Switched to qmlformat.

This commit is contained in:
ItsLemmy
2025-11-16 17:07:03 -05:00
parent 32905224b9
commit 3ff5b7639f
223 changed files with 9970 additions and 9658 deletions
@@ -3,17 +3,16 @@ import QtQuick.Shapes
import qs.Commons
import qs.Widgets
/**
* AllBackgrounds - Unified Shape container for all bar and panel backgrounds
*
* Unified shadow system. This component contains a single Shape
* with multiple ShapePath children (one for bar, one for each panel type).
*
* Benefits:
* - Single GPU-accelerated rendering pass for all backgrounds
* - Unified shadow system (one MultiEffect for everything)
*/
* AllBackgrounds - Unified Shape container for all bar and panel backgrounds
*
* Unified shadow system. This component contains a single Shape
* with multiple ShapePath children (one for bar, one for each panel type).
*
* Benefits:
* - Single GPU-accelerated rendering pass for all backgrounds
* - Unified shadow system (one MultiEffect for everything)
*/
Item {
id: root
@@ -46,15 +45,14 @@ Item {
enabled: false // Disable mouse input on the Shape itself
Component.onCompleted: {
Logger.d("AllBackgrounds", "AllBackgrounds initialized")
Logger.d("AllBackgrounds", " bar:", root.bar)
Logger.d("AllBackgrounds", " windowRoot:", root.windowRoot)
Logger.d("AllBackgrounds", "AllBackgrounds initialized");
Logger.d("AllBackgrounds", " bar:", root.bar);
Logger.d("AllBackgrounds", " windowRoot:", root.windowRoot);
}
/**
* Bar
*/
* Bar
*/
BarBackground {
bar: root.bar
shapeContainer: backgroundsShape
@@ -62,10 +60,9 @@ Item {
backgroundColor: Qt.alpha(Color.mSurface, Settings.data.bar.backgroundOpacity)
}
/**
* Panels
*/
* Panels
*/
// Audio
PanelBackground {
@@ -1,22 +1,21 @@
import QtQuick
import QtQuick.Shapes
import qs.Commons
import qs.Services.UI
import qs.Modules.MainScreen.Backgrounds
import qs.Services.UI
/**
* BarBackground - ShapePath component for rendering the bar background
*
* Unified shadow system. This component is a ShapePath that will be
* a child of the unified AllBackgrounds Shape container.
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*/
* BarBackground - ShapePath component for rendering the bar background
*
* Unified shadow system. This component is a ShapePath that will be
* a child of the unified AllBackgrounds Shape container.
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*/
ShapePath {
id: root
@@ -35,15 +34,15 @@ ShapePath {
readonly property bool shouldShow: {
// Check global bar visibility
if (!BarService.isVisible)
return false
return false;
// Check screen-specific configuration
var monitors = Settings.data.bar.monitors || []
var screenName = windowRoot?.screen?.name || ""
var monitors = Settings.data.bar.monitors || [];
var screenName = windowRoot?.screen?.name || "";
// If no monitors specified, show on all screens
// If monitors specified, only show if this screen is in the list
return monitors.length === 0 || monitors.includes(screenName)
return monitors.length === 0 || monitors.includes(screenName);
}
// Corner radius (from Style)
@@ -65,9 +64,9 @@ ShapePath {
function getCornerRadius(cornerState) {
// State -1 = no radius (flat corner)
if (cornerState === -1)
return 0
return 0;
// All other states use effectiveRadius
return effectiveRadius
return effectiveRadius;
}
// Per-corner multipliers and radii based on bar's corner states (handle null bar)
@@ -3,22 +3,21 @@ import QtQuick.Shapes
import qs.Commons
import qs.Modules.MainScreen.Backgrounds
/**
* PanelBackground - ShapePath component for rendering a single background
*
* Unified shadow system. This component is a ShapePath that will
* be a child of the unified AllBackgrounds Shape container.
*
* Reads positioning and geometry from PanelPlaceholder (via panel.panelItem).
* The actual panel content lives in a separate SmartPanelWindow.
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*/
* PanelBackground - ShapePath component for rendering a single background
*
* Unified shadow system. This component is a ShapePath that will
* be a child of the unified AllBackgrounds Shape container.
*
* Reads positioning and geometry from PanelPlaceholder (via panel.panelItem).
* The actual panel content lives in a separate SmartPanelWindow.
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*/
ShapePath {
id: root
@@ -51,9 +50,9 @@ ShapePath {
function getCornerRadius(cornerState) {
// State -1 = no radius (flat corner)
if (cornerState === -1)
return 0
return 0;
// All other states use effectiveRadius
return effectiveRadius
return effectiveRadius;
}
// Per-corner multipliers and radii based on panelBg's corner states
@@ -4,78 +4,71 @@ import QtQuick
import QtQuick.Shapes
import Quickshell
/**
* ShapeCornerHelper - Utility singleton for shape corner calculations
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*
* The key technique: Using PathArc direction control (Clockwise vs Counterclockwise)
* combined with multipliers to create both inner and outer corner curves.
*/
* ShapeCornerHelper - Utility singleton for shape corner calculations
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*
* The key technique: Using PathArc direction control (Clockwise vs Counterclockwise)
* combined with multipliers to create both inner and outer corner curves.
*/
Singleton {
id: root
/**
* Get X-axis multiplier for a corner state
* State 1 (horizontal invert) returns -1, others return 1
*/
* Get X-axis multiplier for a corner state
* State 1 (horizontal invert) returns -1, others return 1
*/
function getMultX(cornerState) {
return cornerState === 1 ? -1 : 1
return cornerState === 1 ? -1 : 1;
}
/**
* Get Y-axis multiplier for a corner state
* State 2 (vertical invert) returns -1, others return 1
*/
* Get Y-axis multiplier for a corner state
* State 2 (vertical invert) returns -1, others return 1
*/
function getMultY(cornerState) {
return cornerState === 2 ? -1 : 1
return cornerState === 2 ? -1 : 1;
}
/**
* Get PathArc direction for a corner based on its multipliers
* Uses XOR logic: if X inverted differs from Y inverted, use Counterclockwise
* This creates the outer curve effect for inverted corners
*/
* Get PathArc direction for a corner based on its multipliers
* Uses XOR logic: if X inverted differs from Y inverted, use Counterclockwise
* This creates the outer curve effect for inverted corners
*/
function getArcDirection(multX, multY) {
return ((multX < 0) !== (multY < 0)) ? PathArc.Counterclockwise : PathArc.Clockwise
return ((multX < 0) !== (multY < 0)) ? PathArc.Counterclockwise : PathArc.Clockwise;
}
/**
* Convenience function to get arc direction directly from corner state
*/
* Convenience function to get arc direction directly from corner state
*/
function getArcDirectionFromState(cornerState) {
const multX = getMultX(cornerState)
const multY = getMultY(cornerState)
return getArcDirection(multX, multY)
const multX = getMultX(cornerState);
const multY = getMultY(cornerState);
return getArcDirection(multX, multY);
}
/**
* Get the "flattening" radius when shape dimensions are too small
* Prevents visual artifacts when radius exceeds dimensions
*/
* Get the "flattening" radius when shape dimensions are too small
* Prevents visual artifacts when radius exceeds dimensions
*/
function getFlattenedRadius(dimension, requestedRadius) {
if (dimension < requestedRadius * 2) {
return dimension / 2
return dimension / 2;
}
return requestedRadius
return requestedRadius;
}
/**
* Check if a shape should use flattened corners
* Returns true if width or height is too small for the requested radius
*/
* Check if a shape should use flattened corners
* Returns true if width or height is too small for the requested radius
*/
function shouldFlatten(width, height, radius) {
return width < radius * 2 || height < radius * 2
return width < radius * 2 || height < radius * 2;
}
}