feat: use picom build from "implementation-window-animation" branch

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doryan 2024-09-12 19:49:12 +04:00
parent b5ea580923
commit b8275f2b43

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@ -1,44 +1,38 @@
################################# #################################
# ANIMATIONS # # Animation Settings #
################################# #################################
# Toggles whether animations should be used for windows
animations = true; animations = true;
# Changes animation stiffness. # Values can be none, auto, fly-in, zoom, squeeze, slide-up, slide-down, slide-left, slide-right
# What stiffness basically is inferring is how much the window geometry will be stretched,
# when opening/closing windows
animation-stiffness = 250;
# Change the mass of windows
# Modifying the mass of windows makes them virtually heavier and therefore slower to animate.
animation-window-mass = 0.5;
# Change dampening applied during the animation
# This setting basically does what it says. It dampens the animation of windows.
animation-dampening = 18;
# Toggles clamping
# if you are using a animation setting that would make the window extend larger than it would be after,
# the animation has played then it will cut the animation off once the window reaches its physical geometry.
animation-clamping = false;
# Set the open window animation.
# Options: ("none","zoom","fly-in","slide-up","slide-down","slide-left","slide-right")
animation-for-open-window = "zoom"; animation-for-open-window = "zoom";
animation-for-transient-window = "zoom";
# Set the closing window animation.
# Options: ("none","zoom","fly-in","slide-up","slide-down","slide-left","slide-right")
animation-for-unmap-window = "zoom"; animation-for-unmap-window = "zoom";
animation-for-workspace-switch-in = "zoom";
animation-for-workspace-switch-out = "zoom";
# Exclude certain windows from having a open animation. # Stiffness (a.k.a. tension) parameter for spring-based animation (default: 200.0).
animation-stiffness = 500;
# Exclude certain windows from having a closing animation. # Dampening (a.k.a. friction) parameter for spring-based animation (default: 25.0).
animation-dampening = 30;
# animation-unmap-exclude = [ # Mass parameter for spring-based animation (default: 1.0).
# "class_g = 'Dunst'" animation-window-mass = 0.25;
# ];
# The time between steps in animation, in milliseconds. (> 0, defaults to 10).
animation-delta = 15;
# Force animations to go step by step even if cpu usage is high
animation-force-steps = false;
# Whether to clamp animations (default: true).
animation-clamping = true;
animation-exclude = [
"class_g *= 'flameshot'",
"class_g *= 'i3lock'"
];
################################# #################################
# Shadows # # Shadows #
@ -136,7 +130,7 @@ frame-opacity = 1.0;
# `transparent-clipping`. # `transparent-clipping`.
# #
# Default: 0 (disabled) # Default: 0 (disabled)
corner-radius = 8; corner-radius = 2;
################################# #################################
# Blur # # Blur #
@ -181,65 +175,67 @@ blur-kern = "3x3box";
################################# #################################
# Enable remote control via D-Bus. See the man page for more details. # Enable remote control via D-Bus. See the man page for more details.
#
# Default: false
# dbus = true # dbus = true
# Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers. # Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers.
# daemon = false # daemon = false
# Specify the backend to use: `xrender`, `glx`, or `egl`. # Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
# `xrender` is the default one.
# #
# Default: "xrender" # backend = "glx"
backend = "glx" backend = "glx";
# 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. # Enable/disable VSync.
# vsync = false
# Enable remote control via D-Bus. See the *D-BUS API* section below for more details.
dbus = false
# Try to detect WM windows (a non-override-redirect window with no
# child that has 'WM_STATE') and mark them as active.
# #
# Default: false # mark-wmwin-focused = false
vsync = true; mark-wmwin-focused = true;
# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
# mark-ovredir-focused = false
mark-ovredir-focused = true;
# Try to detect windows with rounded corners and don't consider them # Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately. # shaped windows. The accuracy is not very high, unfortunately.
# #
# Has nothing to do with `corner-radius`. # detect-rounded-corners = false
#
# Default: false
detect-rounded-corners = true; detect-rounded-corners = true;
# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers # Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows. # not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows.
# #
# Default: false # detect-client-opacity = false
detect-client-opacity = true; detect-client-opacity = true;
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window, # Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate, # rather than listening to 'FocusIn'/'FocusOut' event. Might have more accuracy,
# provided that the WM supports it. # provided that the WM supports it.
# #
# Default: false
# use-ewmh-active-win = false # use-ewmh-active-win = false
# Unredirect all windows if a full-screen opaque window is detected, # Unredirect all windows if a full-screen opaque window is detected,
# to maximize performance for full-screen windows. Known to cause flickering # to maximize performance for full-screen windows. Known to cause flickering
# when redirecting/unredirecting windows. # when redirecting/unredirecting windows.
# #
# Default: false
# unredir-if-possible = false # unredir-if-possible = false
# Delay before unredirecting the window, in milliseconds. # Delay before unredirecting the window, in milliseconds. Defaults to 0.
#
# Default: 0.
# unredir-if-possible-delay = 0 # unredir-if-possible-delay = 0
# Conditions of windows that shouldn't be considered full-screen for unredirecting screen.
# unredir-if-possible-exclude = []
# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows # Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# in the same group focused at the same time. # in the same group focused at the same time.
# #
# Default: false # detect-transient = false
detect-transient = true; detect-transient = true;
# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same # Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
@ -247,67 +243,90 @@ detect-transient = true;
# will be considered focused or unfocused at the same time. # will be considered focused or unfocused at the same time.
# 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too. # 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too.
# #
# Default: false
# detect-client-leader = false # detect-client-leader = false
# Use of damage information for rendering. This cause the only the part of the # Resize damaged region by a specific number of pixels.
# screen that has actually changed to be redrawn, instead of the whole screen # A positive value enlarges it while a negative one shrinks it.
# every time. Should improve performance. # If the value is positive, those additional pixels will not be actually painted
# to screen, only used in blur calculation, and such. (Due to technical limitations,
# with use-damage, those pixels will still be incorrectly painted to screen.)
# Primarily used to fix the line corruption issues of blur,
# in which case you should use the blur radius value here
# (e.g. with a 3x3 kernel, you should use `--resize-damage 1`,
# with a 5x5 one you use `--resize-damage 2`, and so on).
# May or may not work with *--glx-no-stencil*. Shrinking doesn't function correctly.
# #
# Default: false # resize-damage = 1
# Specify a list of conditions of windows that should be painted with inverted color.
# Resource-hogging, and is not well tested.
#
# invert-color-include = []
# GLX backend: Avoid using stencil buffer, useful if you don't have a stencil buffer.
# 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 backend: Avoid rebinding pixmap on window damage.
# Probably could improve performance on rapid window content changes,
# but is known to break things on some drivers (LLVMpipe, xf86-video-intel, etc.).
# Recommended if it works.
#
# glx-no-rebind-pixmap = false
# Disable the use of damage information.
# This cause the whole screen to be redrawn everytime, instead of the part of the screen
# has actually changed. Potentially degrades the performance, but might fix some artifacts.
# The opposing option is use-damage
#
# no-use-damage = false
use-damage = true; use-damage = true;
# Use X Sync fence to wait for the completion of rendering of other windows, # Use X Sync fence to sync clients' draw calls, to make sure all draw
# before using their content to render the current screen. # calls are finished before picom starts drawing. Needed on nvidia-drivers
# with GLX backend for some users.
# #
# Required for explicit sync drivers, such as nvidia.
#
# Default: false
# xrender-sync-fence = false # xrender-sync-fence = false
# GLX backend: Use specified GLSL fragment shader for rendering window # GLX backend: Use specified GLSL fragment shader for rendering window contents.
# contents. Read the man page for a detailed explanation of the interface. # See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl`
# in the source tree for examples.
# #
# Can be set per-window using rules. # glx-fshader-win = ""
#
# window-shader-fg = "default"
# Force all windows to be painted with blending. Useful if you # Force all windows to be painted with blending. Useful if you
# have a `window-shader-fg` that could turn opaque pixels transparent. # have a glx-fshader-win that could turn opaque pixels transparent.
# #
# Default: false
# force-win-blend = false # force-win-blend = false
# Do not use EWMH to detect fullscreen windows. # Do not use EWMH to detect fullscreen windows.
# Reverts to checking if a window is fullscreen based only on its size and coordinates. # Reverts to checking if a window is fullscreen based only on its size and coordinates.
# #
# Default: false
# no-ewmh-fullscreen = false # no-ewmh-fullscreen = false
# Dimming bright windows so their brightness doesn't exceed this set value. # 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, # Brightness of a window is estimated by averaging all pixels in the window,
# so this could comes with a performance hit. # so this could comes with a performance hit.
# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. # Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. (default: 1.0)
# #
# Default: 1.0 (disabled)
# max-brightness = 1.0 # max-brightness = 1.0
# Make transparent windows clip other windows like non-transparent windows do, # 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 # instead of blending on top of them.
# of another window will cut a "hole" in that window, and show the desktop background
# underneath.
# #
# Default: false
# transparent-clipping = false # transparent-clipping = false
# Set the log level. Possible values are: # Set the log level. Possible values are:
# "trace", "debug", "info", "warn", "error" # "trace", "debug", "info", "warn", "error"
# in increasing level of importance. Case insensitive. # in increasing level of importance. Case doesn't matter.
# If using the "TRACE" log level, it's better to log into a file # 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. # using *--log-file*, since it can generate a huge stream of logs.
# #
# Default: "warn" # log-level = "debug"
# log-level = "warn"; log-level = "warn";
# Set the log file. # Set the log file.
# If *--log-file* is never specified, logs will be written to stderr. # If *--log-file* is never specified, logs will be written to stderr.
@ -317,42 +336,43 @@ use-damage = true;
# #
# log-file = "/path/to/your/log/file" # log-file = "/path/to/your/log/file"
# Show all X errors (for debugging)
# show-all-xerrors = false
# Write process ID to a file. # Write process ID to a file.
# write-pid-path = "/path/to/your/log/file" # write-pid-path = "/path/to/your/log/file"
# Rule-based per-window options. # Window type settings
# #
# See WINDOW RULES section in the man page for how these work. # 'WINDOW_TYPE' is one of the 15 window types defined in EWMH standard:
rules: ({ # "unknown", "desktop", "dock", "toolbar", "menu", "utility",
match = "window_type = 'tooltip'"; # "splash", "dialog", "normal", "dropdown_menu", "popup_menu",
fade = false; # "tooltip", "notification", "combo", and "dnd".
shadow = true; #
opacity = 0.75; # Following per window-type options are available: ::
full-shadow = false; #
}, { # fade, shadow:::
match = "window_type = 'dock' || " # Controls window-type-specific shadow and fade settings.
"window_type = 'desktop' || " #
"_GTK_FRAME_EXTENTS@"; # opacity:::
blur-background = false; # Controls default opacity of the window type.
}, { #
match = "window_type != 'dock'"; # focus:::
# shader = "my_shader.frag"; # Controls whether the window of this type is to be always considered focused.
}, { # (By default, all window types except "normal" and "dialog" has this on.)
match = "window_type = 'dock' || " #
"window_type = 'desktop'"; # full-shadow:::
corner-radius = 0; # Controls whether shadow is drawn under the parts of the window that you
}, { # normally won't be able to see. Useful when the window has parts of it
match = "name = 'Notification' || " # transparent, and you want shadows in those areas.
"class_g = 'Conky' || " #
"class_g ?= 'Notify-osd' || " # clip-shadow-above:::
"class_g = 'Cairo-clock' || " # Controls wether shadows that would have been drawn above the window should
"_GTK_FRAME_EXTENTS@"; # be clipped. Useful for dock windows that should have no shadow painted on top.
shadow = false; #
}) # redir-ignore:::
# Controls whether this type of windows should cause screen to become
# `@include` directive can be used to include additional configuration files. # redirected again after been unredirected. If you have unredir-if-possible
# Relative paths are search either in the parent of this configuration file # set, and doesn't want certain window to cause unnecessary screen redirection,
# (when the configuration is loaded through a symlink, the symlink will be # you can set this to `true`.
# resolved first). Or in `$XDG_CONFIG_HOME/picom/include`.
# #
# @include "extra.conf"