Files
nvrlandClaude Opus 5.5 a8c19961e2 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>
2026-10-04 20:56:43 +02:00

147 lines
5.0 KiB
QML

pragma Singleton
import QtQuick
import Quickshell
// Shape maths for panels. Under the YoRHa theme nothing leans and nothing is
// chopped (Theme.skew and Theme.cut are 0); surfaces are rounded rectangles
// (roundedRect). The polygon helpers are kept so a shape can be brought back
// on purpose.
// Originally the Persona 5 panel language: everything leans, and corners
// get chopped rather than rounded.
Singleton {
id: root
// A right-leaning parallelogram filling w x h. `lean` is the horizontal
// offset applied to the top edge, as a fraction of height.
function parallelogram(w: real, h: real, lean: real): var {
const off = h * lean;
return [
Qt.point(off, 0),
Qt.point(w, 0),
Qt.point(w - off, h),
Qt.point(0, h)
];
}
// Same, leaning the other way.
function parallelogramL(w: real, h: real, lean: real): var {
const off = h * lean;
return [
Qt.point(0, 0),
Qt.point(w - off, 0),
Qt.point(w, h),
Qt.point(off, h)
];
}
// Vertical counterpart: the *horizontal* edges slant instead, by a fraction
// of width. A tall rail slab has to lean this way — leaning its vertical
// edges by a fraction of its height would shear it clean off the screen.
function parallelogramV(w: real, h: real, lean: real): var {
const off = w * lean;
return [
Qt.point(0, off),
Qt.point(w, 0),
Qt.point(w, h - off),
Qt.point(0, h)
];
}
function parallelogramVL(w: real, h: real, lean: real): var {
const off = w * lean;
return [
Qt.point(0, 0),
Qt.point(w, off),
Qt.point(w, h),
Qt.point(0, h - off)
];
}
function rect(w: real, h: real): var {
return [Qt.point(0, 0), Qt.point(w, 0), Qt.point(w, h), Qt.point(0, h)];
}
// Move `dist` px from `p` toward `q`.
function toward(p: point, q: point, dist: real): point {
const dx = q.x - p.x;
const dy = q.y - p.y;
const len = Math.hypot(dx, dy);
if (len < 0.0001) return p;
const t = Math.min(dist, len / 2) / len;
return Qt.point(p.x + dx * t, p.y + dy * t);
}
// Chop the listed corners of a polygon. `corners` is an array of indices;
// pass null to chop every corner.
function chamfer(pts: var, size: real, corners: var): var {
if (size <= 0) return root.closed(pts);
const n = pts.length;
const out = [];
for (let i = 0; i < n; i++) {
const p = pts[i];
if (corners !== null && corners.indexOf(i) === -1) {
out.push(p);
continue;
}
out.push(root.toward(p, pts[(i - 1 + n) % n], size));
out.push(root.toward(p, pts[(i + 1) % n], size));
}
return root.closed(out);
}
// A polygon as an SVG path string, for PathSvg.
function svg(pts: var): string {
if (pts.length === 0) return "";
let d = `M ${pts[0].x} ${pts[0].y}`;
for (let i = 1; i < pts.length; i++) d += ` L ${pts[i].x} ${pts[i].y}`;
return d + " Z";
}
// A w x h rectangle with every corner rounded by `r`, clamped so a short
// piece becomes a pill rather than folding over itself.
function roundedRect(w: real, h: real, r: real): string {
const k = Math.max(0, Math.min(r, w / 2, h / 2));
if (k <= 0) return root.svg([Qt.point(0, 0), Qt.point(w, 0), Qt.point(w, h), Qt.point(0, h)]);
return `M ${k} 0 H ${w - k} A ${k} ${k} 0 0 1 ${w} ${k}`
+ ` V ${h - k} A ${k} ${k} 0 0 1 ${w - k} ${h}`
+ ` H ${k} A ${k} ${k} 0 0 1 0 ${h - k}`
+ ` V ${k} A ${k} ${k} 0 0 1 ${k} 0 Z`;
}
function closed(pts: var): var {
if (pts.length === 0) return pts;
const out = pts.slice();
out.push(pts[0]);
return out;
}
// Shrink a polygon toward its centroid — used for inner strokes.
function inset(pts: var, amount: real): var {
let cx = 0, cy = 0;
for (const p of pts) { cx += p.x; cy += p.y; }
cx /= pts.length; cy /= pts.length;
return pts.map(p => {
const dx = cx - p.x, dy = cy - p.y;
const len = Math.hypot(dx, dy);
if (len < 0.0001) return p;
const t = amount / len;
return Qt.point(p.x + dx * t, p.y + dy * t);
});
}
// A jagged "torn paper" edge, the Persona 5 speech-bubble signature.
// Returns a polygon `w` x `h` whose bottom edge is serrated.
function torn(w: real, h: real, teeth: int, depth: real): var {
const out = [Qt.point(0, 0), Qt.point(w, 0)];
const step = w / teeth;
for (let i = 0; i < teeth; i++) {
const x1 = w - i * step - step / 2;
const x2 = w - (i + 1) * step;
out.push(Qt.point(x1, h));
out.push(Qt.point(x2, h - depth));
}
return out;
}
}