The bottom dock came up when the cursor reached the edge and hid again a quarter-second later with the cursor still sitting there. The input region has two shapes: a three-pixel strip along the whole edge while hidden, and a region over the body once revealed. Teaching the dock about left and right rewrote both, and the bottom case was folded into the branch that serves a left dock -- x 0. That is right for a dock that hugs the left edge and wrong for one that is centred on the bottom: the region landed on the left third of the screen while the pointer that summoned the dock was in the middle. Hover dropped on the very frame the dock arrived, and the hide timer did the rest. Approaching from the far left worked, which is the only reason it looked intermittent rather than broken. Bottom is centred, so the region starts where the body starts. Nothing measured the input region, which is why "bottom is unchanged" passed while bottom was broken -- the contract read the window and the window was fine. It now probes the mask in both states on all three edges and asserts the point a hand actually aims at, the middle of the edge the dock lives on, is still inside the region after the dock arrives. It fails on the old binding with the coordinates that were wrong. Claude-Session: https://claude.ai/code/session_01NvgBuSWB5sE43yWmg21ozj
264 lines
11 KiB
QML
264 lines
11 KiB
QML
// The dock — a replacement for Dash-to-Dock configured as: bottom edge, 48px
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// icons, intellihide against all windows, dot running-indicators, show-apps
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// button at the leading edge.
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//
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// Intellihide means the dock reserves no space at all (exclusiveZone 0) and
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// floats over windows, appearing when the pointer reaches the bottom edge or
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// when nothing is in the way.
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import Quickshell
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import Quickshell.Wayland
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import Quickshell.Hyprland
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import QtQuick
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import qs.config
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import qs.services
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PanelWindow {
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id: root
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// Set by Variants when instantiated per-screen. Plain rather than
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// `required` so the dock can also be created standalone while testing;
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// Variants injects into the existing property either way.
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property var modelData: null
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screen: root.modelData
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// Which edge this dock lives on, and everything that follows from it. The
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// bottom case is unchanged in every particular: same anchors, same
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// geometry, same slide -- so a machine that never touches the setting sees
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// exactly the dock it had.
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readonly property string position: Settings.dockPosition
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readonly property bool vertical: root.position === "left" || root.position === "right"
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// Only on the screens asked for. An empty list means all of them, which is
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// what a single-monitor machine wants and what an unplugged display should
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// not be able to change.
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readonly property bool onThisScreen: {
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const wanted = Settings.dockScreens;
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if (!wanted || wanted.length === 0)
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return true;
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return wanted.indexOf(String(root.screen?.name ?? "")) >= 0;
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}
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visible: root.onThisScreen
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// A dock spans the edge it lives on, which means anchoring BOTH ends of
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// that edge: bottom+left+right across the screen, or top+bottom plus one
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// side down it. Anchoring only one end leaves the surface free to collapse
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// to its implicit size on that axis -- a side dock came out one pixel tall.
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anchors {
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top: root.vertical
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bottom: true
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left: root.position !== "right"
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right: root.position !== "left"
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}
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color: "transparent"
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// A dock that reserved space would not be intellihiding.
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exclusiveZone: 0
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exclusionMode: ExclusionMode.Ignore
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// Matched by the `qs-dock` layer rule in hypr/rules.lua — do not rename.
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WlrLayershell.namespace: "qs-dock"
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WlrLayershell.layer: WlrLayer.Top
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WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
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// ── Geometry ────────────────────────────────────────────────────────────
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// Height = room for the tooltip above the bar + the bar + the gap under it.
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readonly property int revealStripHeight: 3
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readonly property int edgeMargin: Theme.barGap
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readonly property int tooltipSpace: 34
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// Only the axis the dock is thin on gets an implicit size; the other is
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// spanned by the anchors above. Setting both would fight them.
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implicitHeight: root.vertical ? 0 : tooltipSpace + body.implicitHeight + edgeMargin
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implicitWidth: root.vertical ? tooltipSpace + body.implicitWidth + edgeMargin : 0
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// ── Intellihide ─────────────────────────────────────────────────────────
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// This instance's own monitor, the same lookup Workspaces.qml uses to
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// scope a per-screen bar to its own screen. Falls back to null when this
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// Dock is created standalone (no `screen` set) rather than via Variants.
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readonly property HyprlandMonitor monitor: root.screen ? Hyprland.monitorFor(root.screen) : null
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// Hyprland does not expose live toplevel geometry, so exact overlap cannot
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// be computed. "Is anything on this workspace at all" is the robust proxy,
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// and it is what Dash-to-Dock's all-windows intellihide felt like in
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// practice: an empty workspace keeps the dock out.
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//
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// Deliberately this instance's own monitor's active workspace, not the
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// globally-focused one -- with one Dock per screen, keying off the global
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// focus would make focusing an empty workspace on monitor A hide the dock
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// on monitor B even though B's own workspace is still busy.
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readonly property bool workspaceOccupied: {
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const ws = root.monitor ? root.monitor.activeWorkspace : Hyprland.focusedWorkspace;
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return !!ws && ws.toplevels.values.length > 0;
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}
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readonly property bool wantRevealed: !Settings.dockAutohide || !workspaceOccupied || pointer.hovered
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property bool revealed: true
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onWantRevealedChanged: {
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if (wantRevealed) {
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hideTimer.stop();
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revealTimer.restart();
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} else {
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revealTimer.stop();
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hideTimer.restart();
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}
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}
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Timer {
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id: revealTimer
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interval: Settings.dockRevealDelayMs
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onTriggered: root.revealed = true
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}
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Timer {
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id: hideTimer
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interval: Settings.dockHideDelayMs
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onTriggered: root.revealed = false
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}
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// Other modules (the bar, the capture overlay) read this. It is one
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// shared flag but there is one Dock per monitor, so only the instance on
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// the currently-focused monitor is allowed to write it -- otherwise
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// whichever instance last changed reveal state would stomp the others,
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// and a reader would see an arbitrary monitor's value. This scopes the
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// flag to mean "is the dock revealed on the monitor the user is on",
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// which is what a capture overlay or the bar actually care about.
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// (A true per-monitor flag would need ShellState.dockRevealed itself to
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// become keyed by screen, which is out of scope here -- see the report.)
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readonly property bool isFocusedMonitorInstance: root.monitor === null || root.monitor === Hyprland.focusedMonitor
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onRevealedChanged: root._syncShellState()
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onIsFocusedMonitorInstanceChanged: root._syncShellState()
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function _syncShellState(): void {
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if (root.isFocusedMonitorInstance)
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ShellState.dockRevealed = root.revealed;
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}
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// wantRevealed's first evaluation emits no change signal when it lands on
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// false (the default), so the initial state has to be taken explicitly —
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// otherwise a shell started on a busy workspace would leave the dock up.
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Component.onCompleted: {
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revealed = wantRevealed;
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root._syncShellState();
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}
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// ── Input region ────────────────────────────────────────────────────────
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// Revealed: the bar plus everything below it, so crossing the gap under the
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// dock does not count as leaving. Hidden: a sliver along the screen edge,
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// which is the only thing that can still trigger the dock — every other
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// click passes straight through to the window underneath.
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mask: Region {
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item: maskItem
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}
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Item {
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id: surface
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anchors.fill: parent
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// Reports the pointer anywhere inside the input region. A HoverHandler
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// rather than a MouseArea because it keeps reporting while the icons'
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// own MouseAreas are hovered.
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HoverHandler {
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id: pointer
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}
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// Revealed: the dock plus everything between it and the edge, so
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// crossing the gap does not count as leaving. Hidden: a sliver along
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// the edge the dock lives on, which is the only thing that can bring
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// it back -- every other click passes through to the window beneath.
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Item {
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id: maskItem
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x: {
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if (!root.revealed)
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return root.position === "right" ? surface.width - root.revealStripHeight : 0;
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// A horizontal dock is centred on its edge, so the region has
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// to start where the body starts -- starting at 0 puts it over
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// the left of the screen while the pointer that summoned the
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// dock is in the middle, and the hover drops on the very frame
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// the dock arrives. A vertical dock reaches from the body out
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// to its own edge, which is x 0 on the left and the body on
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// the right.
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if (!root.vertical)
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return body.x;
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return root.position === "right" ? body.x : 0;
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}
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y: {
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if (!root.revealed)
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return root.vertical ? 0 : surface.height - root.revealStripHeight;
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return body.y;
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}
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width: {
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if (!root.revealed)
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return root.vertical ? root.revealStripHeight : surface.width;
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return root.vertical
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? (root.position === "right" ? surface.width - body.x : body.x + body.width)
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: body.width;
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}
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height: {
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if (!root.revealed)
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return root.vertical ? surface.height : root.revealStripHeight;
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return root.vertical ? body.height : surface.height - body.y;
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}
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}
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DockBody {
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id: body
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vertical: root.vertical
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leftSide: root.position === "left"
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// Both axes are computed rather than anchored. Anchoring the centre
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// on one axis and binding a position on the other looks tidier and
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// is a conflict: an anchored centre owns that coordinate, so the
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// binding beside it is fighting for the same value.
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//
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// Centred on the long axis; on the short one it sits a tooltip's
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// width in from the edge when revealed, and off-screen when not.
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x: {
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if (!root.vertical)
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return (surface.width - width) / 2;
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if (root.position === "left")
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return root.revealed ? root.tooltipSpace : -width;
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return root.revealed ? surface.width - width - root.tooltipSpace : surface.width;
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}
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y: {
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if (root.vertical)
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return (surface.height - height) / 2;
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return root.revealed ? root.tooltipSpace : surface.height;
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}
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opacity: root.revealed ? 1 : 0
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Behavior on x {
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NumberAnimation {
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duration: root.revealed ? Theme.durDockReveal : Theme.durNormal
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easing.type: root.revealed ? Easing.OutQuint : Easing.InCubic
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}
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}
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// Asymmetric on purpose. Revealing is a response to something the
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// user just did, so it has to feel immediate — any delay there
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// reads as lag. Hiding is not a response to anything, so it can
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// take its time and stay calm in peripheral vision.
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Behavior on y {
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NumberAnimation {
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duration: root.revealed ? Theme.durDockReveal : Theme.durNormal
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easing.type: root.revealed ? Easing.OutQuint : Easing.InCubic
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}
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}
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Behavior on opacity {
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NumberAnimation {
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duration: root.revealed ? Theme.durDockReveal : Theme.durNormal
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easing.type: Easing.OutCubic
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}
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}
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}
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}
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}
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