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Refactor: Panels and Bar background are now drawn separately with Shapes.
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import QtQuick
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import QtQuick.Shapes
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import qs.Commons
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/**
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* BarBackground - ShapePath component for rendering the bar background
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*
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* Unified shadow system. This component is a ShapePath that will be
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* a child of the unified AllBackgrounds Shape container.
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*
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* Uses 4-state per-corner system for flexible corner rendering:
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* - State -1: No radius (flat/square corner)
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* - State 0: Normal (inner curve)
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* - State 1: Horizontal inversion (outer curve on X-axis)
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* - State 2: Vertical inversion (outer curve on Y-axis)
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*/
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ShapePath {
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id: root
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// Required reference to the bar component
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required property var bar
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// Required reference to AllBackgrounds shapeContainer
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required property var shapeContainer
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// Corner radius (from Style)
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readonly property real radius: Style.radiusL
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// Bar position - since bar's parent fills the screen and Shape also fills the screen,
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// we can use bar.x and bar.y directly (they're already in screen coordinates)
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readonly property point barMappedPos: bar ? Qt.point(bar.x, bar.y) : Qt.point(0, 0)
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// Flatten corners if bar is too small (handle null bar)
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readonly property bool shouldFlatten: bar ? (bar.width < radius * 2 || bar.height < radius * 2) : false
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readonly property real effectiveRadius: shouldFlatten ? (bar ? Math.min(bar.width / 2, bar.height / 2) : 0) : radius
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// Helper functions (inlined from ShapeCornerHelper)
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function getMultX(cornerState) {
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return cornerState === 1 ? -1 : 1
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}
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function getMultY(cornerState) {
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return cornerState === 2 ? -1 : 1
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}
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function getArcDirection(multX, multY) {
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return ((multX < 0) !== (multY < 0)) ? PathArc.Counterclockwise : PathArc.Clockwise
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}
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function getCornerRadius(cornerState) {
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// State -1 = no radius (flat corner)
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if (cornerState === -1)
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return 0
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// All other states use effectiveRadius
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return effectiveRadius
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}
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// Per-corner multipliers and radii based on bar's corner states (handle null bar)
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readonly property real tlMultX: bar ? getMultX(bar.topLeftCornerState) : 1
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readonly property real tlMultY: bar ? getMultY(bar.topLeftCornerState) : 1
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readonly property real tlRadius: bar ? getCornerRadius(bar.topLeftCornerState) : 0
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readonly property real trMultX: bar ? getMultX(bar.topRightCornerState) : 1
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readonly property real trMultY: bar ? getMultY(bar.topRightCornerState) : 1
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readonly property real trRadius: bar ? getCornerRadius(bar.topRightCornerState) : 0
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readonly property real brMultX: bar ? getMultX(bar.bottomRightCornerState) : 1
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readonly property real brMultY: bar ? getMultY(bar.bottomRightCornerState) : 1
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readonly property real brRadius: bar ? getCornerRadius(bar.bottomRightCornerState) : 0
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readonly property real blMultX: bar ? getMultX(bar.bottomLeftCornerState) : 1
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readonly property real blMultY: bar ? getMultY(bar.bottomLeftCornerState) : 1
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readonly property real blRadius: bar ? getCornerRadius(bar.bottomLeftCornerState) : 0
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// ShapePath configuration
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strokeWidth: -1 // No stroke, fill only
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fillColor: Qt.alpha(Color.mSurface, Settings.data.bar.backgroundOpacity)
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// Starting position (top-left corner, after the arc)
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// Use mapped coordinates relative to the Shape container
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startX: barMappedPos.x + tlRadius * tlMultX
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startY: barMappedPos.y
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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 a rectangle with potentially inverted corners
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// All coordinates are relative to startX/startY
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// Top edge (moving right)
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PathLine {
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relativeX: (bar ? bar.width : 0) - root.tlRadius * root.tlMultX - root.trRadius * root.trMultX
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relativeY: 0
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}
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// Top-right corner arc
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PathArc {
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relativeX: root.trRadius * root.trMultX
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relativeY: root.trRadius * root.trMultY
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radiusX: root.trRadius
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radiusY: root.trRadius
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direction: root.getArcDirection(root.trMultX, root.trMultY)
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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: (bar ? bar.height : 0) - root.trRadius * root.trMultY - root.brRadius * root.brMultY
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}
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// Bottom-right corner arc
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PathArc {
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relativeX: -root.brRadius * root.brMultX
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relativeY: root.brRadius * root.brMultY
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radiusX: root.brRadius
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radiusY: root.brRadius
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direction: root.getArcDirection(root.brMultX, root.brMultY)
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -((bar ? bar.width : 0) - root.brRadius * root.brMultX - root.blRadius * root.blMultX)
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relativeY: 0
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}
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// Bottom-left corner arc
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PathArc {
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relativeX: -root.blRadius * root.blMultX
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relativeY: -root.blRadius * root.blMultY
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radiusX: root.blRadius
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radiusY: root.blRadius
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direction: root.getArcDirection(root.blMultX, root.blMultY)
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}
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// Left edge (moving up) - closes the path back to start
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PathLine {
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relativeX: 0
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relativeY: -((bar ? bar.height : 0) - root.blRadius * root.blMultY - root.tlRadius * root.tlMultY)
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}
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// Top-left corner arc (back to start)
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PathArc {
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relativeX: root.tlRadius * root.tlMultX
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relativeY: -root.tlRadius * root.tlMultY
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radiusX: root.tlRadius
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radiusY: root.tlRadius
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direction: root.getArcDirection(root.tlMultX, root.tlMultY)
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}
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}
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