Replaces the Persona x Mocha rice. NieR's menu language is kept whole — plain rectangles, hairline rules, letter-spaced upright capitals, a square marker on the current row, corner ticks round panels, and selection shown by inverting the row — but the colours come from ~/.wallpapers/space-1.jpg rather than from the game's beige: the grey-green void as the ground, the suit's sage grey as text, the planet's white as the one accent, and the hull's red indicator lights as the alarm. The Persona geometry is switched off rather than ripped out: Theme.skew and Theme.cut are 0, so P5Panel, Skew and Geom collapse to rectangles. Overshoot easing, italics and black weights are gone shell-wide. New, borrowed from caelestia's screen border: bar/Frame.qml draws the bar, the rail and a thin left/bottom band as one hull on the bottom layer, with the desktop as a rounded opening cut out of it. Frame also owns all four exclusive zones, so the bar and rail are placed from the screen edge. Hyprland moves to 1px borders lit from the planet white into grey, a soft wide shadow and gaps measured from the opening. Alacritty, fish and dunst get matching YoRHa palettes. Neovim, GTK/Qt and btop are still Mocha. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
113 lines
3.0 KiB
QML
113 lines
3.0 KiB
QML
import QtQuick
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import Quickshell
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import Quickshell.Wayland
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import "root:/config"
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import "root:/components"
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import "root:/services"
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// One bar per monitor, and one surface.
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//
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// Identity and workspaces on the left, the player, metrics and clock on the
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// right, all inside a single continuous slab and separated by hairline rules
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// rather than by gaps. Nothing floats and nothing has its own card. Status
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// lives on the rail, which is likewise one slab — two surfaces, not a dozen
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// islands.
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PanelWindow {
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id: root
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required property var modelData
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screen: modelData
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WlrLayershell.layer: WlrLayer.Top
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WlrLayershell.namespace: "takemi-bar"
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anchors {
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top: true
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left: true
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right: true
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}
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// Flush with the screen edge and drawn on nothing: the hull behind it is
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// painted by Frame, which is what joins the bar, the rail and the border
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// into one surface. Exclusive zones are Frame's job too, so every piece
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// of the hull is placed from the screen edge rather than from whichever
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// piece the compositor happened to arrange first.
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exclusionMode: ExclusionMode.Ignore
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implicitHeight: Theme.barHeight
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color: "transparent"
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readonly property real edgeInset: Theme.padM
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// ------------------------------------------------------------------ left
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Row {
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id: leftGroup
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anchors.left: parent.left
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anchors.leftMargin: root.edgeInset
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anchors.verticalCenter: parent.verticalCenter
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spacing: 0
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Sigil {
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id: sigil
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screenRef: root.modelData
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}
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Divider {}
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Workspaces {
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id: spaces
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anchors.verticalCenter: parent.verticalCenter
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screenRef: root.modelData
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}
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Divider {}
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ActiveWindow {
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anchors.verticalCenter: parent.verticalCenter
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screenRef: root.modelData
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maxWidth: Math.max(120, root.width
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- leftGroup.x - rightGroup.width - sigil.implicitWidth
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- spaces.implicitWidth - root.edgeInset * 2 - Theme.padXL)
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}
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}
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// ----------------------------------------------------------------- right
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Row {
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id: rightGroup
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anchors.right: parent.right
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anchors.rightMargin: root.edgeInset
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anchors.verticalCenter: parent.verticalCenter
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spacing: 0
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MediaPill {
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screenRef: root.modelData
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}
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Divider {}
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Resources {
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screenRef: root.modelData
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}
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Divider {}
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Clock {
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screenRef: root.modelData
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}
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}
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// A hairline rule between modules. This is what divides the bar — gaps
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// between cards are what made it look scattered.
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component Divider: Item {
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anchors.verticalCenter: parent.verticalCenter
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implicitWidth: Theme.padM * 2
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implicitHeight: Theme.barHeight
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Rectangle {
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anchors.centerIn: parent
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width: 1
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height: 16
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color: Theme.alpha(Theme.outline, 0.6)
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}
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}
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}
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