################################# # 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. # # Can be set per-window using rules. # # Default: false shadow = false; # The blur radius for shadows, in pixels. # # Default: 12 shadow-radius = 7; # The opacity of shadows. # # Range: 0.0 - 1.0 # Default: 0.75 # shadow-opacity = .75 # The left offset for shadows, in pixels. # # Default: -15 shadow-offset-x = -7; # The top offset for shadows, in pixels. # # Default: -15 shadow-offset-y = -7; # Hex string color value of shadow. Formatted like "#RRGGBB", e.g. "#C0FFEE". # # Default: #000000 # shadow-color = "#000000" # Crop shadow of a window fully on a particular monitor to that monitor. This is # currently implemented using the X RandR extension. # # Default: false # crop-shadow-to-monitor = false ################################# # Fading # ################################# # Fade windows in/out when opening/closing and when opacity changes, # unless no-fading-openclose is used. Can be set per-window using rules. # # Default: false fading = true; # Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028) fade-in-step = 0.07; # Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03) fade-out-step = 0.07; # The time between steps in fade step, in milliseconds. (> 0, defaults to 10) # fade-delta = 10 # Do not fade on window open/close. # no-fading-openclose = false # Do not fade destroyed ARGB windows with WM frame. Workaround of bugs in Openbox, Fluxbox, etc. # no-fading-destroyed-argb = false ################################# # Transparency / Opacity # ################################# # Opacity of window titlebars and borders. # # Range: 0.1 - 1.0 # Default: 1.0 (disabled) #frame-opacity = 0.5; # Use fixed inactive dim value, instead of adjusting according to window opacity. # # Default: false # inactive-dim-fixed = true ################################# # Corners # ################################# # Sets the radius of rounded window corners. When > 0, the compositor will # round the corners of windows. Does not interact well with # `transparent-clipping`. # # Default: 0 (disabled) corner-radius = 15 ################################# # Blur # ################################# blur: { method = "dual_kawase"; strength = 3; }; ################################# # General Settings # ################################# # Enable remote control via D-Bus. See the man page for more details. # # Default: false # dbus = true # Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers. # daemon = false # Specify the backend to use: `xrender`, `glx`, or `egl`. # # Default: "xrender" backend = "glx" #deprecated #glx-no-stencil = true; #deprecated #glx-no-rebind-pixmap = true; glx-copy-from-front = true; unredir-if-possible = false; # true for game performance, breaks overlays # Use higher precision during rendering, and apply dither when presenting the # rendered screen. Reduces banding artifacts, but may cause performance # degradation. Only works with OpenGL. dithered-present = false; # Enable/disable VSync. # # Default: false vsync = true; # Try to detect windows with rounded corners and don't consider them # shaped windows. The accuracy is not very high, unfortunately. # # Has nothing to do with `corner-radius`. # # Default: false detect-rounded-corners = false; # Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers # not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows. # # Default: false detect-client-opacity = true; # Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window, # rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate, # provided that the WM supports it. # # Default: false # use-ewmh-active-win = false # 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. # # Default: false # unredir-if-possible = false # Delay before unredirecting the window, in milliseconds. # # Default: 0. # unredir-if-possible-delay = 0 # Use 'WM_TRANSIENT_FOR' to group windows, and consider windows # in the same group focused at the same time. # # Default: false detect-transient = true; # Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same # group focused at the same time. This usually means windows from the same application # will be considered focused or unfocused at the same time. # 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too. # # Default: false # detect-client-leader = false # Use of damage information for rendering. This cause the only the part of the # screen that has actually changed to be redrawn, instead of the whole screen # every time. Should improve performance. # # Default: false use-damage = true; # Use X Sync fence to wait for the completion of rendering of other windows, # before using their content to render the current screen. # # Required for explicit sync drivers, such as nvidia. # # Default: false # xrender-sync-fence = false # GLX backend: Use specified GLSL fragment shader for rendering window # contents. Read the man page for a detailed explanation of the interface. # # Can be set per-window using rules. # # window-shader-fg = "default" # Force all windows to be painted with blending. Useful if you # have a `window-shader-fg` that could turn opaque pixels transparent. # # Default: false # force-win-blend = false # Do not use EWMH to detect fullscreen windows. # Reverts to checking if a window is fullscreen based only on its size and coordinates. # # Default: false # no-ewmh-fullscreen = false # Dimming bright windows so their brightness doesn't exceed this set value. # Brightness of a window is estimated by averaging all pixels in the window, # so this could comes with a performance hit. # Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. # # Default: 1.0 (disabled) # max-brightness = 1.0 # Make transparent windows clip other windows like non-transparent windows do, # instead of blending on top of them. e.g. placing a transparent window on top # of another window will cut a "hole" in that window, and show the desktop background # underneath. # # Default: false # transparent-clipping = false # Set the log level. Possible values are: # "trace", "debug", "info", "warn", "error" # in increasing level of importance. Case insensitive. # If using the "TRACE" log level, it's better to log into a file # using *--log-file*, since it can generate a huge stream of logs. # # Default: "warn" # log-level = "warn"; # Set the log file. # If *--log-file* is never specified, logs will be written to stderr. # Otherwise, logs will to written to the given file, though some of the early # logs might still be written to the stderr. # When setting this option from the config file, it is recommended to use an absolute path. # # log-file = "/path/to/your/log/file" # Write process ID to a file. # write-pid-path = "/path/to/your/log/file" # Rule-based per-window options. # # See WINDOW RULES section in the man page for how these work. rules: ({ match = "!focused"; }, { match = "window_type = 'tooltip'"; fade = false; shadow = true; opacity = 0.75; full-shadow = false; }, { match = "window_type = 'docko' || " "window_type = 'desktop' || " "_GTK_FRAME_EXTENTS@"; blur-background = false; }, { match = "window_type != 'dock'"; # shader = "my_shader.frag"; }, { match = "window_type = 'dock' || " "window_type = 'desktop' || " "name = 'rofi - ' || " "name = 'rofi - ' || " "fullscreen"; corner-radius = 0; }, { match = "name = 'Notification' || " "class_g = 'Conky' || " "class_g ?= 'Notify-osd' || " "class_g = 'Cairo-clock' || " "_GTK_FRAME_EXTENTS@"; shadow = false; }, { match = "window_type = 'dock'"; blur-background = true; shadow = false; }, { match = "window_type = 'dock'"; blur-background = true; }, { match = "name = 'Eww - activate-linux'"; blur-background = false; }, { match = "focused"; shadow = true; }, { match = "window_type = 'ATOM'"; frame = false; blur = false; }, { match = "!focusedd"; }, { match = "class_i = 'thunar'"; }, { match = "name = 'rofi - アプリ'"; animations = ( #{ # triggers = [ "open" ], # offset-x = { # curve = "cubic-bezier(0.17, 1.15, 0.68, 1.1)"; # end = 0; # duration = "duration"; # start = "- offsetx"; # }; # offset-y = { # curve = "cubic-bezier(0.17, 1.15, 0.68, 1.1)"; # end = 0; # duration = "duration"; # start = "- offsety"; # }; # shadow-offset-x = "offset-x"; # shadow-offset-y = "offset-y * 1.1"; # # Same as `transition-offset` # offsetx = "window-x - 456"; # offsety = "window-y - 0"; # # Duration of animation in seconds # duration = 0.35; #}, { triggers = [ "open" ], preset = "slide-in"; direction = "left"; duration = 0.35; }, { triggers = [ "close" ], preset = "slide-out"; direction = "right"; duration = 0.35; } ) } ) # `@include` directive can be used to include additional configuration files. # Relative paths are search either in the parent of this configuration file # (when the configuration is loaded through a symlink, the symlink will be # resolved first). Or in `$XDG_CONFIG_HOME/picom/include`. # # @include "extra.conf" # # animations # animations = ( { triggers = [ "open" ]; preset = "appear"; duration = 0.225; }, { triggers = [ "close" ]; preset = "disappear"; duration = 0.225; }, { triggers = [ "show" ]; preset = "appear"; }, { triggers = [ "hide" ]; preset = "disappear"; }, { triggers = [ "geometry" ]; offset-x = { curve = "cubic-bezier(0.17, 1.15, 0.68, 1.1)"; end = 0; duration = "duration"; start = "- offsetx"; }; offset-y = { curve = "cubic-bezier(0.17, 1.15, 0.68, 1.1)"; end = 0; duration = "duration"; start = "- offsety"; }; shadow-offset-x = "offset-x"; shadow-offset-y = "offset-y * 1.1"; # Same as `transition-offset` offsetx = "window-x - window-x-before"; offsety = "window-y - window-y-before"; # Duration of animation in seconds duration = 0.35; } )