desktop asthetic changes

This commit is contained in:
Chris Cochrun 2021-05-04 08:36:06 -05:00
parent 71f6bbc9b1
commit fbae04a8f1
6 changed files with 379 additions and 68 deletions

View file

@ -1,64 +1,42 @@
#################################
# Corners #
#################################
# requires: https://github.com/sdhand/compton
# Corners
corner-radius = 14.0;
rounded-corners-exclude = [
#"window_type = 'normal'",
"class_g = 'awesome'",
# "class_g = 'URxvt'",
"class_g = 'XTerm'",
"class_g = 'kitty'",
# "class_g = 'emacs'",
# "name_g = 'EXWM workspace'",
# "class_g = 'Polybar'",
# "class_g = 'mpv'",
# "class_g = 'qutebrowser'",
#"class_g = 'TelegramDesktop'",
# "class_g = 'firefox'",
"class_g = 'Thunderbird'",
# "class_g = 'Alacritty'"
];
round-borders = 12;
round-borders-exclude = [
#"class_g = 'TelegramDesktop'",
];
#################################
# Shadows #
#################################
#Shadows
# Enabled client-side shadows on windows. Note desktop windows
# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
# unless explicitly requested using the wintypes option.
#
# shadow = false
shadow = true;
# The blur radius for shadows, in pixels. (defaults to 12)
# shadow-radius = 12
shadow-radius = 13;
# The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
shadow-opacity = .65
shadow-opacity = .75;
# The left offset for shadows, in pixels. (defaults to -15)
# shadow-offset-x = -15
shadow-offset-x = 2;
# The top offset for shadows, in pixels. (defaults to -15)
# shadow-offset-y = -15
shadow-offset-y = 2;
# Avoid drawing shadows on dock/panel windows. This option is deprecated,
# you should use the *wintypes* option in your config file instead.
#
# no-dock-shadow = false
# Don't draw shadows on drag-and-drop windows. This option is deprecated,
# you should use the *wintypes* option in your config file instead.
#
# no-dnd-shadow = false
# Red color value of shadow (0.0 - 1.0, defaults to 0).
@ -97,11 +75,6 @@ shadow-exclude = [
"class_g = 'awesome'",
# "class_g = 'qutebrowser'",
"class_g = 'slop'",
# "class_g = 'qutebrowser'",
# "class_g = 'mpv'",
# "class_g = 'microsoft teams - insiders'",
# "class_g = 'Polybar'",
# "class_g = 'Rofi'",
"_GTK_FRAME_EXTENTS@:c"
];
@ -109,30 +82,23 @@ shadow-exclude = [
# be painted in, such as a dock window region. Use
# shadow-exclude-reg = "x10+0+0"
# for example, if the 10 pixels on the bottom of the screen should not have shadows painted on.
#
shadow-exclude-reg = "x0+0+0"
# Crop shadow of a window fully on a particular Xinerama screen to the screen.
# xinerama-shadow-crop = false
#################################
# Fading #
#################################
# Fading
# Fade windows in/out when opening/closing and when opacity changes,
# unless no-fading-openclose is used.
# fading = false
fading = true;
# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
# fade-in-step = 0.028
fade-in-step = 0.3;
fade-in-step = 0.01;
# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
# fade-out-step = 0.03
fade-out-step = 0.3;
fade-out-step = 0.01;
# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
# fade-delta = 10
@ -307,7 +273,6 @@ backend = "glx";
# Enable/disable VSync.
# vsync = false
vsync = true
# Enable remote control via D-Bus. See the *D-BUS API* section below for more details.
@ -325,41 +290,32 @@ mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
# detect-rounded-corners = false
detect-rounded-corners = true;
# Detect '_NET_WM_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_OPACITY' of client windows to frame windows.
#
# detect-client-opacity = false
detect-client-opacity = true;
# Specify refresh rate of the screen. If not specified or 0, picom will
# try detecting this with X RandR extension.
#
# refresh-rate = 60
refresh-rate = 0
refresh-rate = 0;
# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
# boost performance. This should not be used with
# vsync drm/opengl/opengl-oml
# as they essentially does sw-opti's job already,
# unless you wish to specify a lower refresh rate than the actual value.
#
# sw-opti =
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# provided that the WM supports it.
#
use-ewmh-active-win = true
use-ewmh-active-win = true;
# Unredirect all windows if a full-screen opaque window is detected,
# to maximize performance for full-screen windows. Known to cause flickering
# when redirecting/unredirecting windows. paint-on-overlay may make the flickering less obvious.
#
# unredir-if-possible = false
unredir-if-possible = true;
# Delay before unredirecting the window, in milliseconds. Defaults to 0.
# unredir-if-possible-delay = 0
@ -371,14 +327,14 @@ use-ewmh-active-win = true
# in the same group focused at the same time.
#
# detect-transient = false
detect-transient = true
detect-transient = true;
# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
# group focused at the same time. 'WM_TRANSIENT_FOR' has higher priority if
# detect-transient is enabled, too.
#
# detect-client-leader = false
detect-client-leader = true
detect-client-leader = true;
# Resize damaged region by a specific number of pixels.
# A positive value enlarges it while a negative one shrinks it.
@ -402,8 +358,7 @@ detect-client-leader = true
# Might cause incorrect opacity when rendering transparent content (but never
# practically happened) and may not work with blur-background.
# My tests show a 15% performance boost. Recommended.
#
# glx-no-stencil = false
glx-no-stencil = true
# GLX backend: Avoid rebinding pixmap on window damage.
# Probably could improve performance on rapid window content changes,
@ -418,7 +373,7 @@ detect-client-leader = true
# The opposing option is use-damage
#
# no-use-damage = false
use-damage = true
use-damage = true;
# Use X Sync fence to sync clients' draw calls, to make sure all draw
# calls are finished before picom starts drawing. Needed on nvidia-drivers