screen corners

This commit is contained in:
ItsLemmy
2025-11-06 13:20:47 -05:00
parent ceb2dea2a9
commit bbeb23d10d
6 changed files with 263 additions and 68 deletions
@@ -146,6 +146,15 @@ Item {
// panel: root.windowRoot.trayDropdownPanel
// shapeContainer: backgroundsShape
// }
/**
* Screen Corners
*/
ScreenCornersBackground {
shapeContainer: backgroundsShape
bar: root.bar
}
}
// Unified shadow system (one MultiEffect for all backgrounds)
@@ -1,6 +1,7 @@
import QtQuick
import QtQuick.Shapes
import qs.Commons
import qs.Modules.MainScreen.Backgrounds
/**
@@ -32,19 +33,10 @@ ShapePath {
readonly property point barMappedPos: bar ? Qt.point(bar.x, bar.y) : Qt.point(0, 0)
// Flatten corners if bar is too small (handle null bar)
readonly property bool shouldFlatten: bar ? (bar.width < radius * 2 || bar.height < radius * 2) : false
readonly property real effectiveRadius: shouldFlatten ? (bar ? Math.min(bar.width / 2, bar.height / 2) : 0) : radius
readonly property bool shouldFlatten: bar ? ShapeCornerHelper.shouldFlatten(bar.width, bar.height, radius) : false
readonly property real effectiveRadius: shouldFlatten ? (bar ? ShapeCornerHelper.getFlattenedRadius(Math.min(bar.width, bar.height), radius) : 0) : radius
// Helper functions (inlined from ShapeCornerHelper)
function getMultX(cornerState) {
return cornerState === 1 ? -1 : 1
}
function getMultY(cornerState) {
return cornerState === 2 ? -1 : 1
}
function getArcDirection(multX, multY) {
return ((multX < 0) !== (multY < 0)) ? PathArc.Counterclockwise : PathArc.Clockwise
}
// Helper function for getting corner radius based on state
function getCornerRadius(cornerState) {
// State -1 = no radius (flat corner)
if (cornerState === -1)
@@ -54,20 +46,20 @@ ShapePath {
}
// Per-corner multipliers and radii based on bar's corner states (handle null bar)
readonly property real tlMultX: bar ? getMultX(bar.topLeftCornerState) : 1
readonly property real tlMultY: bar ? getMultY(bar.topLeftCornerState) : 1
readonly property real tlMultX: bar ? ShapeCornerHelper.getMultX(bar.topLeftCornerState) : 1
readonly property real tlMultY: bar ? ShapeCornerHelper.getMultY(bar.topLeftCornerState) : 1
readonly property real tlRadius: bar ? getCornerRadius(bar.topLeftCornerState) : 0
readonly property real trMultX: bar ? getMultX(bar.topRightCornerState) : 1
readonly property real trMultY: bar ? getMultY(bar.topRightCornerState) : 1
readonly property real trMultX: bar ? ShapeCornerHelper.getMultX(bar.topRightCornerState) : 1
readonly property real trMultY: bar ? ShapeCornerHelper.getMultY(bar.topRightCornerState) : 1
readonly property real trRadius: bar ? getCornerRadius(bar.topRightCornerState) : 0
readonly property real brMultX: bar ? getMultX(bar.bottomRightCornerState) : 1
readonly property real brMultY: bar ? getMultY(bar.bottomRightCornerState) : 1
readonly property real brMultX: bar ? ShapeCornerHelper.getMultX(bar.bottomRightCornerState) : 1
readonly property real brMultY: bar ? ShapeCornerHelper.getMultY(bar.bottomRightCornerState) : 1
readonly property real brRadius: bar ? getCornerRadius(bar.bottomRightCornerState) : 0
readonly property real blMultX: bar ? getMultX(bar.bottomLeftCornerState) : 1
readonly property real blMultY: bar ? getMultY(bar.bottomLeftCornerState) : 1
readonly property real blMultX: bar ? ShapeCornerHelper.getMultX(bar.bottomLeftCornerState) : 1
readonly property real blMultY: bar ? ShapeCornerHelper.getMultY(bar.bottomLeftCornerState) : 1
readonly property real blRadius: bar ? getCornerRadius(bar.bottomLeftCornerState) : 0
// ShapePath configuration
@@ -102,7 +94,7 @@ ShapePath {
relativeY: root.trRadius * root.trMultY
radiusX: root.trRadius
radiusY: root.trRadius
direction: root.getArcDirection(root.trMultX, root.trMultY)
direction: ShapeCornerHelper.getArcDirection(root.trMultX, root.trMultY)
}
// Right edge (moving down)
@@ -117,7 +109,7 @@ ShapePath {
relativeY: root.brRadius * root.brMultY
radiusX: root.brRadius
radiusY: root.brRadius
direction: root.getArcDirection(root.brMultX, root.brMultY)
direction: ShapeCornerHelper.getArcDirection(root.brMultX, root.brMultY)
}
// Bottom edge (moving left)
@@ -132,7 +124,7 @@ ShapePath {
relativeY: -root.blRadius * root.blMultY
radiusX: root.blRadius
radiusY: root.blRadius
direction: root.getArcDirection(root.blMultX, root.blMultY)
direction: ShapeCornerHelper.getArcDirection(root.blMultX, root.blMultY)
}
// Left edge (moving up) - closes the path back to start
@@ -147,6 +139,6 @@ ShapePath {
relativeY: -root.tlRadius * root.tlMultY
radiusX: root.tlRadius
radiusY: root.tlRadius
direction: root.getArcDirection(root.tlMultX, root.tlMultY)
direction: ShapeCornerHelper.getArcDirection(root.tlMultX, root.tlMultY)
}
}
@@ -1,6 +1,7 @@
import QtQuick
import QtQuick.Shapes
import qs.Commons
import qs.Modules.MainScreen.Backgrounds
/**
@@ -38,19 +39,10 @@ ShapePath {
readonly property real panelHeight: panelBg ? panelBg.height : 0
// Flatten corners if panel is too small
readonly property bool shouldFlatten: panelBg ? (panelWidth < radius * 2 || panelHeight < radius * 2) : false
readonly property real effectiveRadius: shouldFlatten ? Math.min(panelWidth / 2, panelHeight / 2) : radius
readonly property bool shouldFlatten: panelBg ? ShapeCornerHelper.shouldFlatten(panelWidth, panelHeight, radius) : false
readonly property real effectiveRadius: shouldFlatten ? ShapeCornerHelper.getFlattenedRadius(Math.min(panelWidth, panelHeight), radius) : radius
// Helper functions (inlined from ShapeCornerHelper)
function getMultX(cornerState) {
return cornerState === 1 ? -1 : 1
}
function getMultY(cornerState) {
return cornerState === 2 ? -1 : 1
}
function getArcDirection(multX, multY) {
return ((multX < 0) !== (multY < 0)) ? PathArc.Counterclockwise : PathArc.Clockwise
}
// Helper function for getting corner radius based on state
function getCornerRadius(cornerState) {
// State -1 = no radius (flat corner)
if (cornerState === -1)
@@ -60,20 +52,20 @@ ShapePath {
}
// Per-corner multipliers and radii based on panelBg's corner states
readonly property real tlMultX: panelBg ? getMultX(panelBg.topLeftCornerState) : 1
readonly property real tlMultY: panelBg ? getMultY(panelBg.topLeftCornerState) : 1
readonly property real tlMultX: panelBg ? ShapeCornerHelper.getMultX(panelBg.topLeftCornerState) : 1
readonly property real tlMultY: panelBg ? ShapeCornerHelper.getMultY(panelBg.topLeftCornerState) : 1
readonly property real tlRadius: panelBg ? getCornerRadius(panelBg.topLeftCornerState) : 0
readonly property real trMultX: panelBg ? getMultX(panelBg.topRightCornerState) : 1
readonly property real trMultY: panelBg ? getMultY(panelBg.topRightCornerState) : 1
readonly property real trMultX: panelBg ? ShapeCornerHelper.getMultX(panelBg.topRightCornerState) : 1
readonly property real trMultY: panelBg ? ShapeCornerHelper.getMultY(panelBg.topRightCornerState) : 1
readonly property real trRadius: panelBg ? getCornerRadius(panelBg.topRightCornerState) : 0
readonly property real brMultX: panelBg ? getMultX(panelBg.bottomRightCornerState) : 1
readonly property real brMultY: panelBg ? getMultY(panelBg.bottomRightCornerState) : 1
readonly property real brMultX: panelBg ? ShapeCornerHelper.getMultX(panelBg.bottomRightCornerState) : 1
readonly property real brMultY: panelBg ? ShapeCornerHelper.getMultY(panelBg.bottomRightCornerState) : 1
readonly property real brRadius: panelBg ? getCornerRadius(panelBg.bottomRightCornerState) : 0
readonly property real blMultX: panelBg ? getMultX(panelBg.bottomLeftCornerState) : 1
readonly property real blMultY: panelBg ? getMultY(panelBg.bottomLeftCornerState) : 1
readonly property real blMultX: panelBg ? ShapeCornerHelper.getMultX(panelBg.bottomLeftCornerState) : 1
readonly property real blMultY: panelBg ? ShapeCornerHelper.getMultY(panelBg.bottomLeftCornerState) : 1
readonly property real blRadius: panelBg ? getCornerRadius(panelBg.bottomLeftCornerState) : 0
// DEBUG: Log panel state changes
@@ -124,7 +116,7 @@ ShapePath {
relativeY: root.trRadius * root.trMultY
radiusX: root.trRadius
radiusY: root.trRadius
direction: root.getArcDirection(root.trMultX, root.trMultY)
direction: ShapeCornerHelper.getArcDirection(root.trMultX, root.trMultY)
}
// Right edge (moving down)
@@ -139,7 +131,7 @@ ShapePath {
relativeY: root.brRadius * root.brMultY
radiusX: root.brRadius
radiusY: root.brRadius
direction: root.getArcDirection(root.brMultX, root.brMultY)
direction: ShapeCornerHelper.getArcDirection(root.brMultX, root.brMultY)
}
// Bottom edge (moving left)
@@ -154,7 +146,7 @@ ShapePath {
relativeY: -root.blRadius * root.blMultY
radiusX: root.blRadius
radiusY: root.blRadius
direction: root.getArcDirection(root.blMultX, root.blMultY)
direction: ShapeCornerHelper.getArcDirection(root.blMultX, root.blMultY)
}
// Left edge (moving up) - closes the path back to start
@@ -169,6 +161,6 @@ ShapePath {
relativeY: -root.tlRadius * root.tlMultY
radiusX: root.tlRadius
radiusY: root.tlRadius
direction: root.getArcDirection(root.tlMultX, root.tlMultY)
direction: ShapeCornerHelper.getArcDirection(root.tlMultX, root.tlMultY)
}
}
@@ -0,0 +1,219 @@
import QtQuick
import QtQuick.Shapes
import qs.Commons
import qs.Services
import qs.Modules.MainScreen.Backgrounds
/**
* ScreenCornersBackground - ShapePath component for rendering screen corners
*
* Renders concave corners at the screen edges to create a rounded screen effect.
* Uses the unified shadow system - this ShapePath is a child of the AllBackgrounds Shape container.
*/
ShapePath {
id: root
// Required reference to AllBackgrounds shapeContainer
required property var shapeContainer
// Required reference to the bar
required property var bar
// Corner configuration
readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? Color.black : Qt.alpha(Color.mSurface, Settings.data.bar.backgroundOpacity)
readonly property real cornerRadius: Style.screenRadius
readonly property real cornerSize: Style.screenRadius
// Helper properties for margin calculations
readonly property bool barOnThisMonitor: BarService.isVisible && Settings.data.bar.backgroundOpacity > 0
readonly property real barMargin: !Settings.data.bar.floating && barOnThisMonitor ? Style.barHeight : 0
// Determine margins based on bar position
readonly property real topMargin: Settings.data.bar.position === "top" ? barMargin : 0
readonly property real bottomMargin: Settings.data.bar.position === "bottom" ? barMargin : 0
readonly property real leftMargin: Settings.data.bar.position === "left" ? barMargin : 0
readonly property real rightMargin: Settings.data.bar.position === "right" ? barMargin : 0
// Screen dimensions
readonly property real screenWidth: shapeContainer ? shapeContainer.width : 0
readonly property real screenHeight: shapeContainer ? shapeContainer.height : 0
// Only show screen corners if enabled and appropriate conditions are met
readonly property bool shouldShow: Settings.data.general.showScreenCorners && (!Settings.data.ui.panelsAttachedToBar || Settings.data.bar.backgroundOpacity >= 1 || Settings.data.bar.floating)
// ShapePath configuration
strokeWidth: -1 // No stroke, fill only
fillColor: shouldShow ? cornerColor : Color.transparent
// Smooth color animation
Behavior on fillColor {
ColorAnimation {
duration: Style.animationFast
}
}
// ========== PATH DEFINITION ==========
// Draws 4 separate corner squares at screen edges
// Each corner square has a concave arc on the inner diagonal
// ========== TOP-LEFT CORNER ==========
// Arc is at the bottom-right of this square (inner diagonal)
// Start at top-left screen corner
startX: leftMargin
startY: topMargin
// Top edge (moving right)
PathLine {
relativeX: cornerSize
relativeY: 0
}
// Right edge (moving down toward arc)
PathLine {
relativeX: 0
relativeY: cornerSize - cornerRadius
}
// Concave arc (bottom-right corner of square, curving inward toward screen center)
PathArc {
relativeX: -cornerRadius
relativeY: cornerRadius
radiusX: cornerRadius
radiusY: cornerRadius
direction: PathArc.Counterclockwise
}
// Bottom edge (moving left)
PathLine {
relativeX: -(cornerSize - cornerRadius)
relativeY: 0
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -cornerSize
}
// ========== TOP-RIGHT CORNER ==========
// Arc is at the bottom-left of this square (inner diagonal)
PathMove {
x: screenWidth - rightMargin - cornerSize
y: topMargin
}
// Top edge (moving right)
PathLine {
relativeX: cornerSize
relativeY: 0
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: cornerSize
}
// Bottom edge (moving left toward arc)
PathLine {
relativeX: -(cornerSize - cornerRadius)
relativeY: 0
}
// Concave arc (bottom-left corner of square, curving inward toward screen center)
PathArc {
relativeX: -cornerRadius
relativeY: -cornerRadius
radiusX: cornerRadius
radiusY: cornerRadius
direction: PathArc.Counterclockwise
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -(cornerSize - cornerRadius)
}
// ========== BOTTOM-LEFT CORNER ==========
// Arc is at the top-right of this square (inner diagonal)
PathMove {
x: leftMargin
y: screenHeight - bottomMargin - cornerSize
}
// Top edge (moving right toward arc)
PathLine {
relativeX: cornerSize - cornerRadius
relativeY: 0
}
// Concave arc (top-right corner of square, curving inward toward screen center)
PathArc {
relativeX: cornerRadius
relativeY: cornerRadius
radiusX: cornerRadius
radiusY: cornerRadius
direction: PathArc.Counterclockwise
}
// Right edge (moving down)
PathLine {
relativeX: 0
relativeY: cornerSize - cornerRadius
}
// Bottom edge (moving left)
PathLine {
relativeX: -cornerSize
relativeY: 0
}
// Left edge (moving up) - closes back to start
PathLine {
relativeX: 0
relativeY: -cornerSize
}
// ========== BOTTOM-RIGHT CORNER ==========
// Arc is at the top-left of this square (inner diagonal)
// Start at bottom-right of square (different from other corners!)
PathMove {
x: screenWidth - rightMargin
y: screenHeight - bottomMargin
}
// Bottom edge (moving left)
PathLine {
relativeX: -cornerSize
relativeY: 0
}
// Left edge (moving up toward arc)
PathLine {
relativeX: 0
relativeY: -(cornerSize - cornerRadius)
}
// Concave arc (top-left corner of square, curving inward toward screen center)
PathArc {
relativeX: cornerRadius
relativeY: -cornerRadius
radiusX: cornerRadius
radiusY: cornerRadius
direction: PathArc.Counterclockwise
}
// Top edge (moving right)
PathLine {
relativeX: cornerSize - cornerRadius
relativeY: 0
}
// Right edge (moving down) - closes back to start
PathLine {
relativeX: 0
relativeY: cornerSize
}
}
@@ -0,0 +1,81 @@
pragma Singleton
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.
*/
Singleton {
id: root
/**
* 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
}
/**
* 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
}
/**
* 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
}
/**
* 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)
}
/**
* 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 requestedRadius
}
/**
* 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
}
}