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# Shadow
#shadow = true;      # Enabled client-side shadows on windows.
#no-dock-shadow = true;    # Avoid drawing shadows on dock/panel windows.
#no-dnd-shadow = true;    # Don't draw shadows on DND windows.
#clear-shadow = true;    # Zero the part of the shadow's mask behind the
        # window. Fix some weirdness with ARGB windows.
#shadow-radius = 7;    # The blur radius for shadows. (default 12)
#shadow-offset-x = -7;    # The left offset for shadows. (default -15)
#shadow-offset-y = -7;    # The top offset for shadows. (default -15)
# shadow-opacity = 0.7;    # The translucency for shadows. (default .75)
# shadow-red = 0.0;    # Red color value of shadow. (0.0 - 1.0, defaults to 0)
# shadow-green = 0.0;    # Green color value of shadow. (0.0 - 1.0, defaults to 0)
# shadow-blue = 0.0;    # Blue color value of shadow. (0.0 - 1.0, defaults to 0)
#shadow-exclude = [ "n:e:Notification" ];  # Exclude conditions for shadows.
# shadow-exclude = "n:e:Notification";
#shadow-ignore-shaped = true;  # Avoid drawing shadow on all shaped windows
        # (see also: --detect-rounded-corners)

# Opacity
# menu-opacity = 0.9;      # The opacity for menus. (default 1.0)
# inactive-opacity = 0.9;      # Default opacity of inactive windows. (0.0 - 1.0)
# active-opacity = 0.8;      # Default opacity for active windows. (0.0 - 1.0)
# frame-opacity = 0.8;      # Opacity of window titlebars and borders. (0.1 - 1.0)
# inactive-opacity-override = true;  # Let inactive opacity set by 'inactive-opacity' overrides
          # value of _NET_WM_OPACITY. Bad choice.
alpha-step = 0.06;      # XRender backend: Step size for alpha pictures. Increasing
          # it may result in less X resource usage,
          # Yet fading may look bad.
#inactive-dim = 0.2;      # Dim inactive windows. (0.0 - 1.0)
#inactive-dim-fixed = true;    # Do not let dimness adjust based on window opacity.
blur-background = true;    # Blur background of transparent windows.
          # Bad performance with X Render backend.
          # GLX backend is preferred.
# blur-background-frame = true;    # Blur background of opaque windows with transparent
          # frames as well.
blur-background-fixed = false;    # Do not let blur radius adjust based on window opacity.
blur-background-exclude = [ "window_type = 'dock'", "window_type = 'desktop'" ];
          # Exclude conditions for background blur.

# Fading
fading = true;      # Fade windows during opacity changes.
# fade-delta = 30;    # The time between steps in a fade in milliseconds. (default 10).
fade-in-step = 0.03;    # Opacity change between steps while fading in. (default 0.028).
fade-out-step = 0.03;    # Opacity change between steps while fading out. (default 0.03).
# no-fading-openclose = true;  # Avoid fade windows in/out when opening/closing.
fade-exclude = [ ];    # Exclude conditions for fading.

# Other
backend = "glx"    # Backend to use: "xrender" or "glx". GLX backend is typically
        # much faster but depends on a sane driver.
mark-wmwin-focused = true;  # Try to detect WM windows and mark them as active.
mark-ovredir-focused = true;  # Mark all non-WM but override-redirect windows active (e.g. menus).
use-ewmh-active-win = false;  # Use EWMH _NET_WM_ACTIVE_WINDOW to determine which window is focused
        # instead of using FocusIn/Out events. Usually more reliable but
        # depends on a EWMH-compliant WM.
detect-rounded-corners = true;  # Detect rounded corners and treat them as rectangular when --shadow-ignore-shaped is on.
detect-client-opacity = true;  # Detect _NET_WM_OPACITY on client windows, useful for window
        # managers not passing _NET_WM_OPACITY of client windows to frame
        # windows.
refresh-rate = 0;    # For --sw-opti: Specify refresh rate of the screen. 0 for auto.
vsync = "none";      # "none", "drm", "opengl", "opengl-oml", "opengl-swc", "opengl-mswc"
        # See man page for more details.
dbe = false;      # Enable DBE painting mode. Rarely needed.
paint-on-overlay = false;  # Painting on X Composite overlay window. Recommended.
sw-opti = false;    # Limit compton to repaint at most once every 1 / refresh_rate.
        # Incompatible with certain VSync methods.
unredir-if-possible = false;  # Unredirect all windows if a full-screen opaque window is
        # detected, to maximize performance for full-screen windows.
focus-exclude = [ ];    # A list of conditions of windows that should always be considered
        # focused.
detect-transient = true;  # Use WM_TRANSIENT_FOR to group windows, and consider windows in
        # the same group focused at the same time.
detect-client-leader = true;  # Use WM_CLIENT_LEADER to group windows.
invert-color-include = [ ];  # Conditions for windows to be painted with inverted color.

# GLX backend      # GLX backend fine-tune options. See man page for more info.
# glx-no-stencil = true;  # Recommended.
glx-copy-from-front = false;  # Useful with --glx-swap-method,
# glx-use-copysubbuffermesa = true; # Recommended if it works. Breaks VSync.
# glx-no-rebind-pixmap = true;  # Recommended if it works.  
glx-swap-method = "undefined";  # See man page.

# Window type settings
wintypes:
{
  tooltip = { fade = true; shadow = false; opacity = 0.75; focus = true; };
  # fade: Fade the particular type of windows.
  # shadow: Give those windows shadow
  # opacity: Default opacity for the type of windows.
  # focus: Whether to always consider windows of this type focused.
};