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# status

Desktop modes as state: `dnd`, `presentation`, `nolock` and `quiet`, owned by
the `Status` singleton and stored as files under `$XDG_RUNTIME_DIR`. A fifth,
`status.gaming`, is written only by the shell's game detector; it is not a
mode `statusctl` exposes.

## The files are the interface

    $XDG_RUNTIME_DIR/status.dnd
    $XDG_RUNTIME_DIR/status.presentation
    $XDG_RUNTIME_DIR/status.nolock
    $XDG_RUNTIME_DIR/status.quiet
    $XDG_RUNTIME_DIR/status.gaming

Each holds `0` or `1`; a missing file means off. That directory is tmpfs, so a
reboot resets every mode and there is no cleanup code. A shell restart does
not: the files outlive the process and the singleton reads them back.

`nolock` is stored as "auto-lock disabled", which is the inverse of the switch
the page shows. The file keeps the registry's "missing means off" rule, and the
page inverts it so the label reads as the default: screen lock on.

Anything can read a mode with `cat`. `statusctl` is the convenience, not the
mechanism, which is why it keeps working while quickshell is down.

## statusctl

    statusctl <mode> get          prints 0 or 1
    statusctl <mode> set 0|1
    statusctl <mode> toggle
    statusctl <mode> watch        JSON on every change (no consumer now)

The repo copy is the source; `~/bin/statusctl` is a symlink to it. `watch` watches
the directory rather than the file, because an atomic write replaces the file
and a watch on the old inode dies with it.

Setting a mode with `statusctl` records the state without firing its effects.
The shell sees the change through its own `FileView` watch and asserts them,
so the effects follow either way. If the shell is down, the state is recorded
and reasserted when it returns.

## Effects

`dnd` has none of its own. It is state the notification daemon reads.

`presentation` sets `dnd`, `nolock` and `quiet`, asserts a Wayland idle
inhibitor. Turning it off restores the three to the
values they had before rather than clearing them, so hand-set DND or a
hand-set disable survives a presentation.

`nolock` disables auto-lock by holding the idle inhibitor. That is the only
thing that stops hypridle's `loginctl lock-session`, so the mode governs
idle-triggered locking and nothing else: the `SUPER+l` bind and the lock on
suspend are separate paths and stay live. The page can set it permanently or
for a number of minutes, in which case the singleton's timer re-enables it.
The timer is shell-lifetime: a restart during a timed disable leaves the lock
off until it is toggled, the same class of limit as `dndBeforePresentation`.

`quiet` mutes the Claude and opencode sounds and leaves their popups alone.
The shell does nothing with it: both tools play through `notify-sound`, which
asks `statusctl quiet get` and plays nothing on a 1. `~/bin/notify-sound` is a
symlink to the repo copy, like `statusctl`.

    notify-sound claude                       Claude Code's Notification hook
    notify-sound <event>                      opencode-notifier's command hook

The opencode notifier runs its command for every event, `session_started` and
`user_message` included, so an argument with no sound plays nothing; only
`permission`, `complete`, `error` and `question` do. The notifier's own sounds
are off in `opencode-notifier.json`, and it rereads that file on every event,
so neither change needs an opencode restart.

## Game detection

Presentation is set automatically while a game runs, so a fullscreen game does
not get locked or interrupted by the idle timer or DND. The shell
polls every five seconds for a `gamescope` process, a running Steam binary, or
the DuckStation or PCSX2 emulators, and any one is enough:

    pgrep -x gamescope || pgrep -f 'steamapps/commo[n]' || pgrep -x duckstation-qt || pgrep -x pcsx2-qt

The steam pattern is bracketed so it cannot match the check's own command
line: `pgrep -f` reads the whole argv, and a literal `steamapps/common` would
match the `sh` running the check and report a game forever. `gamescope` and
the emulators use `pgrep -x`, an exact match on the process name, which
cannot self-match.

The result is written to `status.gaming`, a file separate from
`status.presentation`, and presentation is the OR of the two. That separation
is the point: a game ending clears only the gaming half, so a presentation the
user set by hand survives for the whole game session instead of being clobbered
on exit. It also means presentation cannot be turned off by hand while a game
runs, since `status.gaming` holds it on until the game exits.

`status.gaming` is never set by `statusctl`; the detector owns it. The effects
are unchanged, because they key off the combined `presentation` value.

## The watch (no consumer now)

`statusctl presentation watch` fed waybar's `custom/presentation` module, which
replaced waybar's built-in `idle_inhibitor`. Waybar is gone, so the watch has
no consumer; the command stays. Presentation is toggled from the drawer's
status page, and later from the control panel. The island shows no presentation
state at rest.

The watch emits three classes, not two. `status.gaming` turns the mode on
without touching the manual half, so a bar widget would otherwise read
`deactivated` while the effects were asserted. `gaming` is its own
class with its own icon, and `toggle` is refused while it holds: the detector
reasserts the file within its poll, so the write would not stick. `set` is
still allowed, since the manual half is worth setting for when the game exits.
The watch therefore follows `status.gaming` as well as its own file, and emits
only on a real change so an unchanged rewrite draws nothing.

## The checks

    ./test-statusctl.sh
    ./test-notify-sound.sh

Points `XDG_RUNTIME_DIR` at a temporary directory, so it never touches live
modes. Covers the file format, the atomic write, the toggle, the unknown-mode
error, both the activated report and the absent-file off report.

`test-notify-sound.sh` puts a fake `paplay` first on `PATH` and a temporary
`XDG_RUNTIME_DIR` under it, so it plays nothing and leaves the live mode
alone. It covers the file per argument, silence for an event with no sound,
and silence while `quiet` is on.