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noctalia-shell/Modules/MainScreen/Backgrounds/BarBackground.qml
T

265 lines
11 KiB
QML

import QtQuick
import QtQuick.Shapes
import qs.Commons
import qs.Modules.MainScreen.Backgrounds
import qs.Services.UI
/**
* BarBackground - ShapePath component for rendering the bar background
*
* Unified shadow system. This component is a ShapePath that will be
* a child of the unified AllBackgrounds Shape container.
*
* Uses 4-state per-corner system for flexible corner rendering:
* - State -1: No radius (flat/square corner)
* - State 0: Normal (inner curve)
* - State 1: Horizontal inversion (outer curve on X-axis)
* - State 2: Vertical inversion (outer curve on Y-axis)
*/
ShapePath {
id: root
// Required reference to the bar component
required property var bar
// Required reference to AllBackgrounds shapeContainer
required property var shapeContainer
// Required reference to windowRoot for screen access
required property var windowRoot
required property color backgroundColor
// Check if bar should be visible on this screen
readonly property bool shouldShow: {
// Check global bar visibility (includes overview state)
if (!BarService.effectivelyVisible)
return false;
// Check screen-specific configuration
var monitors = Settings.data.bar.monitors || [];
var screenName = windowRoot?.screen?.name || "";
// If no monitors specified, show on all screens
// If monitors specified, only show if this screen is in the list
return monitors.length === 0 || monitors.includes(screenName);
}
// Corner radius (from Style)
readonly property real radius: Style.radiusL
// Framed bar properties
readonly property bool isFramed: Settings.data.bar.barType === "framed"
readonly property real frameThickness: Settings.data.bar.frameThickness ?? 12
readonly property real frameRadius: Settings.data.bar.frameRadius ?? 20
// Bar position - since bar's parent fills the screen and Shape also fills the screen,
// we can use bar.x and bar.y directly (they're already in screen coordinates)
readonly property point barMappedPos: bar ? Qt.point(bar.x, bar.y) : Qt.point(0, 0)
// Effective dimensions - 0 when bar shouldn't show (similar to panel behavior)
readonly property real barWidth: (bar && shouldShow) ? bar.width : 0
readonly property real barHeight: (bar && shouldShow) ? bar.height : 0
// Screen dimensions for frame
readonly property real screenWidth: windowRoot?.screen?.width || 0
readonly property real screenHeight: windowRoot?.screen?.height || 0
// Inner hole dimensions for framed mode - always relative to screen
readonly property string barPosition: Settings.getBarPositionForScreen(windowRoot?.screen?.name)
readonly property bool barIsVertical: barPosition === "left" || barPosition === "right"
readonly property real holeX: (barPosition === "left") ? barWidth : frameThickness
readonly property real holeY: (barPosition === "top") ? barHeight : frameThickness
readonly property real holeWidth: screenWidth - (barPosition === "left" || barPosition === "right" ? (barWidth + frameThickness) : (frameThickness * 2))
readonly property real holeHeight: screenHeight - (barPosition === "top" || barPosition === "bottom" ? (barHeight + frameThickness) : (frameThickness * 2))
// Flatten corners if bar is too small (handle null bar)
readonly property bool shouldFlatten: bar ? ShapeCornerHelper.shouldFlatten(barWidth, barHeight, radius) : false
readonly property real effectiveRadius: shouldFlatten ? (bar ? ShapeCornerHelper.getFlattenedRadius(Math.min(barWidth, barHeight), radius) : 0) : radius
// Helper function for getting corner radius based on state
function getCornerRadius(cornerState) {
// State -1 = no radius (flat corner)
if (cornerState === -1)
return 0;
// All other states use effectiveRadius
return effectiveRadius;
}
// Per-corner multipliers and radii based on bar's corner states (handle null bar)
readonly property real tlMultX: bar ? ShapeCornerHelper.getMultX(bar.topLeftCornerState) : 1
readonly property real tlMultY: bar ? ShapeCornerHelper.getMultY(bar.topLeftCornerState) : 1
readonly property real tlRadius: bar ? getCornerRadius(bar.topLeftCornerState) : 0
readonly property real trMultX: bar ? ShapeCornerHelper.getMultX(bar.topRightCornerState) : 1
readonly property real trMultY: bar ? ShapeCornerHelper.getMultY(bar.topRightCornerState) : 1
readonly property real trRadius: bar ? getCornerRadius(bar.topRightCornerState) : 0
readonly property real brMultX: bar ? ShapeCornerHelper.getMultX(bar.bottomRightCornerState) : 1
readonly property real brMultY: bar ? ShapeCornerHelper.getMultY(bar.bottomRightCornerState) : 1
readonly property real brRadius: bar ? getCornerRadius(bar.bottomRightCornerState) : 0
readonly property real blMultX: bar ? ShapeCornerHelper.getMultX(bar.bottomLeftCornerState) : 1
readonly property real blMultY: bar ? ShapeCornerHelper.getMultY(bar.bottomLeftCornerState) : 1
readonly property real blRadius: bar ? getCornerRadius(bar.bottomLeftCornerState) : 0
// ShapePath configuration
strokeWidth: -1 // No stroke, fill only
fillColor: backgroundColor
fillRule: isFramed ? ShapePath.OddEvenFill : ShapePath.WindingFill
// Starting position
// In framed mode, we start at (0,0) to draw the screen rectangle first
startX: isFramed ? 0 : (barMappedPos.x + tlRadius * tlMultX)
startY: isFramed ? 0 : barMappedPos.y
// ========== PATH DEFINITION ==========
// 1. Main Bar / Outer Screen Rectangle
PathLine {
x: {
if (!root.shouldShow)
return 0;
if (root.isFramed)
return root.screenWidth;
return root.barMappedPos.x + root.barWidth - root.trRadius * root.trMultX;
}
y: root.isFramed ? 0 : root.barMappedPos.y
}
// Bar top-right corner (only if not framed)
PathArc {
x: root.isFramed ? (root.shouldShow ? root.screenWidth : 0) : (root.barMappedPos.x + root.barWidth)
y: root.isFramed ? 0 : (root.barMappedPos.y + root.trRadius * root.trMultY)
radiusX: root.isFramed ? 0 : root.trRadius
radiusY: root.isFramed ? 0 : root.trRadius
direction: ShapeCornerHelper.getArcDirection(root.trMultX, root.trMultY)
}
PathLine {
x: root.isFramed ? (root.shouldShow ? root.screenWidth : 0) : (root.barMappedPos.x + root.barWidth)
y: {
if (!root.shouldShow)
return 0;
if (root.isFramed)
return root.screenHeight;
return root.barMappedPos.y + root.barHeight - root.brRadius * root.brMultY;
}
}
// Bar bottom-right corner (only if not framed)
PathArc {
x: root.isFramed ? (root.shouldShow ? root.screenWidth : 0) : (root.barMappedPos.x + root.barWidth - root.brRadius * root.brMultX)
y: root.isFramed ? (root.shouldShow ? root.screenHeight : 0) : (root.barMappedPos.y + root.barHeight)
radiusX: root.isFramed ? 0 : root.brRadius
radiusY: root.isFramed ? 0 : root.brRadius
direction: ShapeCornerHelper.getArcDirection(root.brMultX, root.brMultY)
}
PathLine {
x: {
if (!root.shouldShow)
return 0;
if (root.isFramed)
return 0;
return root.barMappedPos.x + root.blRadius * root.blMultX;
}
y: root.isFramed ? (root.shouldShow ? root.screenHeight : 0) : (root.barMappedPos.y + root.barHeight)
}
// Bar bottom-left corner (only if not framed)
PathArc {
x: root.isFramed ? 0 : root.barMappedPos.x
y: root.isFramed ? (root.shouldShow ? root.screenHeight : 0) : (root.barMappedPos.y + root.barHeight - root.blRadius * root.blMultY)
radiusX: root.isFramed ? 0 : root.blRadius
radiusY: root.isFramed ? 0 : root.blRadius
direction: ShapeCornerHelper.getArcDirection(root.blMultX, root.blMultY)
}
PathLine {
x: root.isFramed ? 0 : root.barMappedPos.x
y: {
if (!root.shouldShow)
return 0;
if (root.isFramed)
return 0;
return root.barMappedPos.y + root.tlRadius * root.tlMultY;
}
}
// Bar top-left corner (only if not framed, back to start)
PathArc {
x: root.isFramed ? 0 : (root.barMappedPos.x + root.tlRadius * root.tlMultX)
y: root.isFramed ? 0 : root.barMappedPos.y
radiusX: root.isFramed ? 0 : root.tlRadius
radiusY: root.isFramed ? 0 : root.tlRadius
direction: ShapeCornerHelper.getArcDirection(root.tlMultX, root.tlMultY)
}
// 2. Inner Hole for Framed Mode (Clockwise)
PathMove {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.frameRadius) : root.startX
y: (root.isFramed && root.shouldShow) ? root.holeY : root.startY
}
// Top edge
PathLine {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.holeWidth - root.frameRadius) : ((root.isFramed && root.shouldShow) ? (root.holeX + root.frameRadius) : root.startX)
y: (root.isFramed && root.shouldShow) ? root.holeY : ((root.isFramed && root.shouldShow) ? root.holeY : root.startY)
}
// Top-right corner
PathArc {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.holeWidth) : ((root.isFramed && root.shouldShow) ? (root.holeX + root.holeWidth - root.frameRadius) : root.startX)
y: (root.isFramed && root.shouldShow) ? (root.holeY + root.frameRadius) : ((root.isFramed && root.shouldShow) ? root.holeY : root.startY)
radiusX: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
radiusY: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
direction: PathArc.Clockwise
}
// Right edge
PathLine {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.holeWidth) : root.startX
y: (root.isFramed && root.shouldShow) ? (root.holeY + root.holeHeight - root.frameRadius) : root.startY
}
// Bottom-right corner
PathArc {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.holeWidth - root.frameRadius) : root.startX
y: (root.isFramed && root.shouldShow) ? (root.holeY + root.holeHeight) : root.startY
radiusX: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
radiusY: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
direction: PathArc.Clockwise
}
// Bottom edge
PathLine {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.frameRadius) : root.startX
y: (root.isFramed && root.shouldShow) ? (root.holeY + root.holeHeight) : root.startY
}
// Bottom-left corner
PathArc {
x: (root.isFramed && root.shouldShow) ? root.holeX : root.startX
y: (root.isFramed && root.shouldShow) ? (root.holeY + root.holeHeight - root.frameRadius) : root.startY
radiusX: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
radiusY: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
direction: PathArc.Clockwise
}
// Left edge
PathLine {
x: (root.isFramed && root.shouldShow) ? root.holeX : root.startX
y: (root.isFramed && root.shouldShow) ? (root.holeY + root.frameRadius) : root.startY
}
// Top-left corner (back to start)
PathArc {
x: (root.isFramed && root.shouldShow) ? (root.holeX + root.frameRadius) : root.startX
y: (root.isFramed && root.shouldShow) ? root.holeY : root.startY
radiusX: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
radiusY: (root.isFramed && root.shouldShow) ? root.frameRadius : 0
direction: PathArc.Clockwise
}
}