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Use the paint opacity when painting a ClutterText
ClutterText should use the paint opacity for both text and cursor. ClutterLabel had the wrong behaviour, as it set the actor's opacity using the text color's alpha channel, and ClutterEntry completely disregarded the actor's opacity when painting the cursor. This commit harmonizes the ClutterText behaviour to always use a composition of the actor's paint opacity and the text and cursor alpha channel values, thus behaving more consistently with the rest of Clutter.
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@ -719,22 +719,32 @@ static void
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cursor_paint (ClutterText *self)
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{
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ClutterTextPrivate *priv = self->priv;
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ClutterActor *actor = CLUTTER_ACTOR (self);
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guint8 real_opacity;
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if (priv->editable && priv->cursor_visible)
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{
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if (priv->cursor_color_set)
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{
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real_opacity = clutter_actor_get_paint_opacity (actor)
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* priv->cursor_color.alpha
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/ 255;
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cogl_set_source_color4ub (priv->cursor_color.red,
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priv->cursor_color.green,
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priv->cursor_color.blue,
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priv->cursor_color.alpha);
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real_opacity);
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}
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else
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{
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real_opacity = clutter_actor_get_paint_opacity (actor)
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* priv->text_color.alpha
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/ 255;
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cogl_set_source_color4ub (priv->text_color.red,
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priv->text_color.green,
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priv->text_color.blue,
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priv->text_color.alpha);
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real_opacity);
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}
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clutter_text_ensure_cursor_position (self);
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@ -942,6 +952,7 @@ clutter_text_paint (ClutterActor *self)
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PangoLayout *layout;
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ClutterActorBox alloc = { 0, };
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CoglColor color = { 0, };
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guint8 real_opacity;
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if (priv->font_desc == NULL || priv->text == NULL)
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{
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@ -958,11 +969,15 @@ clutter_text_paint (ClutterActor *self)
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clutter_actor_get_allocation_box (self, &alloc);
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layout = clutter_text_create_layout (text, alloc.x2 - alloc.x1);
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real_opacity = clutter_actor_get_paint_opacity (self)
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* priv->text_color.alpha
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/ 255;
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cogl_color_set_from_4ub (&color,
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priv->text_color.red,
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priv->text_color.green,
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priv->text_color.blue,
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clutter_actor_get_paint_opacity (self));
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real_opacity);
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cogl_pango_render_layout (layout, 0, 0, &color, 0);
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}
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