pragma Singleton import QtQuick import Quickshell import Quickshell.Io import Quickshell.Hyprland import "root:/services" // Shell-wide UI state and the handful of external commands the shell fires. // Also exposes an IPC surface so Hyprland keybinds can drive the same actions // (`qs ipc call shell lock`, `qs ipc call shell power`, ...). Singleton { id: root // ------------------------------------------------------------- UI state property bool powerMenuOpen: false property bool lockRequested: false property bool sidebarOpen: false property bool launcherOpen: false // Seed text for the next launcher open. Lets a keybind or a script hand the // launcher a query it did not have to type — `qs ipc call shell prompt // "https://…"` is an open-with dialog for anything that can run a command. property string launcherSeed: "" // A launcher window exists on every screen, but only one of them is being // typed at. Latch the focused monitor at open time so the window appears // there alone — latched rather than live, because the launcher itself takes // keyboard focus and because a window should not hop mid-query. property string launcherScreen: "" // Same story for the power menu: a window per screen, one of them wanted. property string powerMenuScreen: "" signal osdRequested(string kind) function togglePowerMenu() { if (!root.powerMenuOpen) root.powerMenuScreen = root.focusedScreenName(); root.powerMenuOpen = !root.powerMenuOpen; } function closePowerMenu() { root.powerMenuOpen = false; } function lock() { root.powerMenuOpen = false; root.lockRequested = true; } function focusedScreenName(): string { return Hyprland.focusedMonitor?.name ?? Quickshell.screens[0]?.name ?? ""; } function toggleLauncher() { if (!root.launcherOpen) { root.launcherSeed = ""; root.launcherScreen = root.focusedScreenName(); } root.launcherOpen = !root.launcherOpen; } function closeLauncher() { root.launcherOpen = false; } // Stand in for `fuzzel --dmenu`. See Apps.beginDmenu for the transport. function dmenuLauncher(inPath: string, outPath: string, prompt: string) { Apps.beginDmenu(inPath, outPath, prompt); root.launcherSeed = ""; root.launcherScreen = root.focusedScreenName(); root.launcherOpen = false; root.launcherOpen = true; } function promptLauncher(seed: string) { root.launcherSeed = seed; root.launcherScreen = root.focusedScreenName(); root.launcherOpen = false; root.launcherOpen = true; } // ------------------------------------------------------------- commands // Detached, because nothing here is ever read back. Rotating a fixed set of // `Process` slots only moves the collision: `uwsm app` lives as long as the // app it started, so the fourth launch reclaims the first slot and kills the // app still holding it — and a shell reload kills every one of them at once. function run(argv: var) { Quickshell.execDetached(argv); } function launch(app: string) { root.run(["uwsm", "app", "--", app]); } // --------------------------------------------------------------- power 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 reloadShell() { Quickshell.reload(true); } // ------------------------------------------------------------- helpers function openAudioSettings() { root.launch("pavucontrol"); } function openSystemMonitor() { root.run(["alacritty", "-e", "btop"]); } function openNetworkSettings() { root.run(["nm-connection-editor"]); } function copyText(s: string) { root.run(["wl-copy", "--", s]); } IpcHandler { target: "shell" function lock(): void { root.lock(); } function power(): void { root.togglePowerMenu(); } function launcher(): void { root.toggleLauncher(); } function prompt(seed: string): void { root.promptLauncher(seed); } function dmenu(inPath: string, outPath: string, prompt: string): void { root.dmenuLauncher(inPath, outPath, prompt); } function reloadConfig(): void { root.reloadShell(); } function toggleDnd(): void { Notifs.toggleDnd(); } function clearNotifications(): void { Notifs.clearAll(); } } }