Removing unecessary wrapper in ScreenCorners.qml
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61abcddeeb
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2 changed files with 119 additions and 117 deletions
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@ -6,12 +6,16 @@ import qs.Services
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import qs.Widgets
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NLoader {
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id: cornerLoader
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isLoaded: Settings.data.general.showScreenCorners
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panel: Component {
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ShellRoot {
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panel: Variants {
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model: Quickshell.screens
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PanelWindow {
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id: root
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required property ShellScreen modelData
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// Visible ring color
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property color ringColor: Colors.backgroundPrimary
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// The amount subtracted from full size for the inner cutout
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@ -20,121 +24,120 @@ NLoader {
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// Rounded radius for the inner cutout
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property int innerRadius: 20
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Variants {
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model: Quickshell.screens
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color: "transparent"
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screen: modelData
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WlrLayershell.exclusionMode: ExclusionMode.Ignore
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WlrLayershell.namespace: "quickshell-corner"
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// Do not take keyboard focus and make the surface click-through
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WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
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PanelWindow {
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required property ShellScreen modelData
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anchors {
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top: true
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bottom: true
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left: true
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right: true
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}
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margins {
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top: Math.round(Style.barHeight * Scaling.scale(screen))
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}
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color: "transparent"
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screen: modelData
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WlrLayershell.exclusionMode: ExclusionMode.Ignore
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WlrLayershell.namespace: "quickshell-corner"
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// Do not take keyboard focus and make the surface click-through
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WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
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mask: Region {}
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// Source we want to show only as a ring
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Rectangle {
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id: overlaySource
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anchors.fill: parent
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color: root.ringColor
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}
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// Texture for overlaySource
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ShaderEffectSource {
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id: overlayTexture
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anchors.fill: parent
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sourceItem: overlaySource
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hideSource: true
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live: true
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visible: false
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}
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// Mask via Canvas: paint opaque white, then punch rounded inner hole
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Canvas {
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id: maskSource
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anchors.fill: parent
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antialiasing: true
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renderTarget: Canvas.FramebufferObject
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onPaint: function () {
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const ctx = getContext("2d")
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ctx.reset()
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ctx.clearRect(0, 0, width, height)
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// Solid white base (alpha=1)
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ctx.globalCompositeOperation = "source-over"
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ctx.fillStyle = "#ffffffff"
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ctx.fillRect(0, 0, width, height)
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// Punch hole using destination-out with rounded rect path
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const x = Math.round(root.borderWidth / 2)
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const y = Math.round(root.borderWidth / 2)
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const w = Math.max(0, width - root.borderWidth)
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const h = Math.max(0, height - root.borderWidth)
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const r = Math.max(0, Math.min(root.innerRadius,
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Math.min(w, h) / 2))
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ctx.globalCompositeOperation = "destination-out"
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ctx.fillStyle = "#ffffffff"
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ctx.beginPath()
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// rounded rectangle path using arcTo
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ctx.moveTo(x + r, y)
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ctx.lineTo(x + w - r, y)
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ctx.arcTo(x + w, y, x + w, y + r, r)
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ctx.lineTo(x + w, y + h - r)
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ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
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ctx.lineTo(x + r, y + h)
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ctx.arcTo(x, y + h, x, y + h - r, r)
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ctx.lineTo(x, y + r)
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ctx.arcTo(x, y, x + r, y, r)
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ctx.closePath()
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ctx.fill()
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}
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onWidthChanged: requestPaint()
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onHeightChanged: requestPaint()
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}
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// Repaint mask when properties change
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Connections {
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target: root
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function onBorderWidthChanged() {
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maskSource.requestPaint()
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}
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function onRingColorChanged() {/* no-op for mask */ }
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function onInnerRadiusChanged() {
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maskSource.requestPaint()
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}
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}
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// Texture for maskSource; hides the original
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ShaderEffectSource {
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id: maskTexture
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anchors.fill: parent
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sourceItem: maskSource
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hideSource: true
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live: true
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visible: false
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}
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// Apply mask to show only the ring area
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MultiEffect {
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anchors.fill: parent
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source: overlayTexture
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maskEnabled: true
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maskSource: maskTexture
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maskInverted: false
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}
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}
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anchors {
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top: true
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bottom: true
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left: true
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right: true
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}
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margins {
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top: Math.round(Style.barHeight * Scaling.scale(screen))
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}
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// Source we want to show only as a ring
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Rectangle {
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id: overlaySource
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anchors.fill: parent
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color: root.ringColor
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}
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// Texture for overlaySource
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ShaderEffectSource {
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id: overlayTexture
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anchors.fill: parent
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sourceItem: overlaySource
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hideSource: true
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live: true
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visible: false
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}
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// Mask via Canvas: paint opaque white, then punch rounded inner hole
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Canvas {
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id: maskSource
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anchors.fill: parent
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antialiasing: true
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renderTarget: Canvas.FramebufferObject
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onPaint: function () {
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const ctx = getContext("2d")
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ctx.reset()
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ctx.clearRect(0, 0, width, height)
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// Solid white base (alpha=1)
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ctx.globalCompositeOperation = "source-over"
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ctx.fillStyle = "#ffffffff"
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ctx.fillRect(0, 0, width, height)
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// Punch hole using destination-out with rounded rect path
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const x = Math.round(root.borderWidth / 2)
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const y = Math.round(root.borderWidth / 2)
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const w = Math.max(0, width - root.borderWidth)
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const h = Math.max(0, height - root.borderWidth)
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const r = Math.max(0, Math.min(root.innerRadius, Math.min(w, h) / 2))
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ctx.globalCompositeOperation = "destination-out"
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ctx.fillStyle = "#ffffffff"
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ctx.beginPath()
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// rounded rectangle path using arcTo
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ctx.moveTo(x + r, y)
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ctx.lineTo(x + w - r, y)
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ctx.arcTo(x + w, y, x + w, y + r, r)
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ctx.lineTo(x + w, y + h - r)
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ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
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ctx.lineTo(x + r, y + h)
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ctx.arcTo(x, y + h, x, y + h - r, r)
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ctx.lineTo(x, y + r)
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ctx.arcTo(x, y, x + r, y, r)
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ctx.closePath()
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ctx.fill()
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}
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onWidthChanged: requestPaint()
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onHeightChanged: requestPaint()
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}
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// Repaint mask when properties change
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Connections {
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function onBorderWidthChanged() {
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maskSource.requestPaint()
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}
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function onRingColorChanged() {}
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function onInnerRadiusChanged() {
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maskSource.requestPaint()
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}
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target: root
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}
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// Texture for maskSource; hides the original
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ShaderEffectSource {
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id: maskTexture
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anchors.fill: parent
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sourceItem: maskSource
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hideSource: true
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live: true
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visible: false
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}
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// Apply mask to show only the ring area
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MultiEffect {
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anchors.fill: parent
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source: overlayTexture
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maskEnabled: true
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maskSource: maskTexture
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maskInverted: false
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}
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mask: Region {}
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}
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}
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}
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