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da4389685e
Removed old options that are no long relevant (though not deprecated). Converted all old rules to the new `rules` option. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
317 lines
8.9 KiB
Text
317 lines
8.9 KiB
Text
#################################
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# Shadows #
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#################################
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# Enabled client-side shadows on windows. Note desktop windows
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# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
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# unless explicitly requested using the wintypes option.
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#
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# Can be set per-window using rules.
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#
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# Default: false
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shadow = true;
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# The blur radius for shadows, in pixels.
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#
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# Default: 12
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shadow-radius = 7;
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# The opacity of shadows.
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#
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# Range: 0.0 - 1.0
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# Default: 0.75
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# shadow-opacity = .75
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# The left offset for shadows, in pixels.
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#
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# Default: -15
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shadow-offset-x = -7;
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# The top offset for shadows, in pixels.
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#
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# Default: -15
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shadow-offset-y = -7;
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# Hex string color value of shadow. Formatted like "#RRGGBB", e.g. "#C0FFEE".
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#
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# Default: #000000
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# shadow-color = "#000000"
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# Crop shadow of a window fully on a particular monitor to that monitor. This is
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# currently implemented using the X RandR extension.
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#
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# Default: false
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# crop-shadow-to-monitor = false
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#################################
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# Fading #
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#################################
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# Fade windows in/out when opening/closing and when opacity changes,
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# unless no-fading-openclose is used. Can be set per-window using rules.
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#
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# Default: false
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fading = true;
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# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
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fade-in-step = 0.03;
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# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
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fade-out-step = 0.03;
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# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
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# fade-delta = 10
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# Do not fade on window open/close.
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# no-fading-openclose = false
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# Do not fade destroyed ARGB windows with WM frame. Workaround of bugs in Openbox, Fluxbox, etc.
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# no-fading-destroyed-argb = false
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#################################
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# Transparency / Opacity #
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#################################
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# Opacity of window titlebars and borders.
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#
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# Range: 0.1 - 1.0
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# Default: 1.0 (disabled)
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frame-opacity = 0.7;
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# Use fixed inactive dim value, instead of adjusting according to window opacity.
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#
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# Default: false
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# inactive-dim-fixed = true
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#################################
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# Corners #
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#################################
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# Sets the radius of rounded window corners. When > 0, the compositor will
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# round the corners of windows. Does not interact well with
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# `transparent-clipping`.
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#
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# Default: 0 (disabled)
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corner-radius = 0
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#################################
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# Blur #
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#################################
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# Parameters for background blurring, see BLUR section in the man page for more information.
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# blur-method =
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# blur-size = 12
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#
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# blur-deviation = false
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#
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# blur-strength = 5
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# Blur background of semi-transparent / ARGB windows.
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# Can be set per-window using rules.
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#
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# Default: false
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# blur-background = false
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# Blur background of windows when the window frame is not opaque.
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# Implies:
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# blur-background
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#
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# Default: false
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# blur-background-frame = false
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# Use fixed blur strength rather than adjusting according to window opacity.
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#
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# Default: false
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# blur-background-fixed = false
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# Specify the blur convolution kernel, with the following format:
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# example:
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# blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1";
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# Can also be a pre-defined kernel, see the man page.
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#
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# Default: ""
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blur-kern = "3x3box";
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#################################
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# General Settings #
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#################################
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# Enable remote control via D-Bus. See the man page for more details.
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#
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# Default: false
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# dbus = true
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# Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers.
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# daemon = false
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# Specify the backend to use: `xrender`, `glx`, or `egl`.
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#
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# Default: "xrender"
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backend = "glx"
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# Use higher precision during rendering, and apply dither when presenting the
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# rendered screen. Reduces banding artifacts, but may cause performance
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# degradation. Only works with OpenGL.
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dithered-present = false;
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# Enable/disable VSync.
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#
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# Default: false
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vsync = true;
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# Try to detect windows with rounded corners and don't consider them
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# shaped windows. The accuracy is not very high, unfortunately.
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#
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# Has nothing to do with `corner-radius`.
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#
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# Default: false
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detect-rounded-corners = true;
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# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
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# not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows.
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#
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# Default: false
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detect-client-opacity = true;
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# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
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# rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate,
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# provided that the WM supports it.
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#
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# Default: false
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# use-ewmh-active-win = false
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# Unredirect all windows if a full-screen opaque window is detected,
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# to maximize performance for full-screen windows. Known to cause flickering
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# when redirecting/unredirecting windows.
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#
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# Default: false
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# unredir-if-possible = false
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# Delay before unredirecting the window, in milliseconds.
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#
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# Default: 0.
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# unredir-if-possible-delay = 0
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# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
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# in the same group focused at the same time.
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#
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# Default: false
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detect-transient = true;
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# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
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# group focused at the same time. This usually means windows from the same application
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# will be considered focused or unfocused at the same time.
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# 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too.
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#
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# Default: false
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# detect-client-leader = false
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# Use of damage information for rendering. This cause the only the part of the
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# screen that has actually changed to be redrawn, instead of the whole screen
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# every time. Should improve performance.
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#
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# Default: false
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use-damage = true;
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# Use X Sync fence to wait for the completion of rendering of other windows,
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# before using their content to render the current screen.
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#
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# Required for explicit sync drivers, such as nvidia.
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#
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# Default: false
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# xrender-sync-fence = false
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# GLX backend: Use specified GLSL fragment shader for rendering window
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# contents. Read the man page for a detailed explanation of the interface.
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#
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# Can be set per-window using rules.
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#
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# window-shader-fg = "default"
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# Force all windows to be painted with blending. Useful if you
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# have a `window-shader-fg` that could turn opaque pixels transparent.
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#
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# Default: false
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# force-win-blend = false
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# Do not use EWMH to detect fullscreen windows.
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# Reverts to checking if a window is fullscreen based only on its size and coordinates.
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#
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# Default: false
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# no-ewmh-fullscreen = false
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# Dimming bright windows so their brightness doesn't exceed this set value.
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# Brightness of a window is estimated by averaging all pixels in the window,
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# so this could comes with a performance hit.
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# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled.
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#
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# Default: 1.0 (disabled)
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# max-brightness = 1.0
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# Make transparent windows clip other windows like non-transparent windows do,
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# instead of blending on top of them. e.g. placing a transparent window on top
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# of another window will cut a "hole" in that window, and show the desktop background
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# underneath.
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#
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# Default: false
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# transparent-clipping = false
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# Set the log level. Possible values are:
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# "trace", "debug", "info", "warn", "error"
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# in increasing level of importance. Case insensitive.
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# If using the "TRACE" log level, it's better to log into a file
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# using *--log-file*, since it can generate a huge stream of logs.
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#
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# Default: "warn"
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# log-level = "warn";
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# Set the log file.
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# If *--log-file* is never specified, logs will be written to stderr.
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# Otherwise, logs will to written to the given file, though some of the early
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# logs might still be written to the stderr.
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# When setting this option from the config file, it is recommended to use an absolute path.
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#
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# log-file = "/path/to/your/log/file"
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# Write process ID to a file.
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# write-pid-path = "/path/to/your/log/file"
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# Rule-based per-window options.
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#
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# See WINDOW RULES section in the man page for how these work.
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rules: ({
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match = "window_type = 'tooltip'";
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fade = false;
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shadow = true;
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opacity = 0.75;
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full-shadow = false;
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}, {
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match = "window_type = 'dock' || "
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"window_type = 'desktop' || "
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"_GTK_FRAME_EXTENTS@";
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blur-background = false;
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}, {
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match = "window_type != 'dock'";
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# shader = "my_shader.frag";
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}, {
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match = "window_type = 'dock' || "
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"window_type = 'desktop'";
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corner-radius = 0;
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}, {
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match = "name = 'Notification' || "
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"class_g = 'Conky' || "
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"class_g ?= 'Notify-osd' || "
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"class_g = 'Cairo-clock' || "
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"_GTK_FRAME_EXTENTS@";
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shadow = false;
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})
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# `@include` directive can be used to include additional configuration files.
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# Relative paths are search either in the parent of this configuration file
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# (when the configuration is loaded through a symlink, the symlink will be
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# resolved first). Or in `$XDG_CONFIG_HOME/picom/include`.
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#
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# @include "extra.conf"
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