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Daniel Napora 2024-12-21 10:30:24 +01:00
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### Picom config for Mabox Jaskier release
Based/inspired by [mabox_jgpicom](https://gitlab.com/muzlabz/mabox_jgpicom)
Work in progress

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#################################
# Shadows #
#################################
# Enabled client-side shadows on windows. Note desktop windows
# (windows with '_NET_WM_WINDOW_TYPE_DESKTOP') never get shadow,
# unless explicitly requested using the wintypes option.
#
# Can be set per-window using rules.
#
# Default: false
shadow = true;
# The blur radius for shadows, in pixels.
#
# Default: 12
shadow-radius = 8;
# The opacity of shadows.
#
# Range: 0.0 - 1.0
# Default: 0.75
shadow-opacity = 1.0;
# The left offset for shadows, in pixels.
#
# Default: -15
shadow-offset-x = -8;
# The top offset for shadows, in pixels.
#
# Default: -15
shadow-offset-y = -8;
# Hex string color value of shadow. Formatted like "#RRGGBB", e.g. "#C0FFEE".
#
# Default: #000000
shadow-color = "#000000"
# Crop shadow of a window fully on a particular monitor to that monitor. This is
# currently implemented using the X RandR extension.
#
# Default: false
# crop-shadow-to-monitor = false
#################################
# Fading #
#################################
# Fade windows in/out when opening/closing and when opacity changes,
# unless no-fading-openclose is used. Can be set per-window using rules.
#
# Default: false
fading = true;
# Opacity change between steps while fading in. (0.01 - 1.0, defaults to 0.028)
fade-in-step = 0.03;
# Opacity change between steps while fading out. (0.01 - 1.0, defaults to 0.03)
fade-out-step = 0.03;
# The time between steps in fade step, in milliseconds. (> 0, defaults to 10)
# fade-delta = 10
# Do not fade on window open/close.
# no-fading-openclose = false
# Do not fade destroyed ARGB windows with WM frame. Workaround of bugs in Openbox, Fluxbox, etc.
# no-fading-destroyed-argb = false
#################################
# Transparency / Opacity #
#################################
# Opacity of window titlebars and borders.
#
# Range: 0.1 - 1.0
# Default: 1.0 (disabled)
frame-opacity = 1.0;
# Use fixed inactive dim value, instead of adjusting according to window opacity.
#
# Default: false
inactive-dim-fixed = true;
#################################
# Corners #
#################################
# Sets the radius of rounded window corners. When > 0, the compositor will
# round the corners of windows. Does not interact well with
# `transparent-clipping`.
#
# Default: 0 (disabled)
corner-radius = 6;
#################################
# Blur #
#################################
# Parameters for background blurring, see BLUR section in the man page for more information.
blur-method = "dual_kawase"
blur-size = 12;
#
# blur-deviation = false
#
blur-strength = 6;
# Blur background of semi-transparent / ARGB windows.
# Can be set per-window using rules.
#
# Default: false
# blur-background = true
# Blur background of windows when the window frame is not opaque.
# Implies:
# blur-background
#
# Default: false
# blur-background-frame = false
# Use fixed blur strength rather than adjusting according to window opacity.
#
# Default: false
# blur-background-fixed = false
# Specify the blur convolution kernel, with the following format:
# example:
# 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";
# Can also be a pre-defined kernel, see the man page.
#
# Default: ""
blur-kern = "3x3box";
#################################
# General Settings #
#################################
# Enable remote control via D-Bus. See the man page for more details.
#
# Default: false
# dbus = true
# Daemonize process. Fork to background after initialization. Causes issues with certain (badly-written) drivers.
# daemon = false
# Specify the backend to use: `xrender`, `glx`, or `egl`.
#
# Default: "xrender"
backend = "glx"
# Use higher precision during rendering, and apply dither when presenting the
# rendered screen. Reduces banding artifacts, but may cause performance
# degradation. Only works with OpenGL.
dithered-present = false;
# Enable/disable VSync.
#
# Default: false
vsync = true;
# Try to detect windows with rounded corners and don't consider them
# shaped windows. The accuracy is not very high, unfortunately.
#
# Has nothing to do with `corner-radius`.
#
# Default: false
detect-rounded-corners = true;
# Detect '_NET_WM_WINDOW_OPACITY' on client windows, useful for window managers
# not passing '_NET_WM_WINDOW_OPACITY' of client windows to frame windows.
#
# Default: false
detect-client-opacity = true;
# Use EWMH '_NET_ACTIVE_WINDOW' to determine currently focused window,
# rather than listening to 'FocusIn'/'FocusOut' event. May be more accurate,
# provided that the WM supports it.
#
# Default: false
# use-ewmh-active-win = false
# Unredirect all windows if a full-screen opaque window is detected,
# to maximize performance for full-screen windows. Known to cause flickering
# when redirecting/unredirecting windows.
#
# Default: false
# unredir-if-possible = false
# Delay before unredirecting the window, in milliseconds.
#
# Default: 0.
# unredir-if-possible-delay = 0
# Use 'WM_TRANSIENT_FOR' to group windows, and consider windows
# in the same group focused at the same time.
#
# Default: false
detect-transient = true;
# Use 'WM_CLIENT_LEADER' to group windows, and consider windows in the same
# group focused at the same time. This usually means windows from the same application
# will be considered focused or unfocused at the same time.
# 'WM_TRANSIENT_FOR' has higher priority if detect-transient is enabled, too.
#
# Default: false
# detect-client-leader = false
# Use of damage information for rendering. This cause the only the part of the
# screen that has actually changed to be redrawn, instead of the whole screen
# every time. Should improve performance.
#
# Default: false
use-damage = true;
# Use X Sync fence to wait for the completion of rendering of other windows,
# before using their content to render the current screen.
#
# Required for explicit sync drivers, such as nvidia.
#
# Default: false
# xrender-sync-fence = false
# GLX backend: Use specified GLSL fragment shader for rendering window
# contents. Read the man page for a detailed explanation of the interface.
#
# Can be set per-window using rules.
#
# window-shader-fg = "default"
# Force all windows to be painted with blending. Useful if you
# have a `window-shader-fg` that could turn opaque pixels transparent.
#
# Default: false
# force-win-blend = false
# Do not use EWMH to detect fullscreen windows.
# Reverts to checking if a window is fullscreen based only on its size and coordinates.
#
# Default: false
# no-ewmh-fullscreen = false
# Dimming bright windows so their brightness doesn't exceed this set value.
# Brightness of a window is estimated by averaging all pixels in the window,
# so this could comes with a performance hit.
# Setting this to 1.0 disables this behaviour. Requires --use-damage to be disabled.
#
# Default: 1.0 (disabled)
# max-brightness = 1.0
# Make transparent windows clip other windows like non-transparent windows do,
# instead of blending on top of them. e.g. placing a transparent window on top
# of another window will cut a "hole" in that window, and show the desktop background
# underneath.
#
# Default: false
# transparent-clipping = false
# Set the log level. Possible values are:
# "trace", "debug", "info", "warn", "error"
# in increasing level of importance. Case insensitive.
# If using the "TRACE" log level, it's better to log into a file
# using *--log-file*, since it can generate a huge stream of logs.
#
# Default: "warn"
# log-level = "warn";
# Set the log file.
# If *--log-file* is never specified, logs will be written to stderr.
# Otherwise, logs will to written to the given file, though some of the early
# logs might still be written to the stderr.
# When setting this option from the config file, it is recommended to use an absolute path.
#
# log-file = "/path/to/your/log/file"
# Write process ID to a file.
# write-pid-path = "/path/to/your/log/file"
# Rule-based per-window options.
#
# See WINDOW RULES section in the man page for how these work.
@include "mabox-rules.conf";
# `@include` directive can be used to include additional configuration files.
# Relative paths are search either in the parent of this configuration file
# (when the configuration is loaded through a symlink, the symlink will be
# resolved first). Or in `$XDG_CONFIG_HOME/picom/include`.
#
# @include "extra.conf"

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# CONKY with transparent background (no background) like: logo, polaroid conky
# they need 'own_window_class'
# opacity like 0.2 - 0.3 might create interesting effect :)
match = "class_g = 'Conky-nobg'";
blur-background = false;
corner-radius = 0;
opacity = 1.0;
dim = 0.0;
shadow = false;
animations = (
{
triggers = ["close", "hide"];
preset = "disappear";
duration = 1.0;
},
{
triggers = ["open", "show"];
preset = "appear";
duration = 1.0;
},
)

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# Conky (normal conkies - not always transparent)
match = "class_g = 'Conky'";
blur-background = true;
corner-radius = 6;
opacity = 0.75;
dim = 0.0;
shadow = true;
animations = (
{
triggers = ["close", "hide"];
preset = "fly-out";
direction = "up";
duration = 1.0;
},
{
triggers = ["open", "show"];
preset = "fly-in";
delay = 3;
direction = "up";
duration = 1.0;
},
)

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# JGMENU opacity and corner radius is controlled by jgmenu itself
# Maybe split animations to separate files?
match = "name = 'jgmenu'";
blur-background = true;
opacity = 1.0;
corner-radius = 2;
dim = 0.0;
shadow = true;
animations = (
{
triggers = ["close", "hide"];
preset = "fly-out";
direction = "up";
duration = 0.6;
scale = 0.8;
},
{
triggers = ["open", "show"];
preset = "appear";
duration = 0.2;
scale = 0.6;
}
)

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# ███╗ ███╗ █████╗ ██████╗ ██████╗ ██╗ ██╗ ██████╗ ██╗ ██████╗ ██████╗ ███╗ ███╗
# ████╗ ████║██╔══██╗██╔══██╗██╔═══██╗╚██╗██╔╝ ██╔══██╗██║██╔════╝██╔═══██╗████╗ ████║
# ██╔████╔██║███████║██████╔╝██║ ██║ ╚███╔╝ ██████╔╝██║██║ ██║ ██║██╔████╔██║
# ██║╚██╔╝██║██╔══██║██╔══██╗██║ ██║ ██╔██╗ ██╔═══╝ ██║██║ ██║ ██║██║╚██╔╝██║
# ██║ ╚═╝ ██║██║ ██║██████╔╝╚██████╔╝██╔╝ ██╗ ██║ ██║╚██████╗╚██████╔╝██║ ╚═╝ ██║
# ╚═╝ ╚═╝╚═╝ ╚═╝╚═════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚═╝ ╚═╝
# █████╗ ███╗ ██╗██╗███╗ ███╗ █████╗ ████████╗██╗ ██████╗ ███╗ ██╗
# ██╔══██╗████╗ ██║██║████╗ ████║██╔══██╗╚══██╔══╝██║██╔═══██╗████╗ ██║
# ███████║██╔██╗ ██║██║██╔████╔██║███████║ ██║ ██║██║ ██║██╔██╗ ██║
# ██╔══██║██║╚██╗██║██║██║╚██╔╝██║██╔══██║ ██║ ██║██║ ██║██║╚██╗██║
# ██║ ██║██║ ╚████║██║██║ ╚═╝ ██║██║ ██║ ██║ ██║╚██████╔╝██║ ╚████║
# ╚═╝ ╚═╝╚═╝ ╚═══╝╚═╝╚═╝ ╚═╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═══╝
# Animations for NORMAL windows.
{
match = "window_type = 'normal'";
animations = (
{
triggers = ["close"];
#preset = "slide-out";
#direction = "up";
opacity = {
curve = "linear";
duration = 0.6;
start = "window-raw-opacity-before";
end = 0;
};
blur-opacity = "opacity";
shadow-opacity = "opacity";
},
{
triggers = ["hide"];
preset = "disappear";
direction = "up";
duration = 0.4;
},
{
triggers = ["open", "show"];
opacity = {
curve = "cubic-bezier(0,1,1,1)";
duration = 0.6;
start = 0;
end = "window-raw-opacity";
};
blur-opacity = "opacity";
shadow-opacity = "opacity";
offset-x = "(1 - scale-x) / 2 * window-width";
offset-y = "(1 - scale-y) / 2 * window-height";
scale-x = {
curve = "cubic-bezier(0,1.3,1,1)";
duration = 0.5;
start = 0.6;
end = 1;
};
scale-y = "scale-x";
shadow-scale-x = "scale-x";
shadow-scale-y = "scale-y";
shadow-offset-x = "offset-x";
shadow-offset-y = "offset-y";
},
{
triggers = ["geometry"]
scale-x = {
curve = "cubic-bezier(0,0,0,1.28)";
duration = 0.3;
start = "window-width-before / window-width";
end = 1;
}
scale-y = {
curve = "cubic-bezier(0,0,0,1.28)";
duration = 0.3;
start = "window-height-before / window-height";
end = 1;
}
offset-x = {
curve = "cubic-bezier(0,0,0,1.28)";
duration = 0.3;
start = "window-x-before - window-x";
end = 0;
}
offset-y = {
curve = "cubic-bezier(0,0,0,1.28)";
duration = 0.3;
start = "window-y-before - window-y";
end = 0;
}
shadow-scale-x = "scale-x";
shadow-scale-y = "scale-y";
shadow-offset-x = "offset-x";
shadow-offset-y = "offset-y";
}
)
},
{
match = "name = 'Quake Term'";
corner-radius = 0;
animations = (
{
triggers = ["close", "hide"];
preset = "fly-out";
direction = "up";
duration = 0.2;
},
{
triggers = ["open", "show"];
preset = "fly-in";
direction = "up";
duration = 0.2;
}
)
},
{
match = "name = 'Quake Radio'";
animations = (
{
triggers = ["close", "hide"];
preset = "fly-out";
direction = "right";
duration = 0.2;
},
{
triggers = ["open", "show"];
preset = "fly-in";
direction = "right";
duration = 0.2;
}
)
},

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rules: (
{ match = "fullscreen"; corner-radius = 0; dim = 0.0; shadow = false;},
{
@include "win-inactive.conf"
},
{
match = "window_type = 'dropdown_menu'";
blur-background = false;
shadow = false;
corner-radius = 0;
opacity = 1.0;
},
{
match = "window_type = 'popup_menu'";
blur-background = false;
shadow = false;
corner-radius = 0;
opacity = 1.0;
},
{
match = "window_type = 'popup'";
blur-background = false;
shadow = false;
corner-radius = 0;
opacity = 1.0;
},
{
match = "window_type = 'dock'";
shadow = false;
corner-radius = 5;
fade = true;
},
{
match = "window_type = 'tooltip'";
shadow = false;
corner-radius = 2;
fade = false;
opacity = 0.90;
full-shadow = false;
},
{
match = "window_type = 'splash'";
shadow = false;
},
{
match = "window_type = 'dialog'";
shadow = false;
},
{
match = "window_type = 'menu'";
blur-background = false;
shadow = false;
corner-radius = 0;
opacity = 1.0;
},
{
# Mabox screenshot tool
match = "class_g = 'slop'";
opacity = 1;
shadow = false;
blur-background = false;
corner-radius = 0;
},
{
match = "name = 'cavatransparent' || name = 'vistransparent'";
blur-background = false;
shadow = false;
},
@include "mabox-animations.conf"
{
@include "jgmenu.conf"
},
{
@include "tint2.conf"
},
{
@include "conky.conf"
},
{
@include "conky-nobg.conf"
},
{
@include "notifications.conf"
},
)

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# NOTIFICATIONS
match = "name = 'xfce4-notifyd'"
shadow = true;
dim = 0.0;
corner-radius = 2;
animations = (
{
triggers = ["close", "hide"];
preset = "fly-out";
direction = "up";
duration = 0.2;
},
{
triggers = ["open", "show"];
preset = "fly-in";
direction = "right";
duration = 0.2;
}
)

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# TINT2 opacity, corner-radius is controlled by tint2 itself
# but corner-radius might be handy here
match = "name = 'tint2'";
blur-background = true;
corner-radius = 4;
opacity = 0.8;
dim = 0.0;
shadow = true;

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# NORMAL unfocused (inactive) windows
match = "!focused && window_type = 'normal'";
blur-background = true;
shadow = true;
opacity = 0.75;
dim = 0.1;