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>
168 lines
5.8 KiB
QML
168 lines
5.8 KiB
QML
import QtQuick
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import Quickshell
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import Quickshell.Hyprland
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import "root:/config"
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import "root:/components"
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// Focused window title. Rapid application title churn is settled before it is
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// painted, then the stable caption lands like a misregistered print layer.
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Item {
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id: root
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required property var screenRef
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readonly property HyprlandMonitor monitor: Hyprland.monitorFor(screenRef)
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readonly property HyprlandToplevel toplevel: Hyprland.activeToplevel
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// Only speak for the monitor this bar lives on.
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readonly property bool mine: toplevel !== null
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&& (root.monitor === null || toplevel.monitor === null
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|| toplevel.monitor.id === root.monitor.id)
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readonly property string incomingTitle: mine && toplevel.title ? toplevel.title : "—"
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property string displayedTitle: "—"
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// Which toplevel the landing transition last played for. The landing is a
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// focus-change stamp, so it has to key off window identity rather than off
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// the caption text — see commitTitle().
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property var landedToplevel: null
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// The bar shrinks this when the three clusters would otherwise collide.
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property real maxWidth: 240
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implicitWidth: Math.min(maxWidth, Math.max(70, label.implicitWidth + 4))
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implicitHeight: 20
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Behavior on implicitWidth {
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NumberAnimation { duration: Theme.durSlow; easing.type: Easing.OutExpo }
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}
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Item {
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id: titleStage
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anchors.fill: parent
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clip: true
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Text {
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id: label
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anchors.verticalCenter: parent.verticalCenter
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width: parent.width
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text: root.displayedTitle
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color: root.mine ? Theme.subtext : Theme.muted
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elide: Text.ElideRight
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font.pixelSize: Theme.fsSmall
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font.family: Theme.fontDisplay
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font.weight: Font.DemiBold
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renderType: Text.NativeRendering
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}
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// Accent duplicate: visible only during the landing transition. The
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// small opposing offset gives the title NieR's brief corruption flicker
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// without leaving permanent motion in the bar.
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Text {
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id: ghost
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anchors.verticalCenter: parent.verticalCenter
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width: parent.width
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text: root.displayedTitle
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color: Theme.accent
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opacity: 0
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elide: Text.ElideRight
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font: label.font
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renderType: Text.NativeRendering
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}
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}
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// Adopt the settled caption, and stamp it only when focus actually moved.
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//
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// The landing used to restart on any title change, which is not the same
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// thing: plenty of windows rewrite their own title on a timer — a terminal
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// running a task with a spinner or a percentage, a browser tab with a live
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// clock — and each rewrite restarted seven overlapping animations totalling
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// over half a second. At a title churning twice a second on a 240 Hz screen
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// the bar never stopped animating, and repainting it that hard measured at
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// roughly 18% of a CPU core with nothing else happening. Keying the stamp to
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// window identity restores what the effect was described as doing.
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function commitTitle(): void {
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const focusMoved = root.toplevel !== root.landedToplevel;
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if (root.displayedTitle !== root.incomingTitle)
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root.displayedTitle = root.incomingTitle;
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else if (!focusMoved)
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return;
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if (focusMoved) {
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root.landedToplevel = root.toplevel;
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titleLanding.restart();
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}
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}
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// Browser tabs, terminals and editors can update titles several times in a
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// frame. Keep the old caption steady until the stream settles instead of
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// restarting an animation for every intermediate value.
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Timer {
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id: titleSettle
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interval: 120
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repeat: false
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onTriggered: root.commitTitle()
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}
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onIncomingTitleChanged: titleSettle.restart()
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// Focus can move to a window whose caption happens to match the outgoing
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// one, which changes no title and so would otherwise never land.
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onToplevelChanged: titleSettle.restart()
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Component.onCompleted: {
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displayedTitle = incomingTitle;
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// Adopt the current window silently, so a config reload does not play a
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// focus-change stamp for a focus that did not change.
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landedToplevel = toplevel;
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}
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// A quick accent wipe under the title on focus change.
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Rectangle {
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id: wipe
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anchors.bottom: parent.bottom
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height: 2
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width: 0
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color: Theme.accent
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opacity: 0
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}
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SequentialAnimation {
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id: titleLanding
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ParallelAnimation {
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NumberAnimation {
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target: wipe; property: "width"
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from: 0; to: root.width
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duration: Theme.durBase; easing.type: Easing.OutExpo
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}
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NumberAnimation {
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target: wipe; property: "opacity"
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from: 0; to: 1; duration: Theme.durFast
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}
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NumberAnimation {
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target: label; property: "x"
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from: -10; to: 0
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duration: Theme.durBase; easing.type: Easing.OutCubic
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}
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NumberAnimation {
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target: label; property: "opacity"
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from: 0.35; to: 1; duration: Theme.durFast
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}
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NumberAnimation {
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target: ghost; property: "x"
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from: 9; to: -3
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duration: Theme.durBase; easing.type: Easing.OutExpo
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}
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NumberAnimation {
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target: ghost; property: "opacity"
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from: 0.8; to: 0; duration: Theme.durBase
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}
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}
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NumberAnimation {
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target: wipe; property: "opacity"
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to: 0; duration: Theme.durSlow
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}
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}
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}
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