noctalia-shell/Modules/Background/ScreenCorners.qml

153 lines
4.5 KiB
QML

import QtQuick
import QtQuick.Effects
import Quickshell
import Quickshell.Wayland
import qs.Commons
import qs.Services
import qs.Widgets
Loader {
active: Settings.data.general.showScreenCorners
sourceComponent: Variants {
model: Quickshell.screens
PanelWindow {
id: root
required property ShellScreen modelData
readonly property real scaling: ScalingService.scale(screen)
screen: modelData
// Visible color
property color ringColor: Qt.rgba(Color.mSurface.r, Color.mSurface.g, Color.mSurface.b,
Settings.data.bar.backgroundOpacity)
// The amount subtracted from full size for the inner cutout
// Inner size = full size - borderWidth (per axis)
property int borderWidth: Style.borderM
// Rounded radius for the inner cutout
property int innerRadius: 20
color: Color.transparent
WlrLayershell.exclusionMode: ExclusionMode.Ignore
WlrLayershell.namespace: "quickshell-corner"
// Do not take keyboard focus and make the surface click-through
WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
anchors {
top: true
bottom: true
left: true
right: true
}
margins {
top: ((modelData && Settings.data.bar.monitors.includes(modelData.name))
|| (Settings.data.bar.monitors.length === 0)) && Settings.data.bar.position === "top"
&& Settings.data.bar.backgroundOpacity > 0 ? Math.round(Style.barHeight * scaling) : 0
bottom: ((modelData && Settings.data.bar.monitors.includes(modelData.name))
|| (Settings.data.bar.monitors.length === 0)) && Settings.data.bar.position === "bottom"
&& Settings.data.bar.backgroundOpacity > 0 ? Math.round(Style.barHeight * scaling) : 0
}
// Source we want to show only as a ring
Rectangle {
id: overlaySource
anchors.fill: parent
color: root.ringColor
}
// Texture for overlaySource
ShaderEffectSource {
id: overlayTexture
anchors.fill: parent
sourceItem: overlaySource
hideSource: true
live: true
visible: false
}
// Mask via Canvas: paint opaque white, then punch rounded inner hole
Canvas {
id: maskSource
anchors.fill: parent
antialiasing: true
renderTarget: Canvas.FramebufferObject
onPaint: {
const ctx = getContext("2d")
ctx.reset()
ctx.clearRect(0, 0, width, height)
// Solid white base (alpha=1)
ctx.globalCompositeOperation = "source-over"
ctx.fillStyle = "#ffffffff"
ctx.fillRect(0, 0, width, height)
// Punch hole using destination-out with rounded rect path
const x = Math.round(root.borderWidth / 2)
const y = Math.round(root.borderWidth / 2)
const w = Math.max(0, width - root.borderWidth)
const h = Math.max(0, height - root.borderWidth)
const r = Math.max(0, Math.min(root.innerRadius, Math.min(w, h) / 2))
ctx.globalCompositeOperation = "destination-out"
ctx.fillStyle = "#ffffffff"
ctx.beginPath()
// rounded rectangle path using arcTo
ctx.moveTo(x + r, y)
ctx.lineTo(x + w - r, y)
ctx.arcTo(x + w, y, x + w, y + r, r)
ctx.lineTo(x + w, y + h - r)
ctx.arcTo(x + w, y + h, x + w - r, y + h, r)
ctx.lineTo(x + r, y + h)
ctx.arcTo(x, y + h, x, y + h - r, r)
ctx.lineTo(x, y + r)
ctx.arcTo(x, y, x + r, y, r)
ctx.closePath()
ctx.fill()
}
onWidthChanged: requestPaint()
onHeightChanged: requestPaint()
}
// Repaint mask when properties change
Connections {
function onBorderWidthChanged() {
maskSource.requestPaint()
}
function onRingColorChanged() {}
function onInnerRadiusChanged() {
maskSource.requestPaint()
}
target: root
}
// Texture for maskSource; hides the original
ShaderEffectSource {
id: maskTexture
anchors.fill: parent
sourceItem: maskSource
hideSource: true
live: true
visible: false
}
// Apply mask to show only the ring area
MultiEffect {
anchors.fill: parent
source: overlayTexture
maskEnabled: true
maskSource: maskTexture
maskInverted: false
maskSpreadAtMax: 0.75
}
mask: Region {}
}
}
}