStrength ?? 0;
|
||||
// Strength is only sampled while a scan is running, which the shell
|
||||
// does on demand. Connected-but-unsampled should read as full, not dead.
|
||||
if (s <= 0) return "";
|
||||
if (s >= 80) return "";
|
||||
if (s >= 60) return "";
|
||||
if (s >= 40) return "";
|
||||
if (s >= 20) return "";
|
||||
return "";
|
||||
// Connected but not yet sampled should read as full, not dead.
|
||||
return s <= 0 ? "" : root.signalIcon(s);
|
||||
}
|
||||
|
||||
readonly property string label: {
|
||||
@@ -72,14 +69,29 @@ Singleton {
|
||||
return "Offline";
|
||||
}
|
||||
|
||||
function signalIcon(strength: int): string {
|
||||
if (strength >= 80) return "";
|
||||
if (strength >= 60) return "";
|
||||
if (strength >= 40) return "";
|
||||
if (strength >= 20) return "";
|
||||
// Strength is a fraction, 0 to 1, not a percentage.
|
||||
function signalIcon(strength: real): string {
|
||||
if (strength >= 0.8) return "";
|
||||
if (strength >= 0.6) return "";
|
||||
if (strength >= 0.4) return "";
|
||||
if (strength >= 0.2) return "";
|
||||
return "";
|
||||
}
|
||||
|
||||
// "1 Gb/s" when up, otherwise why not. NetworkManager reports Mb/s.
|
||||
function wiredDetail(d): string {
|
||||
if (!d.hasLink) return d.name + " · no cable";
|
||||
if (!d.connected) return d.name + " · disconnected";
|
||||
const mbps = d.linkSpeed ?? 0;
|
||||
if (mbps <= 0) return d.name;
|
||||
return d.name + " · " + (mbps >= 1000 ? (mbps / 1000) + " Gb/s" : mbps + " Mb/s");
|
||||
}
|
||||
|
||||
function toggleWired(d) {
|
||||
if (d.connected) d.disconnect();
|
||||
else if (d.network) d.network.connect();
|
||||
}
|
||||
|
||||
function secured(n): bool {
|
||||
return n && n.security !== undefined
|
||||
&& n.security !== WifiSecurityType.Open
|
||||
|
||||
@@ -16,7 +16,7 @@ Singleton {
|
||||
property list<Notification> history: []
|
||||
property int maxHistory: 60
|
||||
|
||||
readonly property int count: history.length
|
||||
readonly property int count: history.filter(n => n).length
|
||||
|
||||
// The history by sender, for the log: one entry per app, newest first
|
||||
// inside each, the apps ordered by their newest notification.
|
||||
@@ -24,14 +24,21 @@ Singleton {
|
||||
const byApp = {};
|
||||
const order = [];
|
||||
for (const n of root.history) {
|
||||
if (!n) continue;
|
||||
const app = n.appName || "System";
|
||||
if (!(app in byApp)) { byApp[app] = []; order.push(app); }
|
||||
byApp[app].push(n);
|
||||
}
|
||||
return order.map(app => ({ app: app, items: byApp[app] }));
|
||||
}
|
||||
|
||||
// The server hands out ids in rising order, so everything in the log above
|
||||
// the newest id seen when the log was last opened is unread. Derived from
|
||||
// the history rather than counted, so dismissing an entry anywhere takes
|
||||
// it off the count too.
|
||||
property int readId: 0
|
||||
readonly property int unread: history.filter(n => n && n.id > root.readId).length
|
||||
readonly property bool hasUnread: unread > 0
|
||||
property int unread: 0
|
||||
|
||||
NotificationServer {
|
||||
id: server
|
||||
@@ -49,42 +56,103 @@ Singleton {
|
||||
onNotification: notif => {
|
||||
// Hold the notification open until we drop it ourselves.
|
||||
notif.tracked = true;
|
||||
root.adopt(notif);
|
||||
|
||||
root.history = [notif, ...root.history].slice(0, root.maxHistory);
|
||||
root.unread++;
|
||||
const next = [notif, ...root.history.filter(n => n)];
|
||||
for (const n of next.slice(root.maxHistory)) root.release(n);
|
||||
root.history = next.slice(0, root.maxHistory);
|
||||
|
||||
if (!root.dnd) root.popupRequested(notif);
|
||||
// A game holds every toast but a critical one; the log has them all.
|
||||
const held = GameMode.active && notif.urgency !== NotificationUrgency.Critical;
|
||||
if (!root.dnd && !held) root.popupRequested(notif);
|
||||
}
|
||||
}
|
||||
|
||||
// The server outlives a reload, and keeps what it was tracking; this
|
||||
// object does not. Take those back into the log, already read.
|
||||
Component.onCompleted: {
|
||||
const kept = server.trackedNotifications.values.slice().sort((a, b) => b.id - a.id);
|
||||
for (const n of kept) root.adopt(n);
|
||||
root.history = kept.slice(0, root.maxHistory);
|
||||
for (const n of kept.slice(root.maxHistory)) root.release(n);
|
||||
root.markRead();
|
||||
}
|
||||
|
||||
// An app may close its own notification at any time, and the server then
|
||||
// destroys the object, leaving a null in the history. The lock keeps it
|
||||
// alive, frozen as it was, until the log lets it go; closing it only takes
|
||||
// it off screen.
|
||||
function adopt(notif: Notification) {
|
||||
root.holds[notif.id] = hold.createObject(root, { object: notif });
|
||||
notif.closed.connect(() => {
|
||||
root.retracted = Object.assign({}, root.retracted, { [notif.id]: true });
|
||||
root.notifRetracted(notif);
|
||||
});
|
||||
}
|
||||
|
||||
Component {
|
||||
id: hold
|
||||
RetainableLock { locked: true }
|
||||
}
|
||||
|
||||
// One lock per notification in the history, by id.
|
||||
property var holds: ({})
|
||||
// Ids of the notifications whose app has closed them. They stay in the log
|
||||
// but can no longer be acted on.
|
||||
property var retracted: ({})
|
||||
|
||||
signal popupRequested(Notification notif)
|
||||
signal notifRetracted(Notification notif)
|
||||
|
||||
function isRetracted(notif: Notification): bool {
|
||||
return !notif || root.retracted[notif.id] === true;
|
||||
}
|
||||
|
||||
// Close a notification if its app has not, and let the object go.
|
||||
function release(notif: Notification) {
|
||||
if (!notif) return;
|
||||
const id = notif.id;
|
||||
if (!root.isRetracted(notif)) notif.dismiss();
|
||||
root.holds[id]?.destroy();
|
||||
delete root.holds[id];
|
||||
if (id in root.retracted) {
|
||||
const next = Object.assign({}, root.retracted);
|
||||
delete next[id];
|
||||
root.retracted = next;
|
||||
}
|
||||
}
|
||||
|
||||
function dismiss(notif: Notification) {
|
||||
if (!notif) return;
|
||||
const idx = root.history.indexOf(notif);
|
||||
if (idx !== -1) {
|
||||
const next = root.history.slice();
|
||||
next.splice(idx, 1);
|
||||
root.history = next;
|
||||
}
|
||||
notif.dismiss();
|
||||
root.history = root.history.filter(n => n && n !== notif);
|
||||
root.release(notif);
|
||||
}
|
||||
|
||||
function dismissApp(app: string) {
|
||||
const gone = root.history.filter(n => (n.appName || "System") === app);
|
||||
root.history = root.history.filter(n => (n.appName || "System") !== app);
|
||||
for (const n of gone) n.dismiss();
|
||||
const from = n => n.appName || "System";
|
||||
const gone = root.history.filter(n => n && from(n) === app);
|
||||
root.history = root.history.filter(n => n && from(n) !== app);
|
||||
for (const n of gone) root.release(n);
|
||||
}
|
||||
|
||||
function clearAll() {
|
||||
const all = root.history.slice();
|
||||
const all = root.history.filter(n => n);
|
||||
root.history = [];
|
||||
root.unread = 0;
|
||||
for (const n of all) n.dismiss();
|
||||
for (const n of all) root.release(n);
|
||||
}
|
||||
|
||||
function markRead() {
|
||||
root.unread = 0;
|
||||
root.readId = Math.max(root.readId, ...root.history.filter(n => n).map(n => n.id));
|
||||
}
|
||||
|
||||
// Run one of a notification's actions and take it out of the log. Done
|
||||
// here rather than in the card: invoking closes a non-resident
|
||||
// notification, which takes its toast, and the card with it, off screen
|
||||
// before the card's handler has finished.
|
||||
function invoke(notif: Notification, action: NotificationAction) {
|
||||
if (!notif || root.isRetracted(notif)) return;
|
||||
action.invoke();
|
||||
root.dismiss(notif);
|
||||
}
|
||||
|
||||
function toggleDnd() {
|
||||
|
||||
@@ -167,7 +167,17 @@ Singleton {
|
||||
id: retry
|
||||
interval: 2000
|
||||
repeat: false
|
||||
onTriggered: source.running = true
|
||||
onTriggered: source.running = !GameMode.active
|
||||
}
|
||||
|
||||
// Nothing reads the meters while a game covers the bar. Drop the stream
|
||||
// and pick it up again afterwards; the first lines back refresh every value.
|
||||
Connections {
|
||||
target: GameMode
|
||||
|
||||
function onActiveChanged() {
|
||||
source.running = !GameMode.active;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------ formatting
|
||||
|
||||
@@ -19,8 +19,10 @@ Singleton {
|
||||
// The wallpaper to use when no particular monitor is being asked about.
|
||||
property string path: ""
|
||||
|
||||
// Encoded segment by segment: a `#` or `?` in a file name would otherwise
|
||||
// be read as the start of a fragment or a query.
|
||||
readonly property url source: root.path !== ""
|
||||
? Qt.resolvedUrl("file://" + root.path)
|
||||
? "file://" + root.path.split("/").map(encodeURIComponent).join("/")
|
||||
: Theme.fallbackWallpaper
|
||||
|
||||
signal changed()
|
||||
|
||||
@@ -1,3 +1,10 @@
|
||||
// The Samsung on DP-1 drops off the bus when its display powers down, so DPMS
|
||||
// off (services/Idle.qml) removes an output under every window on it. With
|
||||
// Qt's threaded render loop the render thread can still be swapping a surface
|
||||
// the GUI thread just destroyed, which segfaults in Mesa and takes the lock
|
||||
// screen down with it. The basic loop renders on the GUI thread, so it cannot.
|
||||
//@ pragma Env QSG_RENDER_LOOP=basic
|
||||
|
||||
import QtQuick
|
||||
import Quickshell
|
||||
import "root:/config"
|
||||
|
||||
Reference in new issue
Block a user