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screen corners
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import QtQuick
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import QtQuick.Shapes
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import qs.Commons
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import qs.Services
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import qs.Modules.MainScreen.Backgrounds
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/**
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* ScreenCornersBackground - ShapePath component for rendering screen corners
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*
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* Renders concave corners at the screen edges to create a rounded screen effect.
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* Uses the unified shadow system - this ShapePath is a child of the AllBackgrounds Shape container.
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*/
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ShapePath {
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id: root
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// Required reference to AllBackgrounds shapeContainer
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required property var shapeContainer
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// Required reference to the bar
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required property var bar
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// Corner configuration
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readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? Color.black : Qt.alpha(Color.mSurface, Settings.data.bar.backgroundOpacity)
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readonly property real cornerRadius: Style.screenRadius
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readonly property real cornerSize: Style.screenRadius
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// Helper properties for margin calculations
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readonly property bool barOnThisMonitor: BarService.isVisible && Settings.data.bar.backgroundOpacity > 0
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readonly property real barMargin: !Settings.data.bar.floating && barOnThisMonitor ? Style.barHeight : 0
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// Determine margins based on bar position
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readonly property real topMargin: Settings.data.bar.position === "top" ? barMargin : 0
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readonly property real bottomMargin: Settings.data.bar.position === "bottom" ? barMargin : 0
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readonly property real leftMargin: Settings.data.bar.position === "left" ? barMargin : 0
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readonly property real rightMargin: Settings.data.bar.position === "right" ? barMargin : 0
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// Screen dimensions
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readonly property real screenWidth: shapeContainer ? shapeContainer.width : 0
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readonly property real screenHeight: shapeContainer ? shapeContainer.height : 0
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// Only show screen corners if enabled and appropriate conditions are met
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readonly property bool shouldShow: Settings.data.general.showScreenCorners && (!Settings.data.ui.panelsAttachedToBar || Settings.data.bar.backgroundOpacity >= 1 || Settings.data.bar.floating)
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// ShapePath configuration
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strokeWidth: -1 // No stroke, fill only
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fillColor: shouldShow ? cornerColor : Color.transparent
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// Smooth color animation
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Behavior on fillColor {
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ColorAnimation {
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duration: Style.animationFast
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}
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}
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// ========== PATH DEFINITION ==========
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// Draws 4 separate corner squares at screen edges
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// Each corner square has a concave arc on the inner diagonal
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// ========== TOP-LEFT CORNER ==========
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// Arc is at the bottom-right of this square (inner diagonal)
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// Start at top-left screen corner
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startX: leftMargin
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startY: topMargin
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// Top edge (moving right)
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PathLine {
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relativeX: cornerSize
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relativeY: 0
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}
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// Right edge (moving down toward arc)
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PathLine {
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relativeX: 0
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relativeY: cornerSize - cornerRadius
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}
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// Concave arc (bottom-right corner of square, curving inward toward screen center)
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PathArc {
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relativeX: -cornerRadius
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relativeY: cornerRadius
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radiusX: cornerRadius
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radiusY: cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -(cornerSize - cornerRadius)
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relativeY: 0
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -cornerSize
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}
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// ========== TOP-RIGHT CORNER ==========
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// Arc is at the bottom-left of this square (inner diagonal)
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PathMove {
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x: screenWidth - rightMargin - cornerSize
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y: topMargin
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}
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// Top edge (moving right)
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PathLine {
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relativeX: cornerSize
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relativeY: 0
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}
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// Right edge (moving down)
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PathLine {
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relativeX: 0
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relativeY: cornerSize
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}
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// Bottom edge (moving left toward arc)
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PathLine {
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relativeX: -(cornerSize - cornerRadius)
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relativeY: 0
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}
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// Concave arc (bottom-left corner of square, curving inward toward screen center)
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PathArc {
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relativeX: -cornerRadius
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relativeY: -cornerRadius
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radiusX: cornerRadius
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radiusY: cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -(cornerSize - cornerRadius)
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}
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// ========== BOTTOM-LEFT CORNER ==========
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// Arc is at the top-right of this square (inner diagonal)
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PathMove {
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x: leftMargin
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y: screenHeight - bottomMargin - cornerSize
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}
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// Top edge (moving right toward arc)
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PathLine {
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relativeX: cornerSize - cornerRadius
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relativeY: 0
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}
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// Concave arc (top-right corner of square, curving inward toward screen center)
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PathArc {
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relativeX: cornerRadius
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relativeY: cornerRadius
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radiusX: cornerRadius
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radiusY: cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Right edge (moving down)
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PathLine {
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relativeX: 0
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relativeY: cornerSize - cornerRadius
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -cornerSize
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relativeY: 0
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -cornerSize
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}
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// ========== BOTTOM-RIGHT CORNER ==========
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// Arc is at the top-left of this square (inner diagonal)
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// Start at bottom-right of square (different from other corners!)
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PathMove {
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x: screenWidth - rightMargin
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y: screenHeight - bottomMargin
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -cornerSize
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relativeY: 0
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}
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// Left edge (moving up toward arc)
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PathLine {
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relativeX: 0
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relativeY: -(cornerSize - cornerRadius)
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}
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// Concave arc (top-left corner of square, curving inward toward screen center)
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PathArc {
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relativeX: cornerRadius
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relativeY: -cornerRadius
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radiusX: cornerRadius
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radiusY: cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Top edge (moving right)
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PathLine {
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relativeX: cornerSize - cornerRadius
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relativeY: 0
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}
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// Right edge (moving down) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: cornerSize
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}
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}
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