stage: Composite the opacity with the alpha channel
The Stage's opacity should be composited with the alpha component of the Stage's background color.
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@ -245,15 +245,23 @@ clutter_stage_paint (ClutterActor *self)
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{
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{
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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ClutterStagePrivate *priv = CLUTTER_STAGE (self)->priv;
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CoglColor stage_color;
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CoglColor stage_color;
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guint8 real_alpha;
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CLUTTER_NOTE (PAINT, "Initializing stage paint");
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CLUTTER_NOTE (PAINT, "Initializing stage paint");
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/* composite the opacity to the stage color */
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real_alpha = clutter_actor_get_opacity (self)
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* priv->color.alpha
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/ 255;
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/* we use the real alpha to clear the stage if :use-alpha is
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* set; the effect depends entirely on how the Clutter backend
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*/
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cogl_color_set_from_4ub (&stage_color,
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cogl_color_set_from_4ub (&stage_color,
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priv->color.red,
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priv->color.red,
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priv->color.green,
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priv->color.green,
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priv->color.blue,
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priv->color.blue,
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priv->use_alpha
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priv->use_alpha ? real_alpha
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? priv->color.alpha
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: 255);
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: 255);
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cogl_clear (&stage_color,
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cogl_clear (&stage_color,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_COLOR |
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@ -274,11 +282,6 @@ clutter_stage_paint (ClutterActor *self)
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else
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else
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cogl_disable_fog ();
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cogl_disable_fog ();
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#if 0
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CLUTTER_NOTE (PAINT, "Proxying the paint to the stage implementation");
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_clutter_stage_window_paint (priv->impl);
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#endif
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/* this will take care of painting every child */
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/* this will take care of painting every child */
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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CLUTTER_ACTOR_CLASS (clutter_stage_parent_class)->paint (self);
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}
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}
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@ -291,7 +294,6 @@ clutter_stage_pick (ClutterActor *self,
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* emitted for the stage itself. The stage's pick id is effectively handled
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* emitted for the stage itself. The stage's pick id is effectively handled
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* by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
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* by the call to cogl_clear done in clutter-main.c:_clutter_do_pick_async()
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*/
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*/
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clutter_container_foreach (CLUTTER_CONTAINER (self),
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clutter_container_foreach (CLUTTER_CONTAINER (self),
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CLUTTER_CALLBACK (clutter_actor_paint),
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CLUTTER_CALLBACK (clutter_actor_paint),
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NULL);
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NULL);
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