2024-07-19 17:19:48 -07:00
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#################################
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# Animations #
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#################################
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animations: false;
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animation-stiffness = 125
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animation-window-mass = 1.0
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animation-dampening = 18
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animation-clamping = false
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animation-for-open-window = "zoom"; #open window
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animation-for-unmap-window = "zoom"; #minimize window
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animation-for-workspace-switch-in = "fly-in"; #the windows in the workspace that is coming in
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animation-for-workspace-switch-out = "fly-in"; #the windows in the workspace that are coming out
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animation-for-transient-window = "slide-up"; #popup windows
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#################################
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# Shadows #
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#################################
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# Enabled client-side shadows on windows. Note desktop windows
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# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
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# unless explicitly requested using the wintypes option.
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#
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# shadow = false
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shadow = true;
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# The blur radius for shadows, in pixels. (defaults to 12)
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# shadow-radius = 12
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shadow-radius = 7;
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#shadow-radius = 0;
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# The opacity of shadows. (0.0 - 1.0, defaults to 0.75)
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#shadow-opacity = 0
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# The left offset for shadows, in pixels. (defaults to -15)
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# shadow-offset-x = -15
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shadow-offset-x = -7;
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# The top offset for shadows, in pixels. (defaults to -15)
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# shadow-offset-y = -15
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shadow-offset-y = -7;
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# Avoid drawing shadows on dock/panel windows. This option is deprecated,
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# you should use the *wintypes* option in your config file instead.
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#
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# no-dock-shadow = false
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# Don't draw shadows on drag-and-drop windows. This option is deprecated,
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# you should use the *wintypes* option in your config file instead.
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#
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# no-dnd-shadow = false
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# Red color value of shadow (0.0 - 1.0, defaults to 0).
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# shadow-red = 0
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# Green color value of shadow (0.0 - 1.0, defaults to 0).
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# shadow-green = 0
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# Blue color value of shadow (0.0 - 1.0, defaults to 0).
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# shadow-blue = 0
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# Do not paint shadows on shaped windows. Note shaped windows
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# here means windows setting its shape through X Shape extension.
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# Those using ARGB background is beyond our control.
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# Deprecated, use
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# shadow-exclude = 'bounding_shaped'
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# or
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# shadow-exclude = 'bounding_shaped && !rounded_corners'
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# instead.
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#
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# shadow-ignore-shaped = ''
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# Specify a list of conditions of windows that should have no shadow.
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#
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# examples:
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# shadow-exclude = "n:e:Notification";
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#
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# shadow-exclude = []
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shadow-exclude = [
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"name = 'Notification'",
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"class_g = 'Conky'",
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"class_g = 'slop'",
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"class_g = 'origin.exe'",
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"class_g ?= 'Notify-osd'",
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"class_g = 'Cairo-clock'",
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"_GTK_FRAME_EXTENTS@:c"
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];
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# Specify a X geometry that describes the region in which shadow should not
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# be painted in, such as a dock window region. Use
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# shadow-exclude-reg = "x10+0+0"
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# for example, if the 10 pixels on the bottom of the screen should not have shadows painted on.
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#
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# shadow-exclude-reg = ""
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# Crop shadow of a window fully on a particular Xinerama screen to the screen.
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# xinerama-shadow-crop = false
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#################################
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# Fading #
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#################################
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# Fade windows in/out when opening/closing and when opacity changes,
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# unless no-fading-openclose is used.
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# fading = false
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fading = true
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# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
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# fade-in-step = 0.028
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fade-in-step = 0.03;
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# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 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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# fade-delta = 10
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# Specify a list of conditions of windows that should not be faded.
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fade-exclude = [
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"class_g = 'slop'", #maim
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"class_g = 'origin.exe'",
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]
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# Do not fade on window open/close.
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# no-fading-openclose = false
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# Do not fade destroyed ARGB windows with WM frame. Workaround of bugs in Openbox, Fluxbox, etc.
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# no-fading-destroyed-argb = false
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#################################
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# Transparency / Opacity #
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#################################
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# Opacity of inactive windows. (0.1 - 1.0, defaults to 1.0)
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# inactive-opacity = 1
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inactive-opacity = 0.68;
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# Opacity of window titlebars and borders. (0.1 - 1.0, disabled by default)
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frame-opacity = 1.0
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#frame-opacity = 0.7;
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# Default opacity for dropdown menus and popup menus. (0.0 - 1.0, defaults to 1.0)
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# menu-opacity = 1.0
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# Let inactive opacity set by -i override the '_NET_WM_OPACITY' values of windows.
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# inactive-opacity-override = true
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inactive-opacity-override = true;
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# Default opacity for active windows. (0.0 - 1.0, defaults to 1.0)
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active-opacity = 0.92;
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# Dim inactive windows. (0.0 - 1.0, defaults to 0.0)
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# inactive-dim = 0.0
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# Specify a list of conditions of windows that should always be considered focused.
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# focus-exclude = []
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2024-10-02 20:12:04 -07:00
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focus-exclude = [
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2024-07-19 17:19:48 -07:00
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"class_g = 'awesome'",
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"class_g = 'Cairo-clock'",
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"class_g = 'Rofi'",
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"class_g = 'firefox'",
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"class_g = 'Firefox'",
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"class_g = 'VSCodium'",
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"class_g = 'feh'",
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"class_g = 'Thunar'",
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"class_g = 'slop'",
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"class_g = 'origin.exe'",
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"class_g = 'Virt-manager'",
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"class_g = 'discord'",
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"class_g = 'steam_app_0'",
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"class_g = 'SlimeRancher2.exe'",
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"class_g = 'Steam'",
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"class_g = 'origin.exe'",
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"class_g = 'Minecraft 1.8.9'",
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"class_g = 'VirtualBox Machine'",
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"class_g = 'Wine'",
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];
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# Use fixed inactive dim value, instead of adjusting according to window opacity.
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# inactive-dim-fixed = 1.0
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# Specify a list of opacity rules, in the format `PERCENT:PATTERN`,
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# like `50:name *= "Firefox"`. picom-trans is recommended over this.
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# Note we don't make any guarantee about possible conflicts with other
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# programs that set '_NET_WM_WINDOW_OPACITY' on frame or client windows.
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# example:
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# opacity-rule = [ "80:class_g = 'URxvt'" ];
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#
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opacity-rule = [
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"100:class_g= 'awesome'",
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"100:class_g= 'Rofi'",
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"95:class_g= 'URxvt'",
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"100:class_g= 'firefox'",
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"100:class_g= 'Firefox'",
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"100:class_g= 'VSCodium'",
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"100:class_g= 'feh'",
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"100:class_g= 'Thunar'",
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"100:class_g= 'slop'",
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"100:class_g= 'Virt-manager'",
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"100:class_g= 'discord'",
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"100:class_g= 'steam_app_0'",
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"100:class_g= 'Steam'",
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"100:class_g= 'origin.exe'",
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"100:class_g= 'bf1.exe'",
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"100:class_g= 'Minecraft 1.8.9'",
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"100:class_g= 'SlimeRancher2.exe'",
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"100:class_g= 'VirtualBox Machine'",
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"100:class_g= 'Wine'",
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"100:class_g= 'FarmingSimulator2022Game.exe'"
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];
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#################################
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# Background-Blurring #
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#################################
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# Parameters for background blurring, see the *BLUR* section for more information.
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# blur-method =
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blur-method = "dual_kawase"
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blur-size = 30
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#
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# blur-deviation = false
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# Blur background of semi-transparent / ARGB windows.
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# Bad in performance, with driver-dependent behavior.
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# The name of the switch may change without prior notifications.
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#
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# blur-background = false
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# Blur background of windows when the window frame is not opaque.
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# Implies:
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# blur-background
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# Bad in performance, with driver-dependent behavior. The name may change.
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#
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# blur-background-frame = false
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# Use fixed blur strength rather than adjusting according to window opacity.
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# blur-background-fixed = false
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# Specify the blur convolution kernel, with the following format:
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# example:
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# blur-kern = "5,5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1";
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#
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# blur-kern = ''
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blur-kern = "11x11gaussian";
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# Exclude conditions for background blur.
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# blur-background-exclude = []
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blur-background-exclude = [
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"window_type = 'dock'",
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"class_g = 'origin.exe'",
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"class_g = 'slop'", # Very important for screenshot, if set else won't work
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"window_type = 'desktop'",
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"_GTK_FRAME_EXTENTS@:c"
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];
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#################################
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# General Settings #
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#################################
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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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# Specify the backend to use: `xrender`, `glx`, or `xr_glx_hybrid`.
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# `xrender` is the default one.
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#
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#backend = "xrender";
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backend = "glx";
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# Enable/disable VSync.
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#vsync = false
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vsync = true
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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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# mark-wmwin-focused = false
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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-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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# shaped windows. The accuracy is not very high, unfortunately.
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#
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# detect-rounded-corners = false
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detect-rounded-corners = true;
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# Detect '_NET_WM_OPACITY' on client windows, useful for window managers
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# not passing '_NET_WM_OPACITY' of client windows to frame windows.
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#
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# detect-client-opacity = false
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detect-client-opacity = true;
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# Limit picom to repaint at most once every 1 / 'refresh_rate' second to
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# boost performance. This should not be used with
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# vsync drm/opengl/opengl-oml
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# as they essentially does sw-opti's job already,
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# unless you wish to specify a lower refresh rate than the actual value.
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#
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# sw-opti =
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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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# provided that the WM supports it.
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#
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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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# to maximize performance for full-screen windows. Known to cause flickering
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# when redirecting/unredirecting windows.
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#
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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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# 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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# in the same group focused at the same time.
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#
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# detect-transient = false
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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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# group focused at the same time. 'WM_TRANSIENT_FOR' has higher priority if
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# detect-transient is enabled, too.
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#
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# detect-client-leader = false
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detect-client-leader = true
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# Resize damaged region by a specific number of pixels.
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# A positive value enlarges it while a negative one shrinks it.
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# If the value is positive, those additional pixels will not be actually painted
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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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# resize-damage = 1
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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 X Sync fence to sync clients' draw calls, to make sure all draw
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# calls are finished before picom starts drawing. Needed on nvidia-drivers
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# with GLX backend for some users.
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#
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# xrender-sync-fence = tue
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# GLX backend: Use specified GLSL fragment shader for rendering window contents.
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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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# glx-fshader-win = ''
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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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#
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# force-win-blend = false
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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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#
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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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# 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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# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled. (default: 1.0)
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#
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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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# instead of blending on top of them.
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#
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# transparent-clipping = false
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# Set the log level. Possible values are:
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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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# 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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#
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# log-level = "debug"
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log-level = "warn";
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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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# Otherwise, logs will to written to the given file, though some of the early
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# logs might still be written to the stderr.
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# When setting this option from the config file, it is recommended to use an absolute path.
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#
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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-pid-path = '/path/to/your/log/file'
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# Window type settings
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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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# "unknown", "desktop", "dock", "toolbar", "menu", "utility",
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# "splash", "dialog", "normal", "dropdown_menu", "popup_menu",
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# "tooltip", "notification", "combo", and "dnd".
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|
|
#
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|
# Following per window-type options are available: ::
|
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|
#
|
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|
# fade, shadow:::
|
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|
# Controls window-type-specific shadow and fade settings.
|
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|
#
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|
# opacity:::
|
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|
# Controls default opacity of the window type.
|
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|
#
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|
# focus:::
|
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|
# Controls whether the window of this type is to be always considered focused.
|
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|
# (By default, all window types except "normal" and "dialog" has this on.)
|
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|
|
#
|
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|
|
# full-shadow:::
|
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|
|
# Controls whether shadow is drawn under the parts of the window that you
|
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|
|
# normally won't be able to see. Useful when the window has parts of it
|
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|
|
# transparent, and you want shadows in those areas.
|
|
|
|
#
|
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|
# redir-ignore:::
|
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|
|
# Controls whether this type of windows should cause screen to become
|
|
|
|
# redirected again after been unredirected. If you have unredir-if-possible
|
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|
|
# set, and doesn't want certain window to cause unnecessary screen redirection,
|
|
|
|
# you can set this to `true`.
|
|
|
|
#
|
|
|
|
wintypes:
|
|
|
|
{
|
|
|
|
tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; full-shadow = false; };
|
|
|
|
dock = { shadow = false; }
|
|
|
|
dnd = { shadow = false; }
|
|
|
|
popup_menu = { opacity = 0.8; }
|
|
|
|
dropdown_menu = { opacity = 0.8; }
|
|
|
|
};
|
|
|
|
|
|
|
|
corner-radius = 12.0;
|
|
|
|
round-borders = 1;
|
|
|
|
rounded-corners-exclude = [
|
|
|
|
"class_g = 'polybar'",
|
|
|
|
"class_g = 'awesome'",
|
|
|
|
"class_g = 'origin.exe'",
|
|
|
|
"window_type = 'dock'"
|
|
|
|
];
|