The hull moves to the top layer, with its transparent opening and empty input region, so windows sliding out of the opening during a workspace switch pass behind the frame like things behind a porthole rim rather than drawing over the bar. A layer rule keeps the bar and the rail above it on that layer. The animation tree is redone around that: workspaces drift 18% vertically and fade on a slow, jolt-free "drift" curve; the SUPER+S scratchpad slides in whole from under the bar, the same gesture as the dashboard and popouts; windows and layers keep their calm resolve and fade. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
24 lines
771 B
Lua
24 lines
771 B
Lua
-- https://wiki.hypr.land/Configuring/Basics/Window-Rules/#layer-rules
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--
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-- Quickshell surfaces: the bar, popouts, the OSD and the launcher. Note
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-- decoration.blur is off in lua/look.lua, so these only take effect if blur is
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-- switched back on.
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for _, namespace in ipairs({ "bottom", "top", "takemi-launcher" }) do
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hl.layer_rule({
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match = { namespace = namespace },
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blur = true,
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ignore_alpha = 0.5,
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})
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end
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-- The hull shares the top layer with the bar and the rail, which draw on it,
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-- so they are ordered above it whatever order they map in. See
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-- quickshell/bar/Frame.qml.
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for _, namespace in ipairs({ "takemi-bar", "takemi-rail" }) do
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hl.layer_rule({
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match = { namespace = namespace },
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order = -1,
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})
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end
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