Slight transparency for inactive windows

This commit is contained in:
Andrew Scott 2023-01-19 23:20:56 -05:00
parent c322e81767
commit 983665a6de
Signed by: a
GPG key ID: 7CD5A5977E4931C1

View file

@ -84,7 +84,7 @@ fade-in-step = 0.03;
fade-out-step = 0.03; fade-out-step = 0.03;
# The time between steps in fade step, in milliseconds. (> 0, defaults to 10) # The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
fade-delta = 5 # fade-delta = 10
# Specify a list of conditions of windows that should not be faded. # Specify a list of conditions of windows that should not be faded.
fade-exclude = [ "class_g = 'xsecurelock'" ]; fade-exclude = [ "class_g = 'xsecurelock'" ];
@ -133,7 +133,11 @@ focus-exclude = [ "class_g = 'Cairo-clock'" ];
# example: # example:
# opacity-rule = [ "80:class_g = 'URxvt'" ]; # opacity-rule = [ "80:class_g = 'URxvt'" ];
# #
# opacity-rule = [] # opacity-rule = [
# "90:class_g = 'URxvt' && focused",
# "60:class_g = 'URxvt' && !focused"
# ];
################################# #################################
@ -203,14 +207,17 @@ blur-background-exclude = [
# General Settings # # General Settings #
################################# #################################
# Enable remote control via D-Bus. See the man page for more details.
# 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 `xr_glx_hybrid`. # Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
# `xrender` is the default one. # `xrender` is the default one.
# #
# backend = "glx" backend = "glx"
backend = "glx"; # backend = "xrender";
# Enable/disable VSync. # Enable/disable VSync.
# vsync = false # vsync = false
@ -227,7 +234,7 @@ mark-wmwin-focused = true;
# Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused. # Mark override-redirect windows that doesn't have a child window with 'WM_STATE' focused.
# mark-ovredir-focused = false # mark-ovredir-focused = false
mark-ovredir-focused = true; mark-ovredir-focused = false;
# 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.
@ -305,7 +312,7 @@ glx-no-stencil = true;
# glx-no-rebind-pixmap = false # glx-no-rebind-pixmap = false
# Disable the use of damage information. # Disable the use of damage information.
# This cause the whole screen to be redrawn everytime, instead of the part of the screen # This cause the whole screen to be redrawn every time, instead of the part of the screen
# has actually changed. Potentially degrades the performance, but might fix some artifacts. # has actually changed. Potentially degrades the performance, but might fix some artifacts.
# The opposing option is use-damage # The opposing option is use-damage
# #
@ -318,11 +325,17 @@ use-damage = true;
# #
# xrender-sync-fence = false # xrender-sync-fence = false
# GLX backend: Use specified GLSL fragment shader for rendering window contents. # GLX backend: Use specified GLSL fragment shader for rendering window
# See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl` # contents. Read the man page for a detailed explanation of the interface.
# in the source tree for examples.
# #
# glx-fshader-win = "" # window-shader-fg = "default"
# Use rules to set per-window shaders. Syntax is SHADER_PATH:PATTERN, similar
# to opacity-rule. SHADER_PATH can be "default". This overrides window-shader-fg.
#
# window-shader-fg-rule = [
# "my_shader.frag:window_type != 'dock'"
# ]
# Force all windows to be painted with blending. Useful if you # Force all windows to be painted with blending. Useful if you
# have a glx-fshader-win that could turn opaque pixels transparent. # have a glx-fshader-win that could turn opaque pixels transparent.
@ -346,6 +359,12 @@ use-damage = true;
# #
# transparent-clipping = false # transparent-clipping = false
# Specify a list of conditions of windows that should never have transparent
# clipping applied. Useful for screenshot tools, where you need to be able to
# see through transparent parts of the window.
#
# transparent-clipping-exclude = []
# 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 doesn't matter. # in increasing level of importance. Case doesn't matter.
@ -394,7 +413,7 @@ log-level = "warn";
# transparent, and you want shadows in those areas. # transparent, and you want shadows in those areas.
# #
# clip-shadow-above::: # clip-shadow-above:::
# Controls wether shadows that would have been drawn above the window should # Controls whether shadows that would have been drawn above the window should
# be clipped. Useful for dock windows that should have no shadow painted on top. # be clipped. Useful for dock windows that should have no shadow painted on top.
# #
# redir-ignore::: # redir-ignore:::
@ -408,10 +427,10 @@ wintypes:
tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; }; tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
dock = { shadow = false; clip-shadow-above = true; } dock = { shadow = false; clip-shadow-above = true; }
dnd = { shadow = false; } dnd = { shadow = false; }
popup_menu = { opacity = 0.9; } popup_menu = { opacity = 0.8; }
dropdown_menu = { opacity = 0.9; } dropdown_menu = { opacity = 0.8; }
# menu = { shadow = false; }; # menu = { shadow = false; };
# dropdown_menu = { shadow = false; }; # dropdown_menu = { shadow = false; };
# popup_menu = { shadow = false; }; # popup_menu = { shadow = false; };
# utility = { shadow = false; }; # utility = { shadow = false; };
}; };