Hey Peter,
That is right, you want both of those functions - basically, you want
something like this:
ClutterActor *stage;
ClutterColor color_with_trans = { 0xff, 0xff, 0xff, 0xa0 };
clutter_x11_set_use_argb_visual (TRUE);
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
clutter_stage_set_use_alpha (CLUTTER_STAGE (stage), TRUE);
clutter_stage_set_color (CLUTTER_STAGE (stage), &color_with_trans);
clutter_actor_show (stage);
clutter_main ();
Note, it's important that the set_use_argb_visual be called before
clutter_init. Setting the opacity on the stage will alter the opacity of
everything drawn on it, but you can use the alpha component of a colour
to set a transparent stage background and still have fully opaque actors
on top of it (as above).
Mx's MxWindow object already calls clutter_stage_set_use_alpha, but you
still need to call clutter_x11_set_use_argb_visual (as you can see in
the test-deform-texture test).
Of course, you'll need a compositor for this to work properly (but it
does fall back gracefully).
Hope that helps,
--Chris
On Thu, 2010-03-25 at 16:15 -0700, Various Artist wrote:
> Thanks Joel and Chris for your assistance and pointers.
>
> I believe the function I need to use for a transparent stage is the function
> that was introduced in Clutter-1.1.6 which enables the alpha property:
> clutter_x11_set_use_argb_visual()
>
> To add to the confusion there is another function added in 1.2 which sounds
> similar and I'm not sure what the difference is compared to the one above:
> clutter_stage_set_use_alpha()
>
> Does that seem right?
>
> I'll be able to find out once and for all when I get my hands on the -devel
> component for the mesa-iegd-lilbGL-4.1.moblin.i586 -- this should allow me to
> generate the proof-of-concept prototype I am working on. Regardless, this
> mailing list has proven very useful and responsive :-)
>
> Peter
>
>
> From: [email protected]
> Date: Thu, 25 Mar 2010 15:03:43 -0600
> Subject: RE: [Moblin Dev] Window transparency on Moblin OS (ClutterStage
> opacity?
>
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> These errors are exactly the kind of error you get because the –devel
> component is missing from mesa-iegd-libGL-10.3-4.1.moblin2.i586. Because
> the –devel component is missing, it gets pulled in from mesa-libGL
> instead of mesa-iegd-libGL, and then you start getting conflicts between these
> 2 packages. It will only work if all dependencies are resolved without
> pulling
> in the non-iegd mesa-libGL.
>
>
>
> I’ll let you know as soon as I can get you’re a mesa-iegd-libGL
> with the –devel components.
>
>
>
> regards
>
> Joel
>
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