HyprChromeShell owns what the rail's surfaces have to agree on: the target screen, the density and the shortcut that toggles it, and the bar/backdrop layer PAIR. That pair is why the wrapper exists — the backdrop has to sit exactly one layer below the bar in both densities, and split across two files the two assignments drifted apart and put the scrim over the bar. HyprChromeBar is now just its own surface; ChromeBackdrop takes its layer. The backdrop renders in both densities instead of fading out: full-screen while expanded, scoped to the band the rail occupies while collapsed, with a proportional tail fading off the bottom of that band. Both gradients end on their solid color when there is no fade — with a zero-length ramp the start and end stops coincide, Qt sorts stops unstably, and the transparent one winning turned "no fade" into a ramp across the whole scrim. WorkspacesPanel, between host and vitals, shows the active workspace per monitor: one accent box per output collapsed, the full strip with the shown one filled expanded, lined up in a column behind a fixed-width name cell. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01U19X5LGTxtq4pb4jdNVivv
76 lines
2.4 KiB
QML
76 lines
2.4 KiB
QML
//@ pragma UseQApplication
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import QtQuick
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import Quickshell
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import Quickshell.Widgets
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import qs.widgets.bar
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import qs.widgets.launcher
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import qs.widgets.notifications
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import qs.widgets.osd
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import qs.widgets.systray
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import qs.widgets.theme
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import qs.widgets.vitals
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import qs.hyprchrome
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import qs.hyprchrome.widgets
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import qs.hyprchrome.widgets.debug
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import qs.hyprchrome.widgets.host
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import qs.hyprchrome.widgets.vitals
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Scope {
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// Dense multi-monitor status rail; visual core is headlessly renderable.
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HyprChromeShell {}
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// App launcher variants — 1–11; variant 8 remains the primary HUD.
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LauncherStack {} // 1 — left vertical list
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LauncherGrid {} // 2 — centered icon grid
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LauncherSpotlight {} // 3 — top-center command bar
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LauncherConsole {} // 4 — full-width deck unfolding from the top bar
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LauncherDock {} // 5 — deck rising from the bottom bar
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LauncherSlant {} // 6 — angular / sheared panel
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LauncherCorner {} // 7 — Slant (V6) copy + floating power panel (shutdown/reboot)
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ApplicationLauncher {} // 8 — dense HUD command index (primary)
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BladeLauncher {} // 9 — asymmetric blade matrix
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OrbitLauncher {} // 10 — radial targeting arena
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CyberDock {} // 11 — cyberpunk bottom cartridge dock
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Notifications {}
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VolumeOsd {}
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// Host vitals HUD — toggle with SUPER CTRL V.
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Vitals {}
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// Widget staging area, centered on the secondary monitor (HDMI-A-1),
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// toggled with SUPER CTRL D. Swap the children below for whatever widget
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// is being worked on; they must carry their own size (see DebugWindow).
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// DebugWindow {
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// id: debugStage
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// // VitalsPanel has no implicit width — the slot measures its children, so
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// // each staged panel states its own. Height follows the mode it is in.
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// // Click a panel to collapse or expand it.
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// Column {
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// spacing: 12
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// padding: 12
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// HostPanel {
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// width: 560
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// }
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// HostPanel {
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// width: 560
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// expanded: false
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// }
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// VitalsPanel {
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// width: 560
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// }
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// VitalsPanel {
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// width: 560
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// expanded: false
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// }
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// }
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// }
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}
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