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