Give focus modes conditions rather than alarms, and let Gaming hand over
A mode is on because something is true right now: a game is running, a window is fullscreen on a given display, a workspace is focused, the clock is inside a window. That is asked again rather than fired once, and it is the whole reason schedules could be included here without the usual failure modes. A machine asleep at 23:30, rebooted at 02:00, or opened at 08:00 into a window that has already passed all reach the right answer by being asked again; an alarm gets all three wrong. The midnight-crossing rule is the part worth being careful about: a window belongs to the day it STARTS on, so a Friday-only 23:30-07:00 covers Saturday morning and must not cover Saturday night. That arithmetic was tested as pure logic before anything was built on it, including every malformed input failing closed -- silencing someone because a time string was wrong is the worst way this could fail. This does not take over the manual timed session. FocusSession already owns that, with its capsule, shortcut, Quick Settings entry and contracts, so modes defer entirely while one runs. Two writers of Do Not Disturb would each restore whatever the other happened to leave behind. Gaming hands over rather than being duplicated. The hook was silencing notifications itself, which would have made exactly those two owners -- and Gaming.active only polls while its settings page is open, so a mode could not have seen a game reliably in any case. The hook reports the game over IPC now and the mode decides what that means, the Gaming page points at it, and gamingSilenceNotifications is retired from the schema, since a setting nothing reads is the dead row this work keeps removing. Sleep ships disabled. A desktop that starts silencing someone on first boot has overstepped, whatever the default hour. Three contracts moved with it. gaming-contract asserted the hook uses setDnd, which was right before and wrong now; the shell-side assertions that setDnd and dndState exist stay, because a toggle would flip an already-silent machine back on. The new contract is proven to fail by breaking the midnight rule and by letting modes run alongside a manual session. Claude-Session: https://claude.ai/code/session_01BRvzt4H8XXLPVH5MyYdk9L
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@@ -9,6 +9,32 @@ SettingsPage {
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// can read, not twenty open at once.
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property string expandedApp: ""
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// Which focus mode is open for editing. One at a time, like the app rules.
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property string expandedMode: ""
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// Schedule edits go through the mode's trigger list rather than replacing
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// it, so a mode that also has a game or fullscreen trigger keeps it.
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function reschedule(mode: var, changes: var): void {
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FocusModes.update(String(mode.id), {
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triggers: (mode.triggers ?? []).map(trigger =>
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trigger.kind === "schedule" ? Object.assign({}, trigger, changes) : trigger)
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});
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}
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function toggleDay(mode: var, day: int): void {
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const schedule = (mode.triggers ?? []).find(trigger => trigger.kind === "schedule");
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if (!schedule)
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return;
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const days = Array.isArray(schedule.days) ? schedule.days.slice() : [];
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const at = days.indexOf(day);
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if (at >= 0)
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days.splice(at, 1);
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else
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days.push(day);
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days.sort((a, b) => a - b);
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root.reschedule(mode, { days: days });
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}
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title: "Notifications & Focus"
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lede: "Control interruptions without losing useful history."
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@@ -164,6 +190,172 @@ SettingsPage {
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}
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}
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SettingsCard {
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title: "Focus modes"
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subtitle: FocusModes.active
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? FocusModes.activeName + " is on because " + FocusModes.activeReason + "."
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: "What quiets this machine, and what turns it on. The first mode whose condition is true wins, so order is priority."
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Repeater {
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model: FocusModes.modes
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delegate: Column {
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id: modeEntry
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required property var modelData
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readonly property var mode: modeEntry.modelData
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readonly property string modeId: String(modeEntry.mode.id ?? "")
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readonly property bool open: root.expandedMode === modeEntry.modeId
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readonly property bool running: FocusModes.activeMode?.id === modeEntry.modeId
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readonly property var schedule: (modeEntry.mode.triggers ?? [])
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.find(trigger => trigger.kind === "schedule") ?? null
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width: parent.width
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SettingRow {
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width: parent.width
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label: String(modeEntry.mode.name ?? "")
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detail: modeEntry.running
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? "On now — " + FocusModes.activeReason
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: FocusModes.summary(modeEntry.mode)
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activatable: true
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divider: !modeEntry.open
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controlWidth: 92
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onActivated: root.expandedMode = modeEntry.open ? "" : modeEntry.modeId
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Row {
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anchors.right: parent.right
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anchors.verticalCenter: parent.verticalCenter
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spacing: 11
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SettingsToggle {
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anchors.verticalCenter: parent.verticalCenter
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checked: modeEntry.mode.enabled === true
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onToggled: value => FocusModes.setEnabled(modeEntry.modeId, value)
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}
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Text {
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anchors.verticalCenter: parent.verticalCenter
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text: modeEntry.open ? "\u25B4" : "\u25BE"
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color: Theme.fgMuted
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font.family: Theme.fontFamily
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font.pixelSize: Theme.fontSizeSmall
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}
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}
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}
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SettingRow {
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width: parent.width
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visible: modeEntry.open
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label: "Silence notifications"
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detail: "Banners are held until the mode ends"
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controlWidth: 48
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SettingsToggle {
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anchors.right: parent.right
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anchors.verticalCenter: parent.verticalCenter
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checked: modeEntry.mode.silence === true
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onToggled: value => FocusModes.update(modeEntry.modeId, { silence: value })
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}
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}
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SettingRow {
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width: parent.width
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visible: modeEntry.open
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label: "Keep the screen awake"
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detail: "Caffeine, for as long as the mode is on"
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controlWidth: 48
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divider: modeEntry.schedule !== null
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SettingsToggle {
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anchors.right: parent.right
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anchors.verticalCenter: parent.verticalCenter
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checked: modeEntry.mode.keepAwake === true
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onToggled: value => FocusModes.update(modeEntry.modeId, { keepAwake: value })
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}
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}
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// Only modes that actually have a schedule get the schedule
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// controls; a game trigger has no times to set.
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TextFieldRow {
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width: parent.width
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visible: modeEntry.open && modeEntry.schedule !== null
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label: "From"
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detail: "24-hour, such as 23:30"
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text: String(modeEntry.schedule?.start ?? "")
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placeholder: "23:30"
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onAccepted: value => root.reschedule(modeEntry.mode, { start: value })
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}
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TextFieldRow {
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width: parent.width
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visible: modeEntry.open && modeEntry.schedule !== null
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label: "Until"
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detail: "A time earlier than the start means the window crosses midnight"
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text: String(modeEntry.schedule?.end ?? "")
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placeholder: "07:00"
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onAccepted: value => root.reschedule(modeEntry.mode, { end: value })
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}
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SettingRow {
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width: parent.width
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visible: modeEntry.open && modeEntry.schedule !== null
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label: "On these days"
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detail: "A window that crosses midnight belongs to the day it starts on"
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controlWidth: 250
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divider: false
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Row {
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anchors.right: parent.right
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anchors.verticalCenter: parent.verticalCenter
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spacing: 5
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Repeater {
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model: [
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{ value: 1, label: "M" }, { value: 2, label: "T" },
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{ value: 3, label: "W" }, { value: 4, label: "T" },
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{ value: 5, label: "F" }, { value: 6, label: "S" },
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{ value: 0, label: "S" }
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]
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delegate: Rectangle {
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id: dayPill
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required property var modelData
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readonly property bool on:
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(modeEntry.schedule?.days ?? []).indexOf(dayPill.modelData.value) >= 0
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width: 30
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height: 28
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radius: 8
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color: dayPill.on ? Theme.alpha(Theme.accent, 0.22)
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: Theme.alpha(Theme.fg, 0.06)
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border.width: dayPill.on ? 1 : 0
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border.color: Theme.alpha(Theme.accent, 0.5)
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Text {
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anchors.centerIn: parent
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text: String(dayPill.modelData.label)
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color: dayPill.on ? Theme.fg : Theme.fgDim
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font.family: Theme.fontFamily
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font.pixelSize: Theme.fontSizeSmall
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font.weight: dayPill.on ? Font.DemiBold : Font.Medium
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}
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HoverHandler { cursorShape: Qt.PointingHandCursor }
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TapHandler {
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onTapped: root.toggleDay(modeEntry.mode, dayPill.modelData.value)
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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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}
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SettingsCard {
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title: "Focus sessions"
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subtitle: "A focus session binds quiet mode and Caffeine to the current workspace."
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