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refactor(framemode): unify connected surface chrome via SDF pipeline
- Shadow system rewrite with SDF quads - Replace ConnectedShape/layer FBOs w/frame & chrome SDF shaders - Improve frame blur performance - Plugin performance gate
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import QtQuick
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import qs.Common
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QtObject {
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id: root
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property int barPosition: 0
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property real barX: 0
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property real barY: 0
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property real barWidth: 0
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property real barHeight: 0
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property real screenWidth: 0
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property real screenHeight: 0
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property var adjacentBarInfo: null
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readonly property real _leftExclusion: (barPosition === SettingsData.Position.Left && barWidth > 0) ? Math.max(0, barX + barWidth) : 0
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readonly property real _topExclusion: (barPosition === SettingsData.Position.Top && barHeight > 0) ? Math.max(0, barY + barHeight) : 0
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readonly property real _rightExclusion: (barPosition === SettingsData.Position.Right && barWidth > 0) ? Math.max(0, screenWidth - barX) : 0
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readonly property real _bottomExclusion: (barPosition === SettingsData.Position.Bottom && barHeight > 0) ? Math.max(0, screenHeight - barY) : 0
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readonly property real x: Math.max(_leftExclusion, adjacentBarInfo?.leftBar ?? 0)
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readonly property real y: Math.max(_topExclusion, adjacentBarInfo?.topBar ?? 0)
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readonly property real width: Math.max(100, screenWidth - x - Math.max(_rightExclusion, adjacentBarInfo?.rightBar ?? 0))
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readonly property real height: Math.max(100, screenHeight - y - Math.max(_bottomExclusion, adjacentBarInfo?.bottomBar ?? 0))
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}
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