Files
TNCcat/qml/OverlayWindow.qml
T
JulianandClaude Opus 5 403ac30b3a Add a coffee break
Every so often a mug appears at the cat's nose, it sits down, dips its head in
and takes a few slow sips while steam rises. M01, optional stop.

The mug lives in its own click-through window like the chip, or inside the
overlay on Wayland. It goes away as soon as the cat is petted, dragged, sent to
sleep or moves on to something else, so no mug is ever left standing.

Also renames OverlayWindow's mode flag, which shadowed QWindow::active.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 23:00:22 +02:00

128 lines
3.9 KiB
QML

pragma ComponentBehavior: Bound
import QtQuick
import TNCat
// One screen-filling, click-through window that holds the cat and the chip.
// Wayland does not let a client place its own window, so there the cat moves
// inside this overlay instead of the window moving across the desktop.
Window {
id: win
required property CatController cat
required property AppSettings settings
signal settingsRequested()
// Fullscreen is a visibility, not a visible flag, so the mode switch has to
// go through visibility or the two fight each other.
property bool overlayActive: false
readonly property int catW: settings.catSize
readonly property int catH: Math.round(settings.catSize * 0.9)
readonly property real groundY: height - catH - settings.bottomMargin
// Only the cat itself should swallow clicks; everything else falls through.
function refreshInputRegion() {
Platform.setInputRegion(win, Qt.rect(Math.round(cat.x), Math.round(groundY), catW, catH))
}
visibility: overlayActive ? Window.FullScreen : Window.Hidden
color: "transparent"
flags: Qt.FramelessWindowHint | Qt.WindowStaysOnTopHint | Qt.Tool
| Qt.NoDropShadowWindowHint | Qt.WindowDoesNotAcceptFocus
title: qsTr("TNCat")
onOverlayActiveChanged: {
if (!overlayActive)
return
cat.stageWidth = width
cat.catWidth = catW
refreshInputRegion()
}
onWidthChanged: cat.stageWidth = width
onCatWChanged: cat.catWidth = catW
Binding {
target: win.cat
property: "catCenter"
value: Qt.point(win.x + win.cat.x + win.catW / 2, win.y + win.groundY + win.catH / 2)
}
// Coalesce mask updates: one X11 round trip per frame of walking is plenty.
Timer {
interval: 33
running: win.overlayActive
repeat: true
onTriggered: win.refreshInputRegion()
}
Chip {
x: win.cat.chipX - width / 2
y: win.height - height - win.settings.bottomMargin
width: Math.round(win.settings.catSize * 0.45)
height: Math.round(width * 0.73)
visible: win.cat.chipVisible
kick: win.cat.chipKick
Behavior on x {
NumberAnimation { duration: 320; easing.type: Easing.OutQuad }
}
}
Cup {
x: win.cat.cupX - width / 2
y: win.height - height - win.settings.bottomMargin
width: Math.round(win.settings.catSize * 0.38)
height: Math.round(width * 1.18)
visible: win.cat.cupVisible
}
Item {
id: catItem
x: win.cat.x
y: win.groundY
width: win.catW
height: win.catH
Cat {
anchors.fill: parent
coat: win.settings.coat
facingRight: win.cat.facingRight
mood: CatMoods.name(win.cat.mood)
lifted: win.cat.dragging
petted: win.cat.hovered && !win.cat.dragging
look: win.cat.look
showCodes: win.settings.showCodes
Accessible.role: Accessible.Button
Accessible.name: qsTr("TNCat")
}
HoverHandler {
onHoveredChanged: win.cat.hovered = hovered
}
DragHandler {
target: null
onActiveChanged: win.cat.dragging = active
onCentroidChanged: {
if (active)
win.cat.x = Math.max(0, Math.min(win.cat.stageWidth - win.catW,
catItem.x + centroid.position.x - centroid.pressPosition.x))
}
}
TapHandler {
acceptedButtons: Qt.LeftButton
onTapped: win.cat.pet()
onDoubleTapped: win.settingsRequested()
onLongPressed: win.settingsRequested()
}
TapHandler {
acceptedButtons: Qt.RightButton
onTapped: win.settingsRequested()
}
}
}