Now that user can specify alpha we don't need to add in more.
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@ -322,7 +322,7 @@ COLOR4D SCH_PAINTER::getRenderColor( const EDA_ITEM* aItem, int aLayer, bool aDr
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else if( aItem->IsSelected() )
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{
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if( aDrawingShadows )
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color = m_schSettings.GetLayerColor( LAYER_SELECTION_SHADOWS ).WithAlpha( 0.8 );
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color = m_schSettings.GetLayerColor( LAYER_SELECTION_SHADOWS );
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}
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if( m_schSettings.m_ShowDisabled
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@ -479,10 +479,6 @@ bool SCH_PAINTER::setDeviceColors( const LIB_ITEM* aItem, int aLayer )
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{
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COLOR4D fillColor = getRenderColor( aItem, LAYER_DEVICE_BACKGROUND, false );
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// These actions place the item over others, so allow a modest transparency here
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if( aItem->IsMoving() || aItem->IsDragging() || aItem->IsResized() )
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fillColor = fillColor.WithAlpha( 0.75 );
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m_gal->SetIsFill( aItem->GetFillMode() == FILL_TYPE::FILLED_WITH_BG_BODYCOLOR );
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m_gal->SetFillColor( fillColor );
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m_gal->SetIsStroke( false );
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