Review everything shipped this weekend, and fix what the reviewers caught

Claude-Session: https://claude.ai/code/session_01Ms2FbjQy31TVf3CEvQhGM8
This commit is contained in:
Gabriel Brown
2026-08-24 13:29:42 -04:00
parent ffce48964e
commit 07db1068f1
42 changed files with 959 additions and 219 deletions
+90 -16
View File
@@ -129,16 +129,34 @@ PanelWindow {
onTriggered: root.revealed = false
}
// Other modules (the bar, the capture overlay) read this. It is one
// shared flag but there is one Dock per monitor, so only the instance on
// the currently-focused monitor is allowed to write it -- otherwise
// whichever instance last changed reveal state would stomp the others,
// and a reader would see an arbitrary monitor's value. This scopes the
// flag to mean "is the dock revealed on the monitor the user is on",
// which is what a capture overlay or the bar actually care about.
// (A true per-monitor flag would need ShellState.dockRevealed itself to
// become keyed by screen, which is out of scope here -- see the report.)
readonly property bool isFocusedMonitorInstance: root.monitor === null || root.monitor === Hyprland.focusedMonitor
// ShellState.dockRevealed is one shared flag and there is one Dock per
// monitor, so exactly one instance may write it -- otherwise whichever
// instance last changed reveal state stomps the others and a reader gets an
// arbitrary monitor's answer. Scoped this way the flag means "is the dock
// revealed on the monitor the user is on", which is the only question a
// reader outside the dock can sensibly ask of it. (A genuinely per-monitor
// answer would need the property itself keyed by screen.)
//
// Two things disqualify an instance. One is not being on the focused
// monitor, which is the whole point. The other is not being on screen at
// all: a Dock whose screen is not in `dockScreens` is invisible, and an
// invisible dock reporting itself as revealed is a lie a reader acts on. An
// instance whose monitor could not be resolved -- created standalone, or
// asked before Hyprland has reported the screen -- knows nothing about
// which monitor the user is on, so it writes only when there is no focused
// monitor to be wrong about rather than stomping the instance that knows.
//
// Nothing reads the flag today: the bar and the capture overlay it was
// written for both stopped. It is written correctly rather than left
// half-wrong, and when ShellState is next opened the property, this
// arbitration and _syncShellState should go together.
readonly property bool isFocusedMonitorInstance: {
if (!root.onThisScreen)
return false;
if (root.monitor !== null)
return root.monitor === Hyprland.focusedMonitor;
return Hyprland.focusedMonitor === null;
}
onRevealedChanged: root._syncShellState()
onIsFocusedMonitorInstanceChanged: root._syncShellState()
@@ -183,6 +201,33 @@ PanelWindow {
Item {
id: maskItem
// Where the body comes to rest once the slide finishes, mirroring
// DockBody's own x/y bindings in their revealed case.
//
// The revealed region is built from these rather than from the
// body's live position. The body slides in over a couple of hundred
// milliseconds, and a region that follows it in is a region that is
// a few pixels tall on the frame the dock is summoned -- the exact
// frame the pointer that summoned it needs to be inside, and the
// exact frame it drops the hover and sends the dock back. Following
// the animation also means an input-region commit to the compositor
// on every one of those frames, for a rectangle that is only right
// on the last of them.
//
// Clamped rather than assigned outright so the mask still tracks
// the body if anything else ever moves it: the reveal only ever
// approaches these values from outside the screen edge.
readonly property real settledX: {
if (!root.vertical)
return body.x;
return root.position === "left"
? Math.max(body.x, root.tooltipSpace)
: Math.min(body.x, surface.width - body.width - root.tooltipSpace);
}
readonly property real settledY: root.vertical
? body.y
: Math.min(body.y, root.tooltipSpace)
x: {
if (!root.revealed)
return root.position === "right" ? surface.width - root.revealStripHeight : 0;
@@ -194,25 +239,27 @@ PanelWindow {
// to its own edge, which is x 0 on the left and the body on
// the right.
if (!root.vertical)
return body.x;
return root.position === "right" ? body.x : 0;
return maskItem.settledX;
return root.position === "right" ? maskItem.settledX : 0;
}
y: {
if (!root.revealed)
return root.vertical ? 0 : surface.height - root.revealStripHeight;
return body.y;
return maskItem.settledY;
}
width: {
if (!root.revealed)
return root.vertical ? root.revealStripHeight : surface.width;
return root.vertical
? (root.position === "right" ? surface.width - body.x : body.x + body.width)
? (root.position === "right"
? surface.width - maskItem.settledX
: maskItem.settledX + body.width)
: body.width;
}
height: {
if (!root.revealed)
return root.vertical ? surface.height : root.revealStripHeight;
return root.vertical ? body.height : surface.height - body.y;
return root.vertical ? body.height : surface.height - maskItem.settledY;
}
}
@@ -226,7 +273,7 @@ PanelWindow {
body.dismissPreview();
dockContextMenu.anchorItem = anchorItem;
dockContextMenu.app = app;
dockContextMenu.visible = true;
dockContextMenu.requested = true;
}
vertical: root.vertical
@@ -284,6 +331,33 @@ PanelWindow {
id: dockContextMenu
}
// The safety net for a latched interaction flag.
//
// Every term of `interactionHeld` is cleared by an event that can go
// missing: a drag by its release, which a stolen grab eats; a preview by
// the pointer leaving, which a destroyed anchor never reports; a menu by a
// row being chosen, which a menu whose anchor died is never offered. Any
// one of them left set holds the dock revealed with the pointer nowhere
// near it, and there is no gesture that gets it back -- the flag is stuck,
// so the dock is out until the shell restarts.
//
// Eight seconds of held-but-untouched is not a gesture. The pointer being
// on the previews or on the menu counts as touched, because both are their
// own surfaces and leaving the dock is how you reach them.
Timer {
id: interactionWatchdog
interval: 8000
running: root.interactionHeld && !pointer.hovered
&& !dockPreviews.hovered && !dockContextMenu.hovered
onTriggered: {
body.cancelDrag();
body.dismissPreview();
dockContextMenu.requested = false;
}
}
// Its own surface rather than something drawn inside the dock: the dock's
// input mask is a thin strip when hidden and the bar's own rectangle when
// shown, and widening it to cover a preview would hand the dock every
@@ -248,13 +248,34 @@ Rectangle {
// are their own surface: leaving the icon to reach them would otherwise
// close the thing being reached for.
property Item previewAnchor: null
property var previewApp: null
// Looked up in the live model rather than snapshotted when the dwell fires.
// `items` is rebuilt into fresh objects whenever any window opens or
// closes, so a snapshot keeps the window list the app had when the pointer
// stopped moving: a window closed while its preview is up stays in the
// strip, and its ScreencopyView goes on holding a handle to a surface that
// no longer exists. Reading it back out of `items` means the strip empties
// itself, and an app whose last window closed drops the preview entirely.
readonly property var previewApp: {
const anchor = root.previewAnchor;
if (!anchor || !anchor.app)
return null;
const id = anchor.app.appId;
for (let i = 0; i < root.items.length; i++) {
if (root.items[i].appId === id)
return root.items[i];
}
return null;
}
// Written by the Dock from the preview popup's own hover.
property bool previewHovered: false
onHoveredItemChanged: root.reconsiderPreview()
onPreviewHoveredChanged: root.reconsiderPreview()
// A window opening or closing changes what the strip should be showing --
// including, when it was the last one, whether there should be a strip.
onItemsChanged: root.reconsiderPreview()
function reconsiderPreview(): void {
const item = root.hoveredItem;
@@ -277,7 +298,6 @@ Rectangle {
previewDwell.stop();
previewGrace.stop();
root.previewAnchor = null;
root.previewApp = null;
root.previewHovered = false;
}
@@ -289,7 +309,6 @@ Rectangle {
if (!item || !item.app || !item.app.windows || item.app.windows.length === 0)
return;
root.previewAnchor = item;
root.previewApp = item.app;
}
}
@@ -375,6 +394,13 @@ Rectangle {
onDragMoved: travel => root.moveDrag(travel)
onDragEnded: root.endDrag()
onDragCancelled: root.cancelDrag()
// Keying the model keeps a delegate alive through a rebuild,
// but not through the app's last window closing while it is
// being dragged: that row is gone, and the release it owed is
// gone with it. Without this the dock keeps dragIndex forever,
// which reads as a dock that will not hide again.
Component.onDestruction: if (root.dragIndex === dockItem.index) root.cancelDrag()
}
}
}
@@ -32,9 +32,24 @@ PopupWindow {
implicitWidth: Math.min(360, Math.max(menu.implicitWidth + Theme.popoverPadding * 2, 240))
implicitHeight: menu.implicitHeight + Theme.popoverPadding * 2
color: "transparent"
visible: false
grabFocus: true
// Whether the dock has asked for the menu. Visibility is that AND a live
// anchor, rather than the request alone: the dock icon a menu is anchored
// to is a delegate, and a delegate dies when its app's last window closes.
// An anchored PopupWindow whose anchor has gone stays mapped with a null
// anchor -- a menu hanging over the desktop, attached to nothing, holding
// the dock revealed behind it.
property bool requested: false
visible: root.requested && root.anchorItem !== null
onAnchorItemChanged: if (root.anchorItem === null) root.requested = false
// Read by the Dock's interaction watchdog. A menu with the pointer on it is
// a menu being read, not a stuck flag -- and the pointer being here means
// it is not on the dock, which is the only other thing the dock can see.
readonly property bool hovered: menuPointer.hovered
// Long window titles are the one thing here that can be arbitrarily wide,
// and a menu as wide as a browser tab's title is not a menu.
function shortTitle(toplevel: var): string {
@@ -99,6 +114,10 @@ PopupWindow {
border.width: 1
border.color: Theme.alpha(Theme.fg, 0.08)
HoverHandler {
id: menuPointer
}
PrismEdge {
anchors.top: parent.top
anchors.topMargin: 1
@@ -125,7 +144,7 @@ PopupWindow {
label: root.shortTitle(modelData)
onActivated: {
root.focusToplevel(modelData);
root.visible = false;
root.requested = false;
}
}
}
@@ -151,7 +170,7 @@ PopupWindow {
label: modelData.name
onActivated: {
modelData.execute();
root.visible = false;
root.requested = false;
}
}
}
@@ -175,7 +194,7 @@ PopupWindow {
onActivated: {
if (root.entry)
root.entry.execute();
root.visible = false;
root.requested = false;
}
}
@@ -191,7 +210,7 @@ PopupWindow {
root.unpin();
else
root.pin();
root.visible = false;
root.requested = false;
}
}
@@ -201,7 +220,7 @@ PopupWindow {
rowEnabled: root.windows.length > 0
onActivated: {
root.quit();
root.visible = false;
root.requested = false;
}
}
@@ -218,7 +237,7 @@ PopupWindow {
label: "Dock settings"
onActivated: {
ShellState.openSettings("dock");
root.visible = false;
root.requested = false;
}
}
}
@@ -187,6 +187,17 @@ Item {
}
onPressed: mev => {
// A press arriving while a drag is still marked active means the
// last one never got its release -- a grab stolen by a surface that
// opened over the dock, most often. Clearing the flag alone would
// leave DockBody still holding a dragIndex, and with it the
// interaction hold that keeps the dock revealed forever; the drag
// has to be cancelled through the same path a stolen grab uses.
if (mouse.dragActive) {
mouse.dragActive = false;
mouse.dragConsumed = false;
root.dragCancelled();
}
mouse.pressX = mev.x;
mouse.pressY = mev.y;
mouse.dragActive = false;
@@ -167,7 +167,6 @@ Rectangle {
activeFocusOnTab: true
verticalAlignment: TextInput.AlignVCenter
maximumLength: 7
text: String(root.swatchColor).toLowerCase()
color: root.invalid ? Theme.danger : Theme.fg
selectionColor: Theme.alpha(Theme.accent, 0.4)
selectedTextColor: Theme.fg
@@ -178,6 +177,14 @@ Rectangle {
Accessible.role: Accessible.EditableText
Accessible.name: root.role + " colour, hex"
// Seeded once, then written only by the guarded handlers
// below and by onSwatchColorChanged. A binding here would
// be a second writer for the same text, silently dropped
// the first time one of them assigned to it -- so which of
// the two was in charge depended on what had happened
// earlier in the session.
Component.onCompleted: hexInput.text = String(root.swatchColor).toLowerCase()
onTextEdited: root.invalid = false
onAccepted: root.commit()
@@ -17,8 +17,15 @@ Item {
implicitWidth: 40
implicitHeight: 40
// A Canvas reads Theme inside onPaint, where nothing records a dependency
// on it, so a palette change would leave the ring drawn in the old warn
// tone until the next tick -- or for good, on a countdown sitting still.
// Naming the colour as a property gives the repaint something to watch.
readonly property color ringColor: Theme.warn
onSecondsLeftChanged: ring.requestPaint()
onTotalSecondsChanged: ring.requestPaint()
onRingColorChanged: ring.requestPaint()
onVisibleChanged: if (root.visible) ring.requestPaint()
Canvas {
@@ -12,6 +12,7 @@
// mirroring, rather than drawing it wherever its stale coordinates point.
import QtQuick
import Quickshell
import qs.config
import qs.widgets
import "../../services/DisplayLayout.js" as DisplayLayout
@@ -198,7 +199,20 @@ Item {
}
Repeater {
model: root.tiles
// Keyed on the output name rather than fed the array directly.
// Every drag step and every arrow key rewrites draftLayout,
// which rebuilds `tiles` into a fresh array of fresh objects --
// a new model, which resets the Repeater and destroys the tile
// being dragged on its first millimetre of travel. The drag
// ended there, silently, and nothing was ever applied; the
// arrow keys lost focus after a single step for the same
// reason. Keyed, the same rebuild is "this row moved", and the
// tile under the pointer keeps its handler and its focus.
model: ScriptModel {
values: root.tiles
objectProp: "name"
comparisonMode: ObjectComparison.Structure
}
Rectangle {
id: tile
@@ -91,7 +91,17 @@ Column {
property int draggingIndex: -1
property var workingOrder: []
readonly property var displayed: root.draggingIndex >= 0 ? root.workingOrder : root.pinned
// The order the strip is drawing, as rows the Repeater can identify. A
// plain array of ids is a NEW model every time the order changes, and
// reordering is the one thing this strip does: handing that to a Repeater
// resets it and destroys the delegate the pointer is holding, mid-press, on
// the first cell crossed. The gesture dies there and draggingIndex stays
// set, which latches the strip. Keyed on the pin id -- the only thing a pin
// is -- a reorder becomes a row move instead, and the delegate under the
// hand survives it. One-property objects because ScriptModel identifies a
// row by a property of it, which a bare string has none of.
readonly property var displayed: (root.draggingIndex >= 0 ? root.workingOrder : root.pinned)
.map(id => ({ id: id }))
function beginDrag(index: int): void {
root.workingOrder = root.pinned.slice();
@@ -119,12 +129,23 @@ Column {
root.commit(next);
}
// The drag let go of without a decision. Used when the cell being dragged
// is destroyed under the pointer -- an unpin from somewhere else, a
// settings file rewritten underneath -- where the working order is a
// rearrangement of a list that no longer exists, and writing it back would
// undo whatever really happened.
function cancelDrag(): void {
root.draggingIndex = -1;
root.workingOrder = [];
}
// ── Keyboard ────────────────────────────────────────────────────────────
//
// The Repeater's model is a plain array, so committing a move rebuilds
// every delegate and the focused one is destroyed mid-keystroke. The
// focused position is remembered here instead of in the delegate, and the
// cell that lands on it takes focus back as it is created.
// Which POSITION has the keyboard, remembered here rather than left to the
// delegate that happens to hold focus. Unpinning really does destroy the
// focused cell, and a keyed model still cannot keep focus on a row that is
// gone; remembering the index means the cell that lands on it takes focus
// back as it arrives, so Delete twice in a row deletes twice.
property int keyboardIndex: -1
@@ -159,7 +180,13 @@ Column {
spacing: root.cellSpacing
Repeater {
model: root.displayed
// Keyed on the pin id: see `displayed`. This is the same reason
// DockBody keys the dock's own icons.
model: ScriptModel {
values: root.displayed
objectProp: "id"
comparisonMode: ObjectComparison.Structure
}
delegate: Item {
id: cell
@@ -167,9 +194,10 @@ Column {
required property var modelData
required property int index
readonly property string appId: cell.modelData ? cell.modelData.id : ""
readonly property bool dragging: root.draggingIndex === cell.index
readonly property string appName: root.nameFor(cell.modelData)
readonly property string iconSource: root.iconFor(cell.modelData)
readonly property string appName: root.nameFor(cell.appId)
readonly property string iconSource: root.iconFor(cell.appId)
width: root.cellSize
height: root.cellSize
@@ -194,6 +222,12 @@ Column {
onActiveFocusChanged: if (cell.activeFocus) root.keyboardIndex = cell.index
Component.onCompleted: if (root.keyboardIndex === cell.index) cell.forceActiveFocus()
// A cell that goes away while it is the one being dragged takes
// the release with it -- there is no MouseArea left to report
// one -- and the strip would sit there with draggingIndex still
// set, refusing every later press.
Component.onDestruction: if (cell.dragging) root.cancelDrag()
Connections {
target: root
function onKeyboardIndexChanged(): void {
@@ -1,5 +1,5 @@
// A slider whose track carries a meaning, and whose value is committed once the
// drag settles rather than on every pixel.
// gesture is over rather than on every pixel.
//
// Two rows on the Displays page need something SliderRow cannot give them:
//
@@ -8,7 +8,14 @@
// like, and this is the one slider whose numbers most people cannot picture.
// * The SDR trims, which write through the display transaction. A transaction
// per pixel of drag would arm a fifteen-second countdown dozens of times;
// the value is applied once, when the pointer stops moving.
// the value is applied once, when the button comes up.
//
// On release, not on an idle timer. Holding a slider still for a third of a
// second is not the end of a gesture, and the commit an idle timer made
// mid-hold armed a display transaction that turned this row's `enabled` false
// with the button still down -- the control went dead under the hand using it.
// The wheel has no release, so it keeps the timer, and that is all the timer is
// for now.
//
// Not schema-bound and not a SettingRow: the caller says what the value is and
// what to do with a new one, and the row stacks its control below the label in
@@ -59,6 +66,16 @@ Item {
return colors[Math.min(index, colors.length - 1)];
}
// Hands the pending value to the caller. Called on release, and by the
// wheel's idle timer, which is the one input that never has one.
function commit(): void {
commitTimer.stop();
if (root.pending === null)
return;
root.committed(root.pending);
releaseTimer.restart();
}
function quantise(ratio: real): real {
const raw = root.minimum + ratio * (root.maximum - root.minimum);
const snapped = Math.round(raw / root.step) * root.step;
@@ -166,7 +183,6 @@ Item {
function move(positionX: real): void {
root.pending = root.quantise(
Math.max(0, Math.min(1, (positionX - 8) / track.width)));
commitTimer.restart();
}
onPressed: event => drag.move(event.x)
@@ -174,6 +190,14 @@ Item {
if (drag.pressed)
drag.move(event.x);
}
onReleased: root.commit()
// A grab taken away mid-drag is not a decision. The row goes
// back to showing whatever is really in effect rather than
// keeping a number nobody asked it to apply.
onCanceled: {
commitTimer.stop();
root.pending = null;
}
onWheel: event => {
const direction = event.angleDelta.y > 0 ? 1 : -1;
root.pending = Math.max(root.minimum,
@@ -208,15 +232,13 @@ Item {
color: Theme.alpha(Theme.fg, 0.065)
}
// The wheel's release. A notch is a whole gesture on its own, and a hand
// spinning through a range means one commit at the end of the spin rather
// than one per notch -- there is no button coming up to say when that is.
Timer {
id: commitTimer
interval: root.commitDelay
onTriggered: {
if (root.pending === null)
return;
root.committed(root.pending);
releaseTimer.restart();
}
onTriggered: root.commit()
}
// Hands the readout back to whatever is really in effect. If the change was
@@ -60,6 +60,24 @@ SettingsPage {
setting: "overAmplification"
divider: false
}
// Turning over-amplification off has to bring the level down with it.
// The preference only moves the top of the range; PipeWire keeps
// whatever was set, so a device left at 140% stays there with a slider
// that now ends at 100 and shows itself pinned at full. Nothing the
// page can do afterwards expresses the difference, and the reading is
// wrong until something else happens to move the volume.
Connections {
target: Settings
function onOverAmplificationChanged(): void {
if (Settings.overAmplification)
return;
const audio = root.currentOutput?.audio ?? null;
if (audio && audio.volume > 1)
audio.volume = 1;
}
}
}
SettingsCard {
@@ -165,6 +165,12 @@ SettingRow {
root.moveTo(drag.ratioAt(event.x));
}
onReleased: root.apply()
// A grab taken away mid-drag never releases, so nothing
// would ever apply the reading left on screen -- and the
// next commit would measure its ratio against a number the
// palette was never re-saturated to. Back to the last
// reading that was really applied.
onCanceled: root.shown = root.committed
onWheel: event => {
root.moveTo((root.shown + (event.angleDelta.y > 0 ? 0.05 : -0.05))
/ root.maximum);