# Takemi — YoRHa dark A NieR:Automata flavoured Quickshell desktop for Hyprland, kept dark and lit like its wallpaper: a lone figure at a porthole, the void outside, one planet's light. The planet white for anything live, the hull red for anything wrong, grey-green for everything else. Hairlines, square markers, corner ticks, letter-spaced capitals, and selection shown by inverting the row. The bar, the rail and a thin border are one hull around the desktop, and the desktop is the porthole cut out of it. Replaces Waybar, dunst and hyprlock. ## Running ```sh qs # starts the shell (Hyprland does this via autostart.lua) qs -p lockpreview.qml # the lock screen in an ordinary window, for styling ``` Hyprland starts it from `~/.config/hypr/lua/autostart.lua`. ## Layout Two surfaces. Status moves off the bar and onto a vertical rail, because on a 1080p panel horizontal space is cheap and vertical space is not: a 48px rail costs 2.5% of the width, where another 48px strip along the bottom would have cost 4.4% of the height on top of what the bar already takes. ``` ████████████████████████████████████████████████ █ ◉ │ 1 2 3 │ window title ♪ TRACK │ CPU │ 20:04 █ bar — 40px, part of the hull █╭──────────────────────────────────────────╮ ▐▌█ █│ │ ▐▌█ rail — 48px, part of the hull █│ windows │ ▐▌█ █│ │ ▐▌█ █╰──────────────────────────────────────────╯ █ frame — 8px left and bottom ████████████████████████████████████████████████ ``` - **hull** — `bar/Frame.qml`: one surface round the whole screen, with the desktop as a rounded opening. The bar and the rail sit on it. - **bar** — identity and workspaces on the left; the focused window, the player, the CPU/MEM/GPU readout and the clock on the right. - **rail** — network, bluetooth, audio, mic, backlight, battery, tray, notifications, power. Popouts grow leftward out of it, into the screen. Modules are divided by hairlines. `BarPill` is chromeless by default — a module is *content inside* the hull, not a surface of its own — and marks hover with an accent underline. Pass `standalone: true` for the rare thing that really is its own panel. The shell uses three deliberate surface tiers. **Chrome** (the hull and `ChromeSurface`) is the calm, texture-free bar, rail, and tooltip layer. **Transient** (`PopoutSurface`) is reserved for expressive menus and detail panels, with one clear composition and stronger separation from the desktop. **Cinematic** (`P5Backdrop`) belongs only to scene-scale experiences such as power and lock; it is never used as decoration inside ordinary chrome or popouts. ``` shell.qml entrypoint — hull, bar, rail, dashboard, power menu, toasts, OSD per screen config/ palette, type scale, geometry, motion curves components/ the primitives: panels, sliders, list rows, display text services/ data sources, all singletons bar/ the two surfaces and their modules popouts/ hover panels hanging off rail and bar modules overlays/ power menu, notification toasts, volume/brightness OSD lock/ session lock assets/ halftone and stripe tiles, generated with ImageMagick ``` `P5Panel` is the base surface everything sits on. It does not auto-size — callers set implicit sizes from their own layout (`row.implicitWidth + contentPad * 2`), which keeps the shape maths out of binding loops. ## Popouts Hover panels (`components/Popout.qml`) are part of the hull, not cards floating near their trigger. Each one sits flush against the frame edge it opens from, is painted in the hull colour, joins the frame through concave fillets, carries the rim round its open side, and slides out from behind the frame. `PopoutSurface` notices it is inside a `Popout` and leaves the fill and the frame to the hull; in the launcher and the ask panel it is still a free-standing panel with corner ticks. Placement is explicit: centred on the trigger, then — if that would land the panel within `dockReach` of one of the opening's corners — docked into the corner instead, attached to the bar and the rail at once (`dock` is `top`, `right`, `topRight` or `bottomRight`). Without docking, a panel near the rail left a thin strip of opening between itself and the rail. ## Dashboard `dashboard/Dashboard.qml` is a drawer that slides down out of the underside of the bar — clock click, `SUPER + I`, or `qs ipc call shell dashboard`. It is painted in the hull colour and joins the bar through two concave fillets, so it reads as more of the hull rather than as a floating card (caelestia's idea). Four columns divided by hairlines: operator and time, the month, the system meters, and what is playing. Escape or focusing anything else puts it away; a `HyprlandFocusGrab` handles the latter, and `Actions.dashboardClosedAt` stops the clock click that cleared the grab from opening it straight back up. ## Modules | Module | Where | Left click | Right click | Middle | Scroll | Hover | |---|---|---|---|---|---|---| | Sigil | bar | app menu | reload shell | | | | | Workspaces | bar | switch | | | | | | Clock | bar | dashboard | | | | calendar | | Network | rail | pin details | | | | state + networks | | Bluetooth | rail | pin details | | | | state + devices | | Volume | rail | pin audio | | | volume | state + scroll hint + audio | | Mic | rail | pin audio | | | mic volume | state + scroll hint + audio | | Brightness | rail | | | | brightness | state + scroll hint | | Battery | rail | pin panel | | | | power detail | | Tray | rail | activate | app menu | secondary | | | | Bell | rail | pin history + mark read | | | | state + history | | Power | rail | power menu | | | | | | Media | bar | play/pause | next | raise player | next/prev | full player | | CPU/MEM/GPU | bar | btop | | | | resource dashboard | Popouts open on a short dwell and stay while the pointer is over the trigger or the panel. Hover openings remain passive. Clicking remaps a detail panel as a keyboard-focused popup: Tab moves through its controls, Escape dismisses it, and an outside click closes it. A shell-wide coordinator keeps only one transient surface mapped at a time, including tray context menus, so sweeping across the rail cannot stack several animated panels over one another. Audio is the reference vertical-slice popout: current output percentage leads, output and input have distinct bands, and application streams form a subordinate mixer list. Output/input mute actions and **Open audio mixer** are explicit buttons inside the panel; scrolling the rail icons remains the fast level adjustment. The power menu is fully keyboard-driven as well as clickable: `Up`/`Down` or `J`/`K` moves the active slab, `Enter`/`Space` confirms it, and `Escape` dismisses the screen. ## Keybinds Set in `~/.config/hypr/lua/binds/shell.lua`: - `Super+Ctrl+L` — lock - `Super+P` — power menu - `Super+Shift+N` — toggle do not disturb - `Super+Ctrl+Shift+N` — clear notifications - `Super+A` — ask panel - `Super+Shift+R` — reload the shell All of these go through Quickshell's IPC, so they work from any script: ```sh qs ipc call shell lock qs ipc call shell power qs ipc call shell toggleDnd qs ipc call shell ask qs ipc call shell askAbout "why is the sky blue" qs ipc call shell clearNotifications qs ipc call shell reloadConfig ``` ## Ask `Super+A` drops a panel off the top edge and hands whatever you type to `claude -p`, streamed token by token. It is the subscription that answers — the CLI already holds the credentials, so nothing here has an API key and nothing here has to be given one. The panel is a chat, not a coding session. Settings sources, MCP servers and project files are switched off by default, which keeps a question asked from the desktop from arriving with the last project's hooks, `CLAUDE.md` and tone attached. The thread survives closing the panel; `Ctrl+L` starts a new one. | Key | Does | |---|---| | `Enter` | ask | | `Shift+Enter` | newline | | `Ctrl+M` | next model, written back to `ask.json` | | `Ctrl+Y` | copy the last answer | | `Ctrl+L` | new conversation | | `Ctrl+S` | stop the answer | | `Escape` | hide, keeping the thread | Configured in `ask.json`, watched and reloaded live: ```json { "model": "sonnet", "systemPrompt": "…", "keepContext": true, "settingSources": "", "allowedTools": ["WebSearch", "WebFetch"], "disallowedTools": ["Bash", "Edit", "Write"], "workingDirectory": "/home/narl", "maxTurns": 6 } ``` `settingSources` is the escape hatch: set it to `"user,project,local"` and the panel becomes your ordinary Claude Code, hooks and all. ## Data sources Hardware telemetry comes from `fluxo`, whose hardware modules are configured to emit raw pipe-delimited values rather than display strings — `services/Sys.qml` parses them and does its own formatting. The previous human-readable Waybar formats are preserved in `~/.config/fluxo/config.toml.waybar-bak`. Everything else is native: PipeWire for audio, BlueZ for bluetooth, NetworkManager for Wi-Fi, UPower for battery, MPRIS for media, and Quickshell's own notification server. These are event-driven, so the bar and OSD react the instant a volume key is pressed instead of on the next poll. ## Lock screen Authenticates through `/etc/pam.d/hyprlock`, which on this box is just `auth include login`. The visuals live in `lock/LockFace.qml` so they can be styled in an ordinary window (`qs -p lockpreview.qml`) without locking the session. If the shell ever dies while the session is locked, the compositor keeps the session secured by protocol and there is no unlocker left to talk to — recovery means restarting Hyprland from a TTY. ## What was retired - `waybar.service` — disabled. Its config is still in `~/.config/waybar`. - `dunst.service` — masked, so it cannot be D-Bus activated and steal `org.freedesktop.Notifications`. Undo with `systemctl --user unmask dunst.service`. - `hyprlock` — no longer bound. `hyprlock.conf` is untouched. ## Optional `power-profiles-daemon` is not installed (TLP is), so the power-profile switching in `services/Battery.qml` stays dormant. Nothing else depends on it. The display face is Noto Sans, upright and widely tracked — the nearest free face to NieR's FOT-Rodin that is already installed. Change `Theme.fontDisplay` and everything follows. ## Palette discipline YoRHa dark: NieR:Automata's interface language, painted from the wallpaper (`~/.wallpapers/space-1.jpg`) rather than from the game's beige. Two hues, and **hue is meaning**; nothing gets a colour for decoration. - **Light (`accent`, `#eef1ea`)** means live: the focused workspace, the selected row, the hovered control, a channel that is on, an unread badge. It is the planet's white, barely a colour at all — NieR marks attention with brightness and inversion, not with hue. - **Red (`alarm`, `#c8684f`)** means wrong or destructive: critical battery, an urgent workspace, a critical notification, reboot and shut down. It is the hull's indicator lights, the only warm thing in the wallpaper. - **Grey-green** is everything else, and that includes *off*. A muted speaker, a muted mic and Do Not Disturb drop to `muted` grey with their off glyph. - **Ink** is the text on an inverted slab and the faint drop under display type. **Selection is the NieR cursor.** Focus and selection invert the row: a slab of the light with ink punched out of it. Hover lifts the surface one step and brings the marker up to full light, but never inverts. Destructive-active is the same slab in red. The `treatment*` tokens in `Theme.qml` encode all of this; use them rather than picking colours per widget. **Markers, not slashes.** The current row, a button under the pointer and the end of a header rule carry a small square (`Theme.marker`). Popouts are framed by corner ticks (`Theme.tick`) in their tone colour; the border itself is structure and stays neutral. **Flicker, not print.** Display text (`SplitText`) is upright, tracked by `Theme.tracking`, on a one-pixel soft drop. The two ghosts either side of it appear only while `glitch()` runs — NieR's brief data-corruption flicker. **Texture is tiered.** Chrome (bar, rail, tooltips) and transient panels (popouts, OSD, toasts) are flat. The hairline grid and the dot wash live only in `P5Backdrop`, behind the lock screen and the power menu. **Type has a floor.** Nothing renders below `Theme.fsMicro` (10px). **Changing the palette.** The colours are written once per program: | File | Covers | |---|---| | `quickshell/config/Theme.qml` | the shell: `accent`, `alarm`, the neutral ramp, the hull | | `hypr/lua/palette.lua` | window borders, groups | | `alacritty/yorha.toml` | the terminal | | `fish/conf.d/yorha_theme.fish` | the prompt and pager | Everything else derives. `glow` *is* `accent`, and `primary` is plain `text`. `Theme.heat()` is a continuous text → light → red ramp, so a CPU figure that has gone red means the same thing as a battery that has gone red. Tray icons are flattened to one colour (subtext, the accent on hover) for the same reason: app brand colours wreck the palette faster than anything else in the shell. nm-applet and blueman are hidden from the tray, since the rail already shows network and bluetooth, but keep running as the secret and pairing agents. ## The rest of the desktop - **Hyprland** — `hypr/lua/look.lua`. Windows round at 8px, concentric with the opening's 18px corners at a 10px gap (`Theme.frameRadius - gaps_out`); change one and the others follow. No blur, both opacities at `1.0`, 1px borders running from the light into the suit's grey. The shadow is soft and wide, so windows float in the opening. Group tabs are solid hull slabs, the current one lifted a step with its title in the light. Motion (`hypr/lua/animations.lua`) glides and settles with no overshoot; layers only fade, since quickshell animates its own surfaces. - **Alacritty** — `alacritty/yorha.toml`, selected by the `import` in `alacritty.toml`. Muted earth hues on the void; selection inverts. Alacritty only live-reloads when `alacritty.toml` itself changes, so touch it after editing the palette. The Catppuccin and `takemi.toml` files are left in place, unreferenced. - **Neovim** — still the `catppuccin` plugin, flavour mocha, configured in `nvim/lua/plugins/ui.lua`. Not yet moved to the YoRHa palette. - **GTK and Qt** — still `catppuccin-mocha-blue`. Not yet moved either. - **Fish** — `fish/conf.d/yorha_theme.fish`. - **The launcher** — no external theming to keep in step, because it is part of this shell (`launcher/`). Fuzzel is gone; `takemi-dmenu` stands in for `fuzzel --dmenu` where a script needs a picker. - **No glass anywhere.** Alacritty is `opacity = 1.0, blur = false`, and Hyprland's `decoration:blur` is disabled. There are **no gradients in the chrome**; every fill is flat. `Theme.sheen` still exists as a no-op property so old call sites need not be chased down. ## Geometry discipline **The hull.** Borrowed from caelestia's screen border: the bar, the rail and a thin band down the left and along the bottom (`Theme.frame`) are one surface, drawn by `bar/Frame.qml` on the bottom layer, and the desktop is a rounded opening cut out of it (`Theme.frameRadius`). Read against the wallpaper, you are inside the ship and the windows sit in the porthole. The bar and the rail draw no surface of their own and ignore exclusive zones; Frame reserves all four zones itself, so every piece is placed from the screen edge. **Rectangles, everywhere else.** NieR panels are plain boxes. `Theme.skew` and `Theme.cut` are both `0`, so `P5Panel`, `Skew` and `Geom` all collapse to rectangles; the knobs are kept so a shape can be brought back on purpose. The porthole's curve is the only one on screen, which is what lets it read. **Motion glides.** No overshoot anywhere: things ease in on `OutCubic` or `OutExpo` and settle. Nothing scales up or nudges sideways on hover either; hover brightens and marks, the way NieR's menus do. Meters are thin segment rows, album art sits square in a hairline frame, and the bar's player shows a five-hairline signal meter. Each surface is **one continuous slab**, with modules divided by hairline rules rather than by gaps. A row of separate floating cards reads as clutter; that is what the dividers exist to avoid.