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render: whole-window transparency when unfocused
This adds a new option, colors.unfocused-alpha. When set to a value < 1.0, the entire window (*everything* - all bg/fg colors, images etc) are made transparent while the window does not have keyboard focus. The way this is implemented (trying to keep the patch small), we need to do full-screen repaints while in this mode. That is, all screen updates result in full-screen repaints when: * The window does not have keyboard focus * The window *just* gained keyboard focus (i.e. last frame was rendered with transparency) As such, one can expect a fairly large performance impact when there’s large amount of output while the window is unfocused. Focused windows are unaffected, as are unfocused windows when colors.unfocused-alpha == 1.0.
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@ -509,6 +509,26 @@ _alpha_ option.
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Background translucency. A value in the range 0.0-1.0, where 0.0
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means completely transparent, and 1.0 is opaque. Default: _1.0_.
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*unfocused-alpha*
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Window translucency applied when window does not have keyboard
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focus. Unlike *alpha*, this option affects everything (all
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background colors, foreground colors, images etc).
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Note that *alpha* is also applied.
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Be aware that there is a performance penalty of using this, as
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damage tracking is disabled while the window is
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unfocused. I.e. all screen updates will result in fullscreen
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repaints. This is not an issue when the window content is static,
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or updates at a slow pace (e.g. top), but can be noticeable with
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high amounts of output. Performance is unaffected in focused
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windows.
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Valid values are in the range 0.0-1.0, where 0.0 means completely
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transparent, and 1.0 is opaque.
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Default: _1.0_
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*selection-foreground*, *selection-background*
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Foreground (text) and background color to use in selected
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text. Note that *both* options must be set, or the default will be
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