mirror of
https://github.com/noctalia-dev/noctalia-shell.git
synced 2026-05-11 17:08:27 +08:00
feat(screencorners): no longer reside in MainScreen, tiny PanelWindow. Will also serve for hotcorners detection
This commit is contained in:
@@ -103,6 +103,20 @@ Variants {
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}
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}
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// Screen corners - 4 small PanelWindows, one per corner
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Repeater {
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model: ["topLeft", "topRight", "bottomLeft", "bottomRight"]
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delegate: Loader {
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active: windowItem.windowLoaded && windowItem.shouldBeActive
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asynchronous: false
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sourceComponent: ScreenCornerWindow {
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screen: windowItem.modelData
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corner: modelData
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}
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}
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}
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// BarExclusionZone - created after MainScreen has fully loaded
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// Note: Exclusion zone should NOT be affected by hideOnOverview setting.
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// When bar is hidden during overview, the exclusion zone should remain to prevent
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@@ -572,9 +572,6 @@ PanelWindow {
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}
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}
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// Screen Corners
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ScreenCorners {}
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// Blur behind the bar and open panels
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// Helper object holding computed properties for blur regions
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QtObject {
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@@ -0,0 +1,87 @@
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import QtQuick
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import QtQuick.Shapes
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import Quickshell
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import Quickshell.Wayland
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import qs.Commons
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/**
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* ScreenCornerWindow - Small PanelWindow that renders a single concave screen corner.
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*/
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PanelWindow {
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id: root
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required property string corner // "topLeft", "topRight", "bottomLeft", "bottomRight"
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readonly property real s: Style.screenRadius
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readonly property bool shouldShow: Settings.data.general.showScreenCorners && s > 0
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visible: shouldShow
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color: "transparent"
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// Click-through
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mask: Region {}
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WlrLayershell.namespace: "noctalia-corner-" + corner + "-" + (screen?.name || "unknown")
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WlrLayershell.exclusionMode: ExclusionMode.Ignore
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WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
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anchors {
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top: corner === "topLeft" || corner === "topRight"
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bottom: corner === "bottomLeft" || corner === "bottomRight"
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left: corner === "topLeft" || corner === "bottomLeft"
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right: corner === "topRight" || corner === "bottomRight"
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}
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implicitWidth: Math.ceil(s)
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implicitHeight: Math.ceil(s)
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// Cache to texture to avoid continuous re-tessellation
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Item {
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anchors.fill: parent
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layer.enabled: true
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Shape {
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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asynchronous: true
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enabled: false
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visible: root.s > 0 && width > 0 && height > 0
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ShapePath {
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id: cornerPath
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readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? "black" : Color.mSurface
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strokeWidth: -1
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fillColor: root.shouldShow ? cornerColor : "transparent"
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Behavior on fillColor {
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enabled: !Color.isTransitioning
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ColorAnimation {
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duration: Style.animationFast
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}
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}
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PathSvg {
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path: {
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var s = root.s;
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if (s <= 0)
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return "M -1 -1 L -1 0 L 0 0 Z";
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switch (root.corner) {
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case "topLeft":
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return "M 0 0 L " + s + " 0 A " + s + " " + s + " 0 0 0 0 " + s + " Z";
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case "topRight":
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return "M 0 0 L " + s + " 0 L " + s + " " + s + " A " + s + " " + s + " 0 0 0 0 0 Z";
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case "bottomLeft":
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return "M 0 0 A " + s + " " + s + " 0 0 0 " + s + " " + s + " L 0 " + s + " Z";
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case "bottomRight":
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return "M " + s + " " + s + " L 0 " + s + " A " + s + " " + s + " 0 0 0 " + s + " 0 Z";
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default:
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return "M -1 -1 L -1 0 L 0 0 Z";
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}
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}
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}
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}
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}
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}
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}
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@@ -1,231 +0,0 @@
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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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* ScreenCorners - Shape 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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* Self-contained Shape component (no shadows).
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*/
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Item {
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id: root
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anchors.fill: parent
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// Wrapper with layer caching to reduce GPU tessellation overhead
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Item {
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anchors.fill: parent
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// Cache the Shape to a texture to prevent continuous re-tessellation
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layer.enabled: true
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Shape {
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id: cornersShape
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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asynchronous: true
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enabled: false // Disable mouse input
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visible: cornersPath.cornerRadius > 0 && width > 0 && height > 0
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ShapePath {
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id: cornersPath
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// Corner configuration
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readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? "black" : Color.mSurface
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readonly property real cornerRadius: Style.screenRadius
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readonly property real cornerSize: Style.screenRadius
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// Determine margins based on bar position
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readonly property real topMargin: 0
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readonly property real bottomMargin: 0
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readonly property real leftMargin: 0
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readonly property real rightMargin: 0
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// Screen dimensions
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readonly property real screenWidth: cornersShape.width
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readonly property real screenHeight: cornersShape.height
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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
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// ShapePath configuration
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strokeWidth: -1 // No stroke, fill only
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fillColor: shouldShow ? cornerColor : "transparent"
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// Smooth color animation (disabled during theme transitions to sync with Color.qml)
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Behavior on fillColor {
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enabled: !Color.isTransitioning
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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: cornersPath.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: cornersPath.cornerSize - cornersPath.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: -cornersPath.cornerRadius
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relativeY: cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.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: -(cornersPath.cornerSize - cornersPath.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: -cornersPath.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: cornersPath.screenWidth - cornersPath.rightMargin - cornersPath.cornerSize
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y: cornersPath.topMargin
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}
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// Top edge (moving right)
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PathLine {
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relativeX: cornersPath.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: cornersPath.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: -(cornersPath.cornerSize - cornersPath.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: -cornersPath.cornerRadius
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relativeY: -cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.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: -(cornersPath.cornerSize - cornersPath.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: cornersPath.leftMargin
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y: cornersPath.screenHeight - cornersPath.bottomMargin - cornersPath.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: cornersPath.cornerSize - cornersPath.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: cornersPath.cornerRadius
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relativeY: cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.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: cornersPath.cornerSize - cornersPath.cornerRadius
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -cornersPath.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: -cornersPath.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: cornersPath.screenWidth - cornersPath.rightMargin
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y: cornersPath.screenHeight - cornersPath.bottomMargin
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -cornersPath.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: -(cornersPath.cornerSize - cornersPath.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: cornersPath.cornerRadius
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relativeY: -cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.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: cornersPath.cornerSize - cornersPath.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: cornersPath.cornerSize
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}
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}
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}
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}
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}
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