theme: soften the YoRHa shapes; SUPER+D opens the dashboard
The square markers, block meters and hard-cornered fills read as boxy next to the porthole. The desktop is now soft throughout: the porthole is the shape everything is built around and every smaller surface echoes it. - Theme gains radiusS / radiusM / radiusL. radiusL is frameRadius - padS, so anything inset padS inside one of the frame's curves is concentric with it. - P5Panel and Skew draw rounded rectangles (Geom.roundedRect) whenever they neither lean nor are chopped, which is always now; the polygon path is kept for shapes brought back on purpose. - Markers are dots; workspace pips, toggles, transport and media chips, notification actions and today's date are pills or discs; the slider handle is round. Meters are one continuous rounded line that glides to its level instead of a row of segments. - Album art is rounded with ClippingRectangle in the bar, the media popout and the dashboard. - Free-standing panels (launcher, ask) drop the corner brackets and take the frame radius. - Fix: a hovered notification's wash was a full-bleed square, so in the drawer's bottom corner it ran past the drawer's curve. It is inset by padS/2 and rounded by radiusL, which keeps it inside the curve. Hyprland: the discord special workspace and its window rule are gone, SUPER+S stays the only scratchpad, and SUPER+D now opens the dashboard (it was on SUPER+I). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -3,7 +3,7 @@
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A NieR:Automata flavoured Quickshell desktop for Hyprland, kept dark and lit
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like its wallpaper: a lone figure at a porthole, the void outside, one planet's
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light. The planet white for anything live, the hull red for anything wrong,
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grey-green for everything else. Hairlines, square markers, corner ticks,
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grey-green for everything else. Hairlines, small dots, soft rounded corners,
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letter-spaced capitals, and selection shown by inverting the row. The bar, the
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rail and a thin border are one hull around the desktop, and the desktop is the
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porthole cut out of it.
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@@ -91,7 +91,7 @@ left a thin strip of opening between itself and the rail.
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## Dashboard
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`dashboard/Dashboard.qml` is a drawer that slides down out of the underside of
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the bar — clock click, `SUPER + I`, or `qs ipc call shell dashboard`. It is
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the bar — clock click, `SUPER + D`, or `qs ipc call shell dashboard`. It is
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painted in the hull colour and joins the bar through two concave fillets, so it
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reads as more of the hull rather than as a floating card (caelestia's idea).
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Four columns divided by hairlines: operator and time, the month, the system
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@@ -262,10 +262,9 @@ brings the marker up to full light, but never inverts. Destructive-active is
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the same slab in red. The `treatment*` tokens in `Theme.qml` encode all of
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this; use them rather than picking colours per widget.
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**Markers, not slashes.** The current row, a button under the pointer and the
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end of a header rule carry a small square (`Theme.marker`). Popouts are framed
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by corner ticks (`Theme.tick`) in their tone colour; the border itself is
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structure and stays neutral.
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**Dots, not slashes.** The current row, a button under the pointer, the end of
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a header rule and a notification's urgency carry a small dot (`Theme.marker`).
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Borders are structure and stay neutral.
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**Flicker, not print.** Display text (`SplitText`) is upright, tracked by
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`Theme.tracking`, on a one-pixel soft drop. The two ghosts either side of it
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@@ -332,16 +331,22 @@ inside the ship and the windows sit in the porthole. The bar and the rail draw
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no surface of their own and ignore exclusive zones; Frame reserves all four
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zones itself, so every piece is placed from the screen edge.
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**Rectangles, everywhere else.** NieR panels are plain boxes. `Theme.skew` and
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`Theme.cut` are both `0`, so `P5Panel`, `Skew` and `Geom` all collapse to
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rectangles; the knobs are kept so a shape can be brought back on purpose. The
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porthole's curve is the only one on screen, which is what lets it read.
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**Soft, everywhere else.** The porthole is the shape the desktop is built
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around, and every smaller surface is a gentler echo of it. `Theme.skew` and
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`Theme.cut` are `0`; `P5Panel` and `Skew` draw `Geom.roundedRect` with
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`Theme.radiusS` (pills, chips, meter tracks), `radiusM` (rows, buttons) or
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`radiusL`. `radiusL` is `frameRadius - padS`: anything inset by `padS` inside
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one of the frame's curves — a hovered notification in the drawer's corner —
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gets a corner concentric with it, so the gap stays even and nothing pokes past
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the curve. Free-standing panels (launcher, ask) take `frameRadius` itself.
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Toggles, transport buttons, workspace pips and today's date are pills or
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discs; album art is rounded via `ClippingRectangle`.
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**Motion glides.** No overshoot anywhere: things ease in on `OutCubic` or
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`OutExpo` and settle. Nothing scales up or nudges sideways on hover either;
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hover brightens and marks, the way NieR's menus do. Meters are thin segment
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rows, album art sits square in a hairline frame, and the bar's player shows a
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five-hairline signal meter.
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hover brightens and marks, the way NieR's menus do. Meters are one continuous
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rounded line that glides to its level, and the bar's player shows a
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five-line signal meter.
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Each surface is **one continuous slab**, with modules divided by hairline rules
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rather than by gaps. A row of separate floating cards reads as clutter; that is
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