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@ -1119,6 +1119,14 @@ paint_preprocess(session_t *ps, win *list) {
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free_region(ps, &w->reg_ignore);
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}
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// Restore flags from last paint if the window is being faded out
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if (IsUnmapped == w->a.map_state) {
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win_set_shadow(ps, w, w->shadow_last);
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w->fade = w->fade_last;
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win_set_invert_color(ps, w, w->invert_color_last);
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win_set_blur_background(ps, w, w->blur_background_last);
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}
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// Update window opacity target and dim state if asked
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if (WFLAG_OPCT_CHANGE & w->flags) {
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calc_opacity(ps, w);
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@ -1255,8 +1263,17 @@ paint_preprocess(session_t *ps, win *list) {
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check_fade_fin(ps, w);
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}
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if (!destroyed)
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if (!destroyed) {
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w->to_paint = to_paint;
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if (w->to_paint) {
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// Save flags
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w->shadow_last = w->shadow;
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w->fade_last = w->fade;
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w->invert_color_last = w->invert_color;
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w->blur_background_last = w->blur_background;
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}
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}
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}
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@ -2456,39 +2473,55 @@ win_update_prop_shadow(session_t *ps, win *w) {
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win_determine_shadow(ps, w);
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}
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static void
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win_set_shadow(session_t *ps, win *w, bool shadow_new) {
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if (w->shadow == shadow_new) return;
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w->shadow = shadow_new;
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// Window extents need update on shadow state change
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// Shadow geometry currently doesn't change on shadow state change
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// calc_shadow_geometry(ps, w);
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if (w->extents) {
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// Mark the old extents as damaged if the shadow is removed
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if (!w->shadow)
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add_damage(ps, w->extents);
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else
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free_region(ps, &w->extents);
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w->extents = win_extents(ps, w);
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// Mark the new extents as damaged if the shadow is added
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if (w->shadow)
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add_damage_win(ps, w);
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}
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}
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/**
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* Determine if a window should have shadow, and update things depending
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* on shadow state.
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*/
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static void
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win_determine_shadow(session_t *ps, win *w) {
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bool shadow_old = w->shadow;
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bool shadow_new = w->shadow;
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if (UNSET != w->shadow_force)
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w->shadow = w->shadow_force;
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shadow_new = w->shadow_force;
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else if (IsViewable == w->a.map_state)
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w->shadow = (ps->o.wintype_shadow[w->window_type]
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shadow_new = (ps->o.wintype_shadow[w->window_type]
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&& !win_match(ps, w, ps->o.shadow_blacklist, &w->cache_sblst)
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&& !(ps->o.shadow_ignore_shaped && w->bounding_shaped
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&& !w->rounded_corners)
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&& !(ps->o.respect_prop_shadow && 0 == w->prop_shadow));
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// Window extents need update on shadow state change
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if (w->shadow != shadow_old) {
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// Shadow geometry currently doesn't change on shadow state change
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// calc_shadow_geometry(ps, w);
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if (w->extents) {
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// Mark the old extents as damaged if the shadow is removed
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if (!w->shadow)
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add_damage(ps, w->extents);
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else
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free_region(ps, &w->extents);
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w->extents = win_extents(ps, w);
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// Mark the new extents as damaged if the shadow is added
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if (w->shadow)
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add_damage_win(ps, w);
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}
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}
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win_set_shadow(ps, w, shadow_new);
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}
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static void
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win_set_invert_color(session_t *ps, win *w, bool invert_color_new) {
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if (w->invert_color == invert_color_new) return;
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w->invert_color = invert_color_new;
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add_damage_win(ps, w);
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}
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/**
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@ -2496,15 +2529,27 @@ win_determine_shadow(session_t *ps, win *w) {
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*/
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static void
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win_determine_invert_color(session_t *ps, win *w) {
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bool invert_color_old = w->invert_color;
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bool invert_color_new = w->invert_color;
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if (UNSET != w->invert_color_force)
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w->invert_color = w->invert_color_force;
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invert_color_new = w->invert_color_force;
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else if (IsViewable == w->a.map_state)
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w->invert_color = win_match(ps, w, ps->o.invert_color_list,
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invert_color_new = win_match(ps, w, ps->o.invert_color_list,
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&w->cache_ivclst);
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if (w->invert_color != invert_color_old)
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win_set_invert_color(ps, w, invert_color_new);
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}
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static void
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win_set_blur_background(session_t *ps, win *w, bool blur_background_new) {
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if (w->blur_background == blur_background_new) return;
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w->blur_background = blur_background_new;
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// Only consider window damaged if it's previously painted with background
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// blurred
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if ((WMODE_SOLID != w->mode
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|| (ps->o.blur_background_frame && w->frame_opacity)))
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add_damage_win(ps, w);
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}
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@ -2516,16 +2561,10 @@ win_determine_blur_background(session_t *ps, win *w) {
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if (IsViewable != w->a.map_state)
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return;
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bool blur_background_old = w->blur_background;
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w->blur_background = ps->o.blur_background
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bool blur_background_new = ps->o.blur_background
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&& !win_match(ps, w, ps->o.blur_background_blacklist, &w->cache_bbblst);
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// Only consider window damaged if it's previously painted with background
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// blurred
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if (w->blur_background != blur_background_old && (WMODE_SOLID != w->mode
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|| (ps->o.blur_background_frame && w->frame_opacity)))
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add_damage_win(ps, w);
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win_set_blur_background(ps, w, blur_background_new);
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}
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/**
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