/* set up the hilite texture for the background */
p->a_bg->texture[0].data.rgba.width = rgbaw;
p->a_bg->texture[0].data.rgba.height = rgbah;
+ p->a_bg->texture[0].data.rgba.alpha = 0xff;
p->hilite_rgba = g_new(RrPixel32, rgbaw * rgbah);
p->a_bg->texture[0].data.rgba.data = p->hilite_rgba;
icon = client_icon(target->client, innerw, innerh);
p->a_icon->texture[0].data.rgba.width = icon->width;
p->a_icon->texture[0].data.rgba.height = icon->height;
- if (target->client->iconic) {
- /* fade iconic windows */
- gint i;
- RrPixel32 *d, *s;
-
- icon_data = g_new(RrPixel32, icon->width * icon->height);
-
- s = icon->data;
- d = icon_data;
- for (i = 0; i < icon->width * icon->height; ++i, ++d, ++s) {
- /* 7/16 opacity */
- gint a = ((*s >> RrDefaultAlphaOffset) & 0xff);
- *d = *s - (a << RrDefaultAlphaOffset) +
- (((a>>1) - (a>>4)) << RrDefaultAlphaOffset);
- }
-
- } else
- icon_data = icon->data;
- p->a_icon->texture[0].data.rgba.data = icon_data;
+ /* 7/16 alpha */
+ p->a_icon->texture[0].data.rgba.alpha = (0xff>>1 - 0xff>>4);
+ p->a_icon->texture[0].data.rgba.data = icon->data;
/* draw the icon */
p->a_icon->surface.parentx = innerx;
a->texture[0].type = RR_TEXTURE_RGBA;
a->texture[0].data.rgba.width = icon->width;
a->texture[0].data.rgba.height = icon->height;
+ a->texture[0].data.rgba.alpha = 0xff;
a->texture[0].data.rgba.data = icon->data;
} else
a->texture[0].type = RR_TEXTURE_NONE;
self->entry->data.normal.icon_width;
self->a_icon->texture[0].data.rgba.height =
self->entry->data.normal.icon_height;
+ /* XXX determine this from iconic window */
+ self->a_icon->texture[0].data.rgba.width = 0xff;
self->a_icon->texture[0].data.rgba.data =
self->entry->data.normal.icon_data;
self->a_icon->surface.parent = item_a;
self->a_icon->texture[0].type = RR_TEXTURE_RGBA;
self->a_icon->texture[0].data.rgba.width = icon->width;
self->a_icon->texture[0].data.rgba.height = icon->height;
+ self->a_icon->texture[0].data.rgba.alpha = 0xff;
self->a_icon->texture[0].data.rgba.data = icon->data;
} else
self->a_icon->texture[0].type = RR_TEXTURE_NONE;