mirror of https://github.com/libsdl-org/SDL
Better Win32 transparent window support
This commit is contained in:
parent
923d612ca1
commit
c191d6c306
|
@ -47,14 +47,20 @@
|
|||
typedef HRESULT (WINAPI *DwmSetWindowAttribute_t)(HWND hwnd, DWORD dwAttribute, LPCVOID pvAttribute, DWORD cbAttribute);
|
||||
|
||||
/* Transparent window support */
|
||||
#ifndef DWM_BB_ENABLE
|
||||
#define DWM_BB_ENABLE 0x00000001
|
||||
#endif
|
||||
#ifndef DWM_BB_BLURREGION
|
||||
#define DWM_BB_BLURREGION 0x00000002
|
||||
#endif
|
||||
typedef struct
|
||||
{
|
||||
int left_width;
|
||||
int right_width;
|
||||
int top_height;
|
||||
int bottom_height;
|
||||
} MARGINS;
|
||||
typedef HRESULT (WINAPI *DwmExtendFrameIntoClientArea_t)(HWND hwnd, const MARGINS *pMarInSet);
|
||||
DWORD flags;
|
||||
BOOL enable;
|
||||
HRGN blur_region;
|
||||
BOOL transition_on_maxed;
|
||||
} DWM_BLURBEHIND;
|
||||
typedef HRESULT(WINAPI *DwmEnableBlurBehindWindow_t)(HWND hwnd, const DWM_BLURBEHIND *pBlurBehind);
|
||||
|
||||
/* Windows CE compatibility */
|
||||
#ifndef SWP_NOCOPYBITS
|
||||
|
@ -593,25 +599,29 @@ int WIN_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window)
|
|||
ShowWindow(hwnd, SW_SHOWMINNOACTIVE);
|
||||
}
|
||||
|
||||
if (!(window->flags & SDL_WINDOW_OPENGL)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Only OpenGL has transparent framebuffer which is handled by above */
|
||||
/* FIXME: Transparent window support for renderers other than OpenGL possible? */
|
||||
/* FIXME: does not work on all hardware configurations with different renders (i.e. hybrid GPUs) */
|
||||
if (window->flags & SDL_WINDOW_TRANSPARENT) {
|
||||
void *handle = SDL_LoadObject("dwmapi.dll");
|
||||
if (handle) {
|
||||
DwmExtendFrameIntoClientArea_t DwmExtendFrameIntoClientAreaFunc = (DwmExtendFrameIntoClientArea_t)SDL_LoadFunction(handle, "DwmExtendFrameIntoClientArea");
|
||||
if (DwmExtendFrameIntoClientAreaFunc) {
|
||||
/* Negative margins create "sheet of glass" effect, thus transparent */
|
||||
MARGINS margins = {-1, -1, -1, -1};
|
||||
DwmExtendFrameIntoClientAreaFunc(hwnd, &margins);
|
||||
DwmEnableBlurBehindWindow_t DwmEnableBlurBehindWindowFunc = (DwmEnableBlurBehindWindow_t)SDL_LoadFunction(handle, "DwmEnableBlurBehindWindow");
|
||||
if (DwmEnableBlurBehindWindowFunc) {
|
||||
/* The region indicates which part of the window will be blurred and rest will be transparent. This
|
||||
is because the alpha value of the window will be used for non-blurred areas
|
||||
We can use (-1, -1, 0, 0) boundary to make sure no pixels are being blurred
|
||||
*/
|
||||
HRGN rgn = CreateRectRgn(-1, -1, 0, 0);
|
||||
DWM_BLURBEHIND bb = {DWM_BB_ENABLE | DWM_BB_BLURREGION, TRUE, rgn, FALSE};
|
||||
DwmEnableBlurBehindWindowFunc(hwnd, &bb);
|
||||
DeleteObject(rgn);
|
||||
}
|
||||
SDL_UnloadObject(handle);
|
||||
}
|
||||
}
|
||||
|
||||
if (!(window->flags & SDL_WINDOW_OPENGL)) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* The rest of this macro mess is for OpenGL or OpenGL ES windows */
|
||||
#ifdef SDL_VIDEO_OPENGL_ES2
|
||||
if ((_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES ||
|
||||
|
|
Loading…
Reference in New Issue