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mirror of https://github.com/AvengeMedia/DankMaterialShell.git synced 2026-06-15 07:35:20 -04:00
This commit is contained in:
purian23
2026-06-12 10:40:18 -04:00
parent 92569d8b4d
commit 8d94117a69
16 changed files with 13 additions and 173 deletions
-10
View File
@@ -131,7 +131,6 @@ Singleton {
"slideY": 0
})
// Popout state (updated by DankPopout when connectedFrameModeActive)
property string popoutOwnerId: ""
property bool popoutVisible: false
property string popoutBarSide: "top"
@@ -145,14 +144,10 @@ Singleton {
property bool popoutOmitStartConnector: false
property bool popoutOmitEndConnector: false
// Dock state (updated by Dock when connectedFrameModeActive), keyed by screen.name
property var dockStates: ({})
// Dock slide offsets — hot-path updates separated from full geometry state
property var dockSlides: ({})
// Surfaces are keyed by screen.name. FrameWindow watches to refresh connected chrome
// after claim/release boundaries without tracking each animation frame
property var surfaceRevisions: ({})
function _cloneDict(src) {
@@ -353,7 +348,6 @@ Singleton {
dockStates = next;
_clearSurfaceDescriptor(screenName, "dock");
// Also clear corresponding slide
if (dockSlides[screenName]) {
const nextSlides = _cloneDict(dockSlides);
delete nextSlides[screenName];
@@ -454,7 +448,6 @@ Singleton {
return true;
}
// DankModal / DankLauncherV2Modal State
readonly property var emptyModalState: ({
"visible": false,
"barSide": "bottom",
@@ -655,9 +648,6 @@ Singleton {
return false;
}
// Prune state for screens that are no longer connected. Stale entries
// accumulate across hotplug cycles otherwise — Frame's per-screen
// FrameInstance doesn't notice when its peer dicts go orphan.
function _pruneToLiveScreens() {
const live = {};
const screens = Quickshell.screens || [];
-3
View File
@@ -19,7 +19,6 @@ Item {
property color borderColor: "transparent"
property real borderWidth: 0
// Rounded-rect geometry within the item; defaults fill the item.
property real sourceX: 0
property real sourceY: 0
property real sourceWidth: width
@@ -36,8 +35,6 @@ Item {
readonly property var _ambient: Theme.elevationAmbient(level)
readonly property real _pad: shadowEnabled ? Math.ceil(Math.max(shadowBlurPx + shadowSpreadPx + Math.max(Math.abs(shadowOffsetX), Math.abs(shadowOffsetY)), _ambient.blurPx + _ambient.spreadPx) + 2) : 0
// Fill + border + key/ambient shadows drawn analytically on one oversized
// quad — no FBO, no blur passes.
ShaderEffect {
anchors.fill: parent
anchors.margins: -root._pad
-3
View File
@@ -911,9 +911,6 @@ Singleton {
}
return Qt.rgba(r, g, b, alpha);
}
// Non-directional ambient layer of the M3 two-part shadow model (key +
// ambient). Derived from the key level so user intensity/opacity settings
// scale both layers together.
function elevationAmbient(level) {
const blur = (level && level.blurPx !== undefined) ? Math.max(0, level.blurPx) : 0;
const alpha = ((level && level.alpha !== undefined) ? level.alpha : 0.3) * 0.5;
+1 -6
View File
@@ -54,10 +54,7 @@ Item {
anchors.fill: parent
}
// One focus grab for every modal; on Hyprland this is what delivers
// keyboard focus to the OnDemand surface, identically in both modes.
// The full-surface content window receives outside clicks itself, so an
// outside click closes the modal instead of being consumed by the grab.
// Hyprland OnDemand grab delivers keyboard focus to the modal content surface.
HyprlandFocusGrab {
windows: root.contentWindow ? [root.contentWindow] : []
active: KeyboardFocus.wantsGrab(root.shouldHaveFocus, root.customKeyboardFocus)
@@ -105,8 +102,6 @@ Item {
}
}
// Defer Loader source-component swap until impl is fully closed; avoids
// tearing down a modal mid-animation when frame mode is toggled.
function _maybeResolveBackend() {
if (_resolvedBackend === _desiredBackend)
return;
@@ -31,7 +31,6 @@ Item {
property bool closeOnBackgroundClick: true
property string animationType: "scale"
// Opposite side from the launcher by default; subclasses may override
property string preferredConnectedBarSide: SettingsData.frameModalEmergeSide
readonly property bool frameConnectedMode: SettingsData.frameEnabled && Theme.isConnectedEffect && !!effectiveScreen && SettingsData.isScreenInPreferences(effectiveScreen, SettingsData.frameScreenPreferences)
@@ -94,7 +93,6 @@ Item {
signal dialogClosed
signal backgroundClicked
// Coalesce per-channel dirty bits; one ConnectedModeState write per tick.
Timer {
id: _syncTimer
interval: 0
@@ -342,7 +340,6 @@ Item {
return SettingsData.frameEdgeInsetForSide(effectiveScreen, side);
}
// frameEdgeInsetForSide is the full inset; do not add frameBarSize
readonly property real _connectedAlignedX: {
switch (resolvedConnectedBarSide) {
case "top":
@@ -471,12 +468,9 @@ Item {
}
}
// Reveal frame: when the frame owns the connected chrome, the content
// must only become visible inside the modal's final footprint so it
// emerges in step with the chrome growing from the bar edge (the old
// two-window layout got this for free from the window boundary).
Item {
id: connectedReveal
// Clip to final footprint while frame-owned chrome grows from the bar edge.
x: root.alignedX
y: root.alignedY
width: root.alignedWidth
@@ -512,7 +506,6 @@ Item {
readonly property real customDistRight: root.screenWidth - customAnchorX
readonly property real customDistTop: customAnchorY
readonly property real customDistBottom: root.screenHeight - customAnchorY
// Connected emergence: travel from the resolved bar edge, matching DankPopout cadence.
readonly property real connectedEmergenceTravelX: Math.max(root.animationOffset, root.alignedWidth + Theme.spacingL)
readonly property real connectedEmergenceTravelY: Math.max(root.animationOffset, root.alignedHeight + Theme.spacingL)
readonly property real offsetX: {
@@ -580,7 +573,6 @@ Item {
return directionalTravel;
return 0;
default:
// Default to sliding down from top when centered
return -Math.max(directionalTravel, root.screenHeight * 0.24);
}
}
@@ -603,7 +595,6 @@ Item {
readonly property real computedScaleCollapsed: root.animationScaleCollapsed
// openProgress: 0 = closed (at frozenMotionOffset, scaleCollapsed), 1 = open (at 0, scale 1).
QtObject {
id: morph
property real openProgress: root.shouldBeVisible ? 1 : 0
@@ -30,7 +30,6 @@ Item {
property string _pendingMode: ""
readonly property bool unloadContentOnClose: SettingsData.dankLauncherV2UnloadOnClose
// Animation state — matches DankPopout/DankModal pattern
property bool animationsEnabled: true
property bool _motionActive: false
property real _frozenMotionX: 0
@@ -108,8 +107,6 @@ Item {
return SettingsData.frameEdgeInsetForSide(effectiveScreen, side);
}
// frameEdgeInsetForSide is the full inset; do not add frameBarSize.
// Positions the modal flush to the emerge side, centered on the cross axis.
readonly property var _connectedModalPos: {
const fallback = {
"x": (screenWidth - modalWidth) / 2,
@@ -175,8 +172,6 @@ Item {
readonly property int effectiveBorderWidth: connectedSurfaceOverride ? 0 : borderWidth
readonly property bool effectiveBlurEnabled: Theme.connectedSurfaceBlurEnabled
// Shadow padding for the content window (render padding only, no motion padding).
// Zeroed when frame owns the chrome and Wayland clips past the bar edge
readonly property var shadowLevel: Theme.elevationLevel3
readonly property real shadowFallbackOffset: 6
readonly property real shadowRenderPadding: (!frameOwnsConnectedChrome && Theme.elevationEnabled && SettingsData.modalElevationEnabled) ? Theme.elevationRenderPadding(shadowLevel, Theme.elevationLightDirection, shadowFallbackOffset, 8, 16) : 0
@@ -203,13 +198,11 @@ Item {
}
readonly property real contentSurfaceHeight: launcherArcExtenderActive ? _connectedChromeHeight : alignedHeight
// Where the content container sits inside the full-surface content window (screen coordinates)
readonly property real _ccX: _connectedChromeX
readonly property real _ccY: _connectedChromeY
signal dialogClosed
// Coalesce per-channel dirty bits; one ConnectedModeState write per tick.
Timer {
id: _syncTimer
interval: 0
@@ -365,8 +358,6 @@ Item {
return;
contentVisible = true;
spotlightContent.closeTransientUi?.();
// NOTE: forceActiveFocus() is deliberately NOT called here.
// It is deferred to after animation starts to avoid compositor IPC stalls.
if (spotlightContent.searchField) {
spotlightContent.searchField.text = query;
@@ -404,10 +395,8 @@ Item {
isClosing = false;
openedFromOverview = false;
// Disable animations so the snap is instant
animationsEnabled = false;
// Freeze the collapsed offsets (they depend on height which could change)
_frozenMotionX = contentContainer ? contentContainer.collapsedMotionX : 0;
_frozenMotionY = contentContainer ? contentContainer.collapsedMotionY : (Theme.isDirectionalEffect ? Math.max(root.screenHeight - root._ccY + root.shadowPad, Theme.effectAnimOffset * 1.1) : -Theme.effectAnimOffset);
@@ -416,24 +405,19 @@ Item {
contentWindow.screen = focusedScreen;
}
// _motionActive = false ensures motionX/Y snap to frozen collapsed position
_motionActive = false;
// Make windows visible but do NOT request keyboard focus yet
ModalManager.openModal(modalHandle);
spotlightOpen = true;
contentWindow.visible = true;
// Load content and initialize (but no forceActiveFocus — that's deferred)
_ensureContentLoadedAndInitialize(query || "", mode || "");
// Frame 1: enable animations and trigger enter motion
// Defer focus until after enter motion starts (avoids compositor IPC stalls).
Qt.callLater(() => {
root.animationsEnabled = true;
root._motionActive = true;
// Frame 2: request keyboard focus + activate search field
// Double-deferred to avoid compositor IPC competing with animation frames
Qt.callLater(() => {
root.keyboardActive = true;
if (root.spotlightContent && root.spotlightContent.searchField)
@@ -456,11 +440,9 @@ Item {
spotlightContent?.closeTransientUi?.();
openedFromOverview = false;
isClosing = true;
// For directional effects, defer contentVisible=false so content stays rendered during exit slide
if (!Theme.isDirectionalEffect)
contentVisible = false;
// Trigger exit animation — Behaviors will animate motionX/Y to frozen collapsed position
_motionActive = false;
keyboardActive = false;
@@ -612,8 +594,6 @@ Item {
}
}
// Dismissable area: everything except the bar/dock strips, so bar
// widgets stay clickable for widget-to-widget transfer.
Item {
id: dismissArea
visible: false
@@ -712,7 +692,6 @@ Item {
return -Math.max((root.shadowPad || 0) + Theme.effectAnimOffset, 40);
}
// openProgress: 0 = closed (at frozenMotion, scaleCollapsed), 1 = open (at 0, scale 1).
QtObject {
id: morph
property real openProgress: root._motionActive ? 1 : 0
@@ -771,7 +750,6 @@ Item {
width: contentContainer.width
height: contentContainer.height
// Shadow mirrors contentWrapper position/scale/opacity
ElevationShadow {
id: launcherShadowLayer
width: parent.width
@@ -789,7 +767,6 @@ Item {
shadowEnabled: !root.frameOwnsConnectedChrome && Theme.elevationEnabled && SettingsData.modalElevationEnabled && Quickshell.env("DMS_DISABLE_LAYER") !== "true" && Quickshell.env("DMS_DISABLE_LAYER") !== "1"
}
// contentWrapper moves inside static contentContainer — DankPopout pattern
Item {
id: contentWrapper
width: parent.width
+1 -4
View File
@@ -3,10 +3,7 @@ pragma ComponentBehavior: Bound
import QtQuick
import qs.Common
// Frame perimeter ring: the full window rectangle with a rounded-rectangle
// cutout, rendered as a signed-distance field with analytic antialiasing.
// One primitive: no full-output mask textures, no corner double-blend, crisp
// edges at any scale without an FBO.
// Frame perimeter ring with rounded cutout (SDF).
Item {
id: root
+1 -35
View File
@@ -92,8 +92,6 @@ PanelWindow {
readonly property real _notifStartUnderlapValue: win._notifDescriptor.omitStartConnector ? win._seamOverlap : 0
readonly property real _notifEndUnderlapValue: win._notifDescriptor.omitEndConnector ? win._seamOverlap : 0
// Theme.snap rounds to integer pixel: equal rounded values suppress
// downstream Changed during sub-pixel morph jitter.
readonly property var _popoutRadii: SurfaceGeometry.connectorRadii(win._popoutDescriptor, win._popoutBodyGeometry, win._ccr, win._surfaceRadius, win._dpr, false)
readonly property real _effectivePopoutCcr: win._popoutRadii.near
readonly property real _effectivePopoutFarCcr: win._popoutRadii.far
@@ -125,12 +123,8 @@ PanelWindow {
readonly property real _surfaceRadius: Theme.connectedSurfaceRadius
readonly property real _seamOverlap: Theme.hairline(win._dpr)
readonly property bool _disableLayer: Quickshell.env("DMS_DISABLE_LAYER") === "true" || Quickshell.env("DMS_DISABLE_LAYER") === "1"
// Both elevation states render through the SDF shader; this only toggles
// the shadow term inside it.
readonly property bool _elevationShadow: win._connectedActive && Theme.elevationEnabled && !win._disableLayer
// Active surfaces packed into four fixed SDF-shader slots. Each near (bar)
// edge is clamped to the cutout edge so the smooth-min connector attaches
// there; the per-corner smin radius is that corner's junction fillet.
// Pack active connected surfaces into four fixed SDF slots (near edges clamp to cutout).
readonly property var _sdfSlots: {
const T = win.cutoutTopInset;
const L = win.cutoutLeftInset;
@@ -158,16 +152,7 @@ PanelWindow {
const s = src[i];
const b = clampNear(s.side, s.body);
const active = b.width > 0 && b.height > 0 ? 1 : 0;
// Map start/end (left/top, right/bottom) onto corners
// (tl,tr,br,bl): bar-side corners take their near connector
// fillet, far corners always take the far fillet so a body
// meeting a perpendicular border joins with an arc (smin is
// inert when nothing is within k). A bar-side corner is sharp
// where its connector is present; an omitted connector makes
// its far corner sharp instead (the far-cap join).
const sc = s.radii.startCr, ec = s.radii.endCr;
// Clamp the far fillet to the body extent so it cannot flare
// back across a shallow body into the bar mid-animation.
const extent = (s.side === "top" || s.side === "bottom") ? b.height : b.width;
const fc = Math.min(s.radii.farCr, extent);
const omitS = s.radii.farStartCr > 0;
@@ -175,9 +160,6 @@ PanelWindow {
const bodyR = s.radii.surfaceRadius;
const nearS = omitS ? bodyR : 0, nearE = omitE ? bodyR : 0;
const farS = omitS ? 0 : bodyR, farE = omitE ? 0 : bodyR;
// An omitted bar-side corner sits flush against the border, so
// it keeps a nonzero fillet (a zero k hard-joins the coincident
// edges and shows a half-coverage hairline along the seam).
const kS = omitS ? fc : sc, kE = omitE ? fc : ec;
let ks, cr;
if (s.side === "top") {
@@ -221,8 +203,6 @@ PanelWindow {
return Math.max(0, Math.min(requested, maxRadius));
}
// Pins every surface blur region to zero while frame blur cannot be
// consumed, so animations stop dirtying the region tree.
readonly property bool _blurSurfacesActive: BlurService.enabled && SettingsData.frameBlurEnabled && win._frameActive
readonly property int _blurCutoutCompensation: SettingsData.frameOpacity <= 0.2 ? 1 : 0
readonly property int _blurCutoutLeft: Math.max(0, win.cutoutLeftInset - win._blurCutoutCompensation)
@@ -235,9 +215,6 @@ PanelWindow {
return Math.max(0, Math.min(requested, maxRadius));
}
// Blur regions bind rounded integer pixels directly: equal rounded values
// suppress Changed during sub-pixel motion, and inactive children pin to
// all-zero so the region build skips them.
QtObject {
id: _notifBodyBlurAnchor
@@ -255,7 +232,6 @@ PanelWindow {
width: win._windowRegionWidth
height: win._windowRegionHeight
// Frame cutout (always active when frame is on)
Region {
id: _blurCutout
intersection: Intersection.Subtract
@@ -829,7 +805,6 @@ PanelWindow {
}
}
// Notif body scene rect, accounting for start/end/side underlaps per bar orientation.
function _notifBodyScene() {
const isHoriz = SurfaceGeometry.isHorizontal(win._notifDescriptor.barSide);
const start = win._notifStartUnderlapValue;
@@ -861,9 +836,6 @@ PanelWindow {
return Math.max(0, Math.min(win._effectivePopoutMaxCcr, extent - win._surfaceRadius));
}
// Active connected surfaces fed to the unified silhouette path. Raw animated
// body rects (no seam/fill overlap); the builder anchors each to the cutout
// edge. Connector radii use the same per-surface helpers as the blur regions.
function _unifiedSurfaces() {
const arr = [];
const p = win._popoutBodyGeometry;
@@ -971,8 +943,6 @@ PanelWindow {
} catch (e) {}
}
// Coalesce bursts of settings-change signals into a single _buildBlur() call
// on the next event loop tick.
DeferredAction {
id: blurRebuildAction
onTriggered: win._runBlurRebuild()
@@ -1096,10 +1066,6 @@ PanelWindow {
cutoutRadius: win.cutoutRadius
}
// The entire connected silhouette (frame ring + every active chrome) as one
// SDF in a fragment shader. Analytic fwidth AA → crisp at any scale, no FBO;
// the smooth-min radius is the connector. The elevation shadow is derived
// from the same distance field, so elevation-on needs no grouping layer.
ShaderEffect {
anchors.fill: parent
visible: win._connectedActive
+1 -14
View File
@@ -1,11 +1,6 @@
#version 450
// Connected Frame Mode silhouette as a signed-distance field: the frame ring
// (an inverted rounded rectangle) smooth-unioned with each active chrome
// (popout/modal, dock, notification). The smooth-min radius IS the connector
// fillet. Antialiasing is analytic via fwidth -> crisp at any scale, no FBO.
// The elevation shadow samples the same field at the light offset, so both
// elevation states render in this one pass.
// Connected frame silhouette: frame ring + chrome bodies as one SDF with elevation shadow.
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
@@ -53,7 +48,6 @@ float sdRoundBox(vec2 p, vec2 c, vec2 hs, float r) {
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - r;
}
// Per-corner rounded box. r = (topLeft, topRight, bottomRight, bottomLeft).
float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
p -= c;
float rr = (p.x >= 0.0) ? (p.y >= 0.0 ? r.z : r.y) : (p.y >= 0.0 ? r.w : r.x);
@@ -62,7 +56,6 @@ float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
}
// Circular smooth-min: blends two SDFs with a fillet of radius k.
float smin(float a, float b, float k) {
if (k <= 0.0)
return min(a, b);
@@ -74,14 +67,12 @@ float chromeDist(vec2 px, vec4 rect, vec4 corner) {
return sdRoundBox4(px, c, rect.zw * 0.5, corner);
}
// Per-corner junction fillet radius, selected by chrome-rect quadrant.
float chromeK(vec2 px, vec4 rect, vec4 ks) {
vec2 p = px - (rect.xy + rect.zw * 0.5);
return (p.x >= 0.0) ? (p.y >= 0.0 ? ks.z : ks.y) : (p.y >= 0.0 ? ks.w : ks.x);
}
float sceneDist(vec2 px) {
// Frame ring: inside the screen rect AND outside the rounded cutout (hole).
vec2 sc = vec2(ubuf.widthPx, ubuf.heightPx) * 0.5;
float dOuter = sdBox(px, sc, sc);
vec2 cutC = vec2((ubuf.cutout.x + ubuf.cutout.z) * 0.5, (ubuf.cutout.y + ubuf.cutout.w) * 0.5);
@@ -89,7 +80,6 @@ float sceneDist(vec2 px) {
float dCut = sdRoundBox(px, cutC, cutH, ubuf.cutoutRadius);
float d = max(dOuter, -dCut);
// Smooth-union the active chrome surfaces; smin radius = junction fillet.
if (ubuf.chromeParam0.x > 0.5)
d = smin(d, chromeDist(px, ubuf.chromeRect0, ubuf.chromeCorner0), chromeK(px, ubuf.chromeRect0, ubuf.chromeK0));
if (ubuf.chromeParam1.x > 0.5)
@@ -106,14 +96,11 @@ void main() {
float d = sceneDist(px);
float fw = max(fwidth(d), 1e-4);
float cov = 1.0 - smoothstep(-fw, fw, d);
// Opaque silhouette over shadow, then the surface alpha applied to the
// whole result — matches the old flattened-FBO + group-opacity look.
vec4 col = vec4(ubuf.surfaceColor.rgb, 1.0) * cov;
if (ubuf.shadowColor.a > 0.0) {
float dk = sceneDist(px - ubuf.shadowParam.zw) - ubuf.shadowParam.y;
float bk = max(ubuf.shadowParam.x, fw);
float covK = 1.0 - smoothstep(-bk, bk, dk);
// Ambient wrap reuses the field already computed for the silhouette.
float ba = max(ubuf.ambientParam.x, fw);
float covA = 1.0 - smoothstep(-ba, ba, d - ubuf.ambientParam.y);
float sh = 1.0 - (1.0 - covK * ubuf.shadowColor.a) * (1.0 - covA * ubuf.ambientParam.z);
@@ -1,9 +1,6 @@
#version 450
// Popout-local connected chrome as a signed-distance field: the body rounded
// rect smooth-unioned against the bar-edge half-plane, so the connector
// fillets form analytically. Key + ambient shadows sample the same field;
// shadow is masked outside the silhouette.
// Popout-local connected chrome body + bar-edge connector as one SDF.
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
@@ -22,7 +19,6 @@ layout(std140, binding = 0) uniform buf {
vec4 edgeParam; // x = bar side (0 top, 1 bottom, 2 left, 3 right), y = fillet k
} ubuf;
// Per-corner rounded box. r = (topLeft, topRight, bottomRight, bottomLeft).
float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
p -= c;
float rr = (p.x >= 0.0) ? (p.y >= 0.0 ? r.z : r.y) : (p.y >= 0.0 ? r.w : r.x);
@@ -31,7 +27,6 @@ float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
}
// Circular smooth-min: blends two SDFs with a fillet of radius k.
float smin(float a, float b, float k) {
if (k <= 0.0)
return min(a, b);
@@ -39,8 +34,6 @@ float smin(float a, float b, float k) {
}
float sceneDist(vec2 px) {
// Bar edge as a half-plane whose interior lies off-item, on the bar's
// side; only its fillet contribution is visible.
float side = ubuf.edgeParam.x;
float dEdge = side < 0.5 ? px.y
: side < 1.5 ? (ubuf.heightPx - px.y)
+1 -7
View File
@@ -1,10 +1,6 @@
#version 450
// Standalone elevation surface as a signed-distance field: one quad draws the
// rounded-rect fill, its border, and the M3 two-part shadow (directional key +
// non-directional ambient) analytically — no FBO, no blur passes. The shadow
// is masked to outside the silhouette, so translucent fills never get
// interior darkening.
// Standalone rounded rect with border and M3 elevation shadow as one SDF.
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
@@ -24,7 +20,6 @@ layout(std140, binding = 0) uniform buf {
vec4 ambientParam; // ambient: x = blur px, y = spread px, z = alpha
} ubuf;
// Per-corner rounded box. r = (topLeft, topRight, bottomRight, bottomLeft).
float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
p -= c;
float rr = (p.x >= 0.0) ? (p.y >= 0.0 ? r.z : r.y) : (p.y >= 0.0 ? r.w : r.x);
@@ -43,7 +38,6 @@ void main() {
float d = rectDist(px);
float fw = max(fwidth(d), 1e-4);
float cov = 1.0 - smoothstep(-fw, fw, d);
// Qt Rectangle semantics: border band on the rim, fill inset inside it.
float covInner = 1.0 - smoothstep(-fw, fw, d + ubuf.borderWidth);
vec4 col = vec4(ubuf.fillColor.rgb, 1.0) * (ubuf.fillColor.a * covInner)
+ vec4(ubuf.borderColor.rgb, 1.0) * (ubuf.borderColor.a * max(0.0, cov - covInner));
+1 -3
View File
@@ -1,8 +1,6 @@
#version 450
// Frame perimeter ring as a signed-distance field: the window rectangle minus
// a rounded-rectangle cutout. Antialiasing is analytic via fwidth -> crisp at
// any scale, no FBO and no mask textures.
// Frame perimeter ring with rounded cutout as one SDF.
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
+1 -7
View File
@@ -53,11 +53,7 @@ Item {
readonly property var backgroundWindow: impl.item ? impl.item.backgroundWindow : null
readonly property var contentWindow: impl.item ? impl.item.contentWindow : null
// On Hyprland the OnDemand content surface only receives keyboard focus
// through a grab; everywhere else Exclusive focus covers this. Both
// popout windows plus every bar are whitelisted so clicks on them are
// delivered normally (dismiss MouseAreas, widget-to-widget transfer)
// instead of being consumed clearing the grab.
// Hyprland OnDemand grab: whitelist popout surfaces and bars so dismiss clicks still land.
HyprlandFocusGrab {
windows: {
const list = [];
@@ -146,8 +142,6 @@ Item {
return _usesConnectedBackendForScreen(targetScreen) ? connectedComp : standaloneComp;
}
// Defer Loader source-component swap until impl is fully closed; avoids
// tearing down a popout mid-animation when frame mode is toggled.
function _maybeResolveBackend() {
_resolveBackendForScreen(screen);
}
+2 -34
View File
@@ -53,7 +53,6 @@ Item {
"rightBar": 0
})
property var screen: null
// Connected resize uses one full-screen surface; body-sized regions are masks.
readonly property bool useBackgroundWindow: false
readonly property var effectivePopoutLayer: LayerShell.fromEnv("DMS_POPOUT_LAYER", root.triggerUsesOverlayLayer ? WlrLayer.Overlay : WlrLayer.Top, {
"allow": ["top", "overlay"],
@@ -91,7 +90,6 @@ Item {
signal popoutClosed
signal backgroundClicked
// Coalesce per-channel dirty bits; one ConnectedModeState write per tick.
Timer {
id: _syncTimer
interval: 0
@@ -278,11 +276,9 @@ Item {
chromeLease.release();
}
// ─── Exposed animation state for ConnectedModeState ────────────────────
readonly property real contentAnimX: contentContainer.animX
readonly property real contentAnimY: contentContainer.animY
// ─── ConnectedModeState sync ────────────────────────────────────────────
function _syncPopoutChromeState() {
if (!root.frameOwnsConnectedChrome) {
_releaseConnectedChromeState();
@@ -422,16 +418,12 @@ Item {
const screenChanged = _lastOpenedScreen !== null && _lastOpenedScreen !== screen;
if (screenChanged) {
// Hide on this tick so Qt actually tears down the wl_surface; the show
// gets deferred below so the unmap is processed before the remap.
contentWindow.visible = false;
}
_lastOpenedScreen = screen;
PopoutManager.showPopout(popoutHandle);
if (contentContainer) {
// Snap morph closed only on a fresh open; on screen-change re-open we stay at 1
// because shouldBeVisible doesn't change and won't drive morph back to 1.
if (!shouldBeVisible)
morph.openProgress = 0;
_captureChromeAnimTravel();
@@ -445,11 +437,7 @@ Item {
}
if (screenChanged) {
// Defer the show one event-loop tick. Qt coalesces a synchronous
// false→true visibility flip into a no-op, leaving WindowBlur committed
// to the previous screen's wl_surface. Splitting the flip across ticks
// forces a real surface destroy+create so BackgroundEffect.surfaceCreated
// fires and the blur region republishes on the new surface.
// Unmap/remap wl_surface across ticks so blur republishes on the new screen.
Qt.callLater(() => {
if (!root.shouldBeVisible)
return;
@@ -568,9 +556,7 @@ Item {
return Math.abs(value - bound) <= Math.max(1, Theme.hairline(root.dpr) * 2);
}
// Snap a frame-perpendicular position flush to the frame bound when it
// lands within the connector radius: a gap smaller than the radius cannot
// form the close-gap arc and renders as a pinched wedge instead.
// Snap positions within connector radius flush to the frame edge (avoids pinched arcs).
function _snapNearFrameBound(value, minBound, maxBound, minIsFrame, maxIsFrame) {
if (!root.usesConnectedSurfaceChrome || !root.closeFrameGapsActive)
return value;
@@ -637,7 +623,6 @@ Item {
property real renderedAlignedY: alignedY
property real renderedAlignedHeight: alignedHeight
readonly property bool renderedGeometryGrowing: alignedHeight >= renderedAlignedHeight
// Snap rendered geometry while the entrance morph runs so it doesn't ride a second animation (side-bar ramp).
readonly property bool _settlingToOpen: fullHeightSurface && shouldBeVisible && morphAnim.running
Behavior on renderedAlignedY {
@@ -687,8 +672,6 @@ Item {
return 0;
if (!root.usesConnectedSurfaceChrome)
return exclusion;
// In a shared frame corner, the adjacent connected bar already occupies
// one rounded-corner radius before the popout's own connector begins.
return exclusion + Theme.connectedCornerRadius * 2;
}
@@ -721,10 +704,8 @@ Item {
switch (effectiveBarPosition) {
case SettingsData.Position.Left:
// bar on left: left side is bar-adjacent (popupGap), right side is frame-perpendicular (edgeGap)
return Math.max(popupGap, Math.min(screenWidth - popupWidth - edgeGapRight, anchorX));
case SettingsData.Position.Right:
// bar on right: right side is bar-adjacent (popupGap), left side is frame-perpendicular (edgeGap)
return Math.max(edgeGapLeft, Math.min(screenWidth - popupWidth - popupGap, anchorX - popupWidth));
default:
const rawX = triggerX + (triggerWidth / 2) - (popupWidth / 2);
@@ -744,10 +725,8 @@ Item {
switch (effectiveBarPosition) {
case SettingsData.Position.Bottom:
// bar on bottom: bottom side is bar-adjacent (popupGap), top side is frame-perpendicular (edgeGap)
return Math.max(edgeGapTop, Math.min(screenHeight - popupHeight - popupGap, anchorY - popupHeight));
case SettingsData.Position.Top:
// bar on top: top side is bar-adjacent (popupGap), bottom side is frame-perpendicular (edgeGap)
return Math.max(popupGap, Math.min(screenHeight - popupHeight - edgeGapBottom, anchorY));
default:
const rawY = triggerY - (popupHeight / 2);
@@ -790,8 +769,6 @@ Item {
readonly property real s: Math.min(1, contentContainer.scaleValue)
readonly property bool trackBlurFromBarEdge: root.usesConnectedSurfaceChrome
// Connected chrome clips to the bar edge, so its blur grows from
// that same edge instead of translating through the bar before settling.
readonly property real _dyClamp: (contentContainer.barTop || contentContainer.barBottom) ? Math.max(-contentContainer.height, Math.min(contentContainer.animY, contentContainer.height)) : 0
readonly property real _dxClamp: (contentContainer.barLeft || contentContainer.barRight) ? Math.max(-contentContainer.width, Math.min(contentContainer.animX, contentContainer.width)) : 0
@@ -827,7 +804,6 @@ Item {
Region {
id: contentInputMask
// Use bar-aware mask so bar widget clicks pass through when a popout is open.
item: (shouldBeVisible && backgroundInteractive) ? backgroundDismissalMask : contentMaskRect
}
@@ -938,7 +914,6 @@ Item {
readonly property real computedScaleCollapsed: root.animationScaleCollapsed
// openProgress: 0 = closed (at offset, scaleCollapsed), 1 = open (at 0, scale 1).
QtObject {
id: morph
property real openProgress: 0
@@ -985,7 +960,6 @@ Item {
clip: shouldClip
// Bound the clipping strictly to the bar side, allowing massive overflow on the other 3 sides for shadows
x: shouldClip ? (contentContainer.barLeft ? -connectedClipAllowance : -clipOversize) : 0
y: shouldClip ? (contentContainer.barTop ? -connectedClipAllowance : -clipOversize) : 0
@@ -1043,8 +1017,6 @@ Item {
shadowEnabled: Theme.elevationEnabled && SettingsData.popoutElevationEnabled && Quickshell.env("DMS_DISABLE_LAYER") !== "true" && Quickshell.env("DMS_DISABLE_LAYER") !== "1" && !(root.suspendShadowWhileResizing && root._resizeActive) && !root.frameOwnsConnectedChrome
}
// Local connected chrome (body + connector fillets joined to
// the bar edge) and its shadow as one SDF quad — no FBO.
Item {
id: localChrome
visible: root.usesLocalConnectedSurfaceChrome
@@ -1070,8 +1042,6 @@ Item {
ShaderEffect {
anchors.fill: parent
// Shadow overflow pads every side except the bar
// edge, where the silhouette must end flush.
anchors.topMargin: contentContainer.barTop ? 0 : -localChrome.pad
anchors.bottomMargin: contentContainer.barBottom ? 0 : -localChrome.pad
anchors.leftMargin: contentContainer.barLeft ? 0 : -localChrome.pad
@@ -1144,8 +1114,6 @@ Item {
Connections {
target: contentWindow
function onVisibleChanged() {
// open() flips contentWindow.visible to rebind the layer surface to
// a new screen; don't deactivate the wrapper while still open.
if (!contentWindow.visible && !root.shouldBeVisible)
contentWrapper._renderActive = false;
}
-1
View File
@@ -1,7 +1,6 @@
import QtQuick
import qs.Common
// Defines the screen area (excluding bars) that dismisses popouts
QtObject {
id: root
+1 -4
View File
@@ -52,10 +52,7 @@ Item {
targetWindow.BackgroundEffect.blurRegion = null;
}
// Force BackgroundEffect to re-publish the blur region on the current wl_surface.
// Clearing first bypasses Quickshell's same-Region dedup in BackgroundEffect::setBlurRegion,
// setting pendingBlurRegion=true so the next polish actually ships the region — needed
// when the underlying surface has been remapped (e.g. PanelWindow.screen change).
// Re-publish blur region after wl_surface remaps (e.g. screen change).
function kick() {
if (!targetWindow)
return;