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983665a6de
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61d5391a25
2 changed files with 24 additions and 44 deletions
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@ -594,10 +594,9 @@
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;; :hook ((c-mode c++-mode objc-mode cuda-mode) .
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;; :hook ((c-mode c++-mode objc-mode cuda-mode) .
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;; (lambda () (require 'ccls) (lsp))))
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;; (lambda () (require 'ccls) (lsp))))
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(use-package modern-cpp-font-lock
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;(use-package modern-cpp-font-lock
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:hook
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; :config
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(c++-mode . modern-c++-font-lock-mode))
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; (modern-c++-font-lock-global-mode))
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;; Golang
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;; Golang
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@ -605,6 +604,10 @@
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;; :config
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;; :config
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;; (add-hook 'before-save-hook #'lsp-organize-imports))
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;; (add-hook 'before-save-hook #'lsp-organize-imports))
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;; Java
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;(use-package lsp-java)
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;; JavaScript/TypeScript, HTML, CSS
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;; JavaScript/TypeScript, HTML, CSS
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(setq css-indent-level 2)
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(setq css-indent-level 2)
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@ -677,10 +680,6 @@
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;(use-package lsp-latex)
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;(use-package lsp-latex)
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;'(setq lsp-tex-server 'digestif)
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;'(setq lsp-tex-server 'digestif)
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;; OpenGL / GLSL
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(use-package glsl-mode)
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;; Protocol Buffers
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;; Protocol Buffers
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;; (use-package protobuf-mode)
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;; (use-package protobuf-mode)
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@ -84,7 +84,7 @@ fade-in-step = 0.03;
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fade-out-step = 0.03;
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fade-out-step = 0.03;
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# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
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# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
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# fade-delta = 10
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fade-delta = 5
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# Specify a list of conditions of windows that should not be faded.
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# Specify a list of conditions of windows that should not be faded.
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fade-exclude = [ "class_g = 'xsecurelock'" ];
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fade-exclude = [ "class_g = 'xsecurelock'" ];
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@ -133,11 +133,7 @@ focus-exclude = [ "class_g = 'Cairo-clock'" ];
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# example:
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# example:
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# opacity-rule = [ "80:class_g = 'URxvt'" ];
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# opacity-rule = [ "80:class_g = 'URxvt'" ];
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#
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#
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# opacity-rule = [
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# opacity-rule = []
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# "90:class_g = 'URxvt' && focused",
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# "60:class_g = 'URxvt' && !focused"
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# ];
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#################################
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#################################
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@ -207,17 +203,14 @@ blur-background-exclude = [
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# General Settings #
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# General Settings #
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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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# 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 `xr_glx_hybrid`.
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# `xrender` is the default one.
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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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# backend = "glx"
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# backend = "xrender";
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backend = "glx";
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# Enable/disable VSync.
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# Enable/disable VSync.
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# vsync = false
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# vsync = false
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@ -234,7 +227,7 @@ mark-wmwin-focused = 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 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 = false
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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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@ -325,17 +318,11 @@ use-damage = true;
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#
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#
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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
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# GLX backend: Use specified GLSL fragment shader for rendering window contents.
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# contents. Read the man page for a detailed explanation of the interface.
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# See `compton-default-fshader-win.glsl` and `compton-fake-transparency-fshader-win.glsl`
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# in the source tree for examples.
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#
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#
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# window-shader-fg = "default"
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# glx-fshader-win = ""
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# Use rules to set per-window shaders. Syntax is SHADER_PATH:PATTERN, similar
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# to opacity-rule. SHADER_PATH can be "default". This overrides window-shader-fg.
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#
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# window-shader-fg-rule = [
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# "my_shader.frag:window_type != 'dock'"
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# ]
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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 glx-fshader-win that could turn opaque pixels transparent.
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@ -359,12 +346,6 @@ use-damage = true;
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#
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#
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# transparent-clipping = false
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# transparent-clipping = false
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# Specify a list of conditions of windows that should never have transparent
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# clipping applied. Useful for screenshot tools, where you need to be able to
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# see through transparent parts of the window.
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#
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# transparent-clipping-exclude = []
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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 doesn't matter.
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@ -413,7 +394,7 @@ log-level = "warn";
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# transparent, and you want shadows in those areas.
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# transparent, and you want shadows in those areas.
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#
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#
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# clip-shadow-above:::
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# clip-shadow-above:::
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# Controls whether shadows that would have been drawn above the window should
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# Controls wether shadows that would have been drawn above the window should
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# be clipped. Useful for dock windows that should have no shadow painted on top.
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# be clipped. Useful for dock windows that should have no shadow painted on top.
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#
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#
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# redir-ignore:::
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# redir-ignore:::
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@ -427,8 +408,8 @@ wintypes:
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tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
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tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
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dock = { shadow = false; clip-shadow-above = true; }
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dock = { shadow = false; clip-shadow-above = true; }
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dnd = { shadow = false; }
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dnd = { shadow = false; }
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popup_menu = { opacity = 0.8; }
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popup_menu = { opacity = 0.9; }
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dropdown_menu = { opacity = 0.8; }
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dropdown_menu = { opacity = 0.9; }
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# menu = { shadow = false; };
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# menu = { shadow = false; };
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# dropdown_menu = { shadow = false; };
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# dropdown_menu = { shadow = false; };
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# popup_menu = { shadow = false; };
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# popup_menu = { shadow = false; };
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