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https://github.com/glfw/glfw.git
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Add GLFW_TRANSPARENT attribute and documentation
This completes support for window framebuffer transparency on Windows, macOS and X11. Note that the hint/attribute may be renamed before release to clarify its relationship to GLFW_OPACITY. Fixes #197. Closes #1079. Related to #663. Related to #715. Related to #723. Related to #1078.
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+5
-117
@@ -83,20 +83,6 @@ static int choosePixelFormat(_GLFWwindow* window,
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{
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const int n = i + 1;
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_GLFWfbconfig* u = usableConfigs + usableCount;
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PIXELFORMATDESCRIPTOR pfd;
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if (fbconfig->transparent) {
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if (!DescribePixelFormat(window->context.wgl.dc,
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n,
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sizeof(PIXELFORMATDESCRIPTOR),
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&pfd))
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{
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continue;
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}
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if (!(pfd.dwFlags & PFD_SUPPORT_COMPOSITION))
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continue;
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}
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if (_glfw.wgl.ARB_pixel_format)
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{
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@@ -168,7 +154,9 @@ static int choosePixelFormat(_GLFWwindow* window,
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{
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// Get pixel format attributes through legacy PFDs
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if (!fbconfig->transparent && DescribePixelFormat(window->context.wgl.dc,
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PIXELFORMATDESCRIPTOR pfd;
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if (!DescribePixelFormat(window->context.wgl.dc,
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n,
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sizeof(PIXELFORMATDESCRIPTOR),
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&pfd))
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@@ -215,14 +203,6 @@ static int choosePixelFormat(_GLFWwindow* window,
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u->handle = n;
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usableCount++;
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}
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// Reiterate the selection loop without looking for transparency supporting
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// formats if no matching pixelformat for a transparent window were found.
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if (fbconfig->transparent && !usableCount) {
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free(usableConfigs);
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: No pixel format found for transparent window. Ignoring transparency.");
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return choosePixelFormat(window, ctxconfig, fbconfig);
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}
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if (!usableCount)
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{
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@@ -249,21 +229,6 @@ static int choosePixelFormat(_GLFWwindow* window,
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return pixelFormat;
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}
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// Returns whether desktop compositing is enabled
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//
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static GLFWbool isCompositionEnabled(void)
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{
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if (_glfw.win32.dwmapi.instance)
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{
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BOOL enabled;
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if (DwmIsCompositionEnabled(&enabled) == S_OK)
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return enabled;
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}
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return FALSE;
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}
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static void makeContextCurrentWGL(_GLFWwindow* window)
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{
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if (window)
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@@ -292,7 +257,7 @@ static void makeContextCurrentWGL(_GLFWwindow* window)
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static void swapBuffersWGL(_GLFWwindow* window)
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{
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// HACK: Use DwmFlush when desktop composition is enabled
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if (isCompositionEnabled() && !window->monitor)
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if (_glfwIsCompositionEnabledWin32() && !window->monitor)
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{
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int count = abs(window->context.wgl.interval);
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while (count--)
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@@ -310,7 +275,7 @@ static void swapIntervalWGL(int interval)
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// HACK: Disable WGL swap interval when desktop composition is enabled to
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// avoid interfering with DWM vsync
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if (isCompositionEnabled() && !window->monitor)
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if (_glfwIsCompositionEnabledWin32() && !window->monitor)
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interval = 0;
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if (_glfw.wgl.EXT_swap_control)
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@@ -504,75 +469,6 @@ void _glfwTerminateWGL(void)
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attribs[index++] = v; \
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}
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static GLFWbool setupTransparentWindow(_GLFWwindow* window)
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{
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if (!isCompositionEnabled) {
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: Composition needed for transparent window is disabled");
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}
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if (!_glfw_DwmEnableBlurBehindWindow) {
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: Unable to load DwmEnableBlurBehindWindow required for transparent window");
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return GLFW_FALSE;
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}
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HRESULT hr = S_OK;
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HWND handle = window->win32.handle;
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DWM_BLURBEHIND bb = { 0 };
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bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
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bb.hRgnBlur = CreateRectRgn(0, 0, -1, -1); // makes the window transparent
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bb.fEnable = TRUE;
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hr = _glfw_DwmEnableBlurBehindWindow(handle, &bb);
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if (!SUCCEEDED(hr)) {
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: Failed to enable blur behind window required for transparent window");
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return GLFW_FALSE;
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}
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// Decorated windows on Windows 8+ don't repaint the transparent background
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// leaving a trail behind animations.
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// Hack: making the window layered with a transparency color key seems to fix this.
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// Normally, when specifying a transparency color key to be used when composing
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// the layered window, all pixels painted by the window in this color will be transparent.
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// That doesn't seem to be the case anymore on Windows 8+, at least when used with
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// DwmEnableBlurBehindWindow + negative region.
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if (window->decorated && IsWindows8OrGreater())
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{
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long style = GetWindowLong(handle, GWL_EXSTYLE);
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if (!style) {
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: Failed to retrieve extended styles. GetLastError: %d",
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GetLastError());
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return GLFW_FALSE;
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}
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style |= WS_EX_LAYERED;
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if (!SetWindowLongPtr(handle, GWL_EXSTYLE, style))
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{
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: Failed to add layered style. GetLastError: %d",
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GetLastError());
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return GLFW_FALSE;
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}
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if (!SetLayeredWindowAttributes(handle,
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// Using a color key not equal to black to fix the trailing issue.
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// When set to black, something is making the hit test not resize with the
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// window frame.
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RGB(0, 193, 48),
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255,
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LWA_COLORKEY))
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{
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"WGL: Failed to set layered window. GetLastError: %d",
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GetLastError());
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return GLFW_FALSE;
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}
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}
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return GLFW_TRUE;
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}
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// Create the OpenGL or OpenGL ES context
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//
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GLFWbool _glfwCreateContextWGL(_GLFWwindow* window,
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@@ -802,14 +698,6 @@ GLFWbool _glfwCreateContextWGL(_GLFWwindow* window,
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}
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}
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if (fbconfig->transparent)
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{
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if (!setupTransparentWindow(window))
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_glfwInputErrorWin32(GLFW_PLATFORM_ERROR,
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"WGL: Failed to setup window as transparent as requested");
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}
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window->context.makeCurrent = makeContextCurrentWGL;
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window->context.swapBuffers = swapBuffersWGL;
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window->context.swapInterval = swapIntervalWGL;
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