# 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, small dots, soft rounded corners, 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. **Scene** surfaces — the lock screen and the power menu — have no panel at all: the desktop or the wallpaper dims, and one small group of type (the mark, a line of thin display type, a short log, a menu or a field) stands in the dark. ``` 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 backdrop/ the wallpaper, drawn by the shell 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 + D`, 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+Shift+I` — stay awake (no dim, lock or screen-off until toggled back) - `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 toggleStayAwake qs ipc call shell wallpaper ~/.wallpapers/space-1.jpg 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. ## Wallpaper `backdrop/Backdrop.qml` draws it on the background layer; there is no hyprpaper. The picture is drawn 8% larger than the screen and drifts with the workspace: 1 sits at the top of it and each step down moves it a fixed distance, a little slower than Hyprland's own slide, so the windows arrive first and the scene behind catches up. It never moves on its own, so an idle desktop costs the compositor nothing. While the workspace holds windows it settles a shade darker. The choice is one line in `quickshell/wallpaper` (`~` allowed), watched live. `qs ipc call shell wallpaper ` rewrites it. ## Idle `services/Idle.qml`, on Wayland's idle-notify protocol instead of hypridle: | After | Does | |---|---| | 4 min | the screen dims slowly (`overlays/IdleDim.qml`); any input lifts it | | 5 min | lock | | 6 min | displays off; any input wakes them | | 15 min | suspend, on battery only | Every stage respects idle inhibitors, so a fullscreen video holds them all off. `Super+Shift+I` does the same by hand and puts a cup on the rail while it is on. ## 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. It is the wallpaper, barely softened, with the face set in the dark of the porthole: the mark, the time in light display type, the date, "Take your time.", a status log (battery, network, what is playing, unread notices), and a rounded field that fills with dots as you type. The dots breathe while PAM checks; a wrong password turns them and the field's rim to rust and nudges the field once. 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`. - `hyprpaper` — replaced by `backdrop/`. Turn its unit off with `systemctl --user disable --now hyprpaper`. - `hypridle` — never installed; `services/Idle.qml` does the job. - `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. **Dots, not slashes.** The current row, a button under the pointer, the end of a header rule and a notification's urgency carry a small dot (`Theme.marker`). Borders are structure and stay 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 rare.** Chrome (bar, rail, tooltips), transient panels (popouts, OSD, toasts) and the two scene surfaces are flat. Depth comes from the hull's dark, the rim hairline and the wallpaper, not from patterns. **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 | | `nvim/lua/yorha.lua` | the editor and its statusline | | `btop/themes/yorha.theme` | the resource monitor | | `gtk-3.0/gtk.css`, `gtk-4.0/gtk.css` | GTK and libadwaita apps | | `qt6ct/colors/yorha.conf` | Qt apps | | `zathura/yorha` | the document viewer | 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 thin rounded lines with no titles, the current one in the light; the bar writes the title once and adds the window's place in the group (`2/3`). Motion (`hypr/lua/animations.lua`) glides and settles with no overshoot: windows resolve in from a hair smaller, workspaces drift a short way vertically and fade (sliding behind the hull), the `SUPER+S` scratchpad lowers out from under the bar like the dashboard, and 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** — `nvim/lua/yorha.lua` (loaded by `colors/yorha.lua`, with a matching lualine theme). Syntax in the terminal's earth hues, floats as hull surfaces with rounded rims, menus selecting with the light slab. - **btop** — `btop/themes/yorha.theme`. Hairline boxes; gradients climb from grey to the light, and only temperature and CPU load run on into rust. - **GTK** — the `adw-gtk3-dark` theme (package `adw-gtk-theme`) for the libadwaita shapes, recoloured by `gtk-3.0/gtk.css` and `gtk-4.0/gtk.css`. libadwaita apps such as Nautilus read the same overrides as CSS variables. Selection is the light slab with ink text; only destructive actions are red. The theme name is also in `xsettingsd/xsettingsd.conf` and has to be set with `gsettings` for portal-aware apps. - **Qt** — qt6ct with `qt6ct/colors/yorha.conf`, the same palette in `QPalette` roles, drawn with the Darkly style (package `darkly-bin`) for rounded controls. Fusion is the fallback if Darkly is missing. - **zathura** — `zathura/yorha`, included from `zathurarc`. Pages are recoloured onto the hull with text in bone; images keep their colours. Search hits are a soft bone wash, and the current hit is sand. - **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`, 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 hull is on the top layer, over the windows, with a transparent opening and no input region, so a window moving past the opening's edge — a workspace switch, the scratchpad drawer — passes behind the frame rather than over the bar. `hypr/lua/rules/layers.lua` orders the bar and the rail above it. 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. **Soft, everywhere else.** The porthole is the shape the desktop is built around, and every smaller surface is a gentler echo of it. `Theme.skew` and `Theme.cut` are `0`; `P5Panel` and `Skew` draw `Geom.roundedRect` with `Theme.radiusS` (pills, chips, meter tracks), `radiusM` (rows, buttons) or `radiusL`. `radiusL` is `frameRadius - padS`: anything inset by `padS` inside one of the frame's curves — a hovered notification in the drawer's corner — gets a corner concentric with it, so the gap stays even and nothing pokes past the curve. Free-standing panels (launcher, ask) take `frameRadius` itself. Toggles, transport buttons, workspace pips and today's date are pills or discs; album art is rounded via `ClippingRectangle`. **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 one continuous rounded line that glides to its level, and the bar's player shows a five-line 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.