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Hover and attention effects were solid: a flat accent ring round the
user page's avatar, a flat quarter-disc in the hot corner, and thick
accent or white borders on window cards, keycaps and knobs. Glow.qml
is a RectangularShadow in the accent, fading out from the shape's edge
and in over 140ms, linked into desktop, window-switcher and keybinds
like Theme.qml, and all five places use it. Selection borders in the
appearance tabs stay: they mark state, not hover.
The avatar also gains the hover cue in the first place: the hand
cursor never showed under a hyprcursor-only theme, so without it the
picture gave no sign it could be clicked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Previews are placed at their Expose.js rects and sized to them, so each
keeps its window's shape and relative size. Title and close show on hover
only, so the scatter stays clean; icon and workspace marker always show.
The keyboard selection is gone: this is a pointer feature, and Escape is
the one key left.
The top-right corner of DP-1 opens it after a 250ms glow that grows out of
the corner, which is the warning and the way out. Input is only the corner's
2x2 pixels, since a larger input region would eat clicks on the windows
below. It re-arms only when the pointer leaves while the expose is closed,
or an Escape with the pointer still in the corner reopens it. It hides while
status.gaming is set, read straight from the file: linking shared/Status.qml
would start a second game poll and fire presentation side effects twice.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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