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.
This commit is contained in:
Camilla Löwy
2017-09-18 18:10:57 +02:00
parent 93e66661d3
commit 32e78aeb2e
22 changed files with 322 additions and 318 deletions
+5 -117
View File
@@ -83,20 +83,6 @@ static int choosePixelFormat(_GLFWwindow* window,
{
const int n = i + 1;
_GLFWfbconfig* u = usableConfigs + usableCount;
PIXELFORMATDESCRIPTOR pfd;
if (fbconfig->transparent) {
if (!DescribePixelFormat(window->context.wgl.dc,
n,
sizeof(PIXELFORMATDESCRIPTOR),
&pfd))
{
continue;
}
if (!(pfd.dwFlags & PFD_SUPPORT_COMPOSITION))
continue;
}
if (_glfw.wgl.ARB_pixel_format)
{
@@ -168,7 +154,9 @@ static int choosePixelFormat(_GLFWwindow* window,
{
// Get pixel format attributes through legacy PFDs
if (!fbconfig->transparent && DescribePixelFormat(window->context.wgl.dc,
PIXELFORMATDESCRIPTOR pfd;
if (!DescribePixelFormat(window->context.wgl.dc,
n,
sizeof(PIXELFORMATDESCRIPTOR),
&pfd))
@@ -215,14 +203,6 @@ static int choosePixelFormat(_GLFWwindow* window,
u->handle = n;
usableCount++;
}
// Reiterate the selection loop without looking for transparency supporting
// formats if no matching pixelformat for a transparent window were found.
if (fbconfig->transparent && !usableCount) {
free(usableConfigs);
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: No pixel format found for transparent window. Ignoring transparency.");
return choosePixelFormat(window, ctxconfig, fbconfig);
}
if (!usableCount)
{
@@ -249,21 +229,6 @@ static int choosePixelFormat(_GLFWwindow* window,
return pixelFormat;
}
// Returns whether desktop compositing is enabled
//
static GLFWbool isCompositionEnabled(void)
{
if (_glfw.win32.dwmapi.instance)
{
BOOL enabled;
if (DwmIsCompositionEnabled(&enabled) == S_OK)
return enabled;
}
return FALSE;
}
static void makeContextCurrentWGL(_GLFWwindow* window)
{
if (window)
@@ -292,7 +257,7 @@ static void makeContextCurrentWGL(_GLFWwindow* window)
static void swapBuffersWGL(_GLFWwindow* window)
{
// HACK: Use DwmFlush when desktop composition is enabled
if (isCompositionEnabled() && !window->monitor)
if (_glfwIsCompositionEnabledWin32() && !window->monitor)
{
int count = abs(window->context.wgl.interval);
while (count--)
@@ -310,7 +275,7 @@ static void swapIntervalWGL(int interval)
// HACK: Disable WGL swap interval when desktop composition is enabled to
// avoid interfering with DWM vsync
if (isCompositionEnabled() && !window->monitor)
if (_glfwIsCompositionEnabledWin32() && !window->monitor)
interval = 0;
if (_glfw.wgl.EXT_swap_control)
@@ -504,75 +469,6 @@ void _glfwTerminateWGL(void)
attribs[index++] = v; \
}
static GLFWbool setupTransparentWindow(_GLFWwindow* window)
{
if (!isCompositionEnabled) {
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Composition needed for transparent window is disabled");
}
if (!_glfw_DwmEnableBlurBehindWindow) {
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Unable to load DwmEnableBlurBehindWindow required for transparent window");
return GLFW_FALSE;
}
HRESULT hr = S_OK;
HWND handle = window->win32.handle;
DWM_BLURBEHIND bb = { 0 };
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
bb.hRgnBlur = CreateRectRgn(0, 0, -1, -1); // makes the window transparent
bb.fEnable = TRUE;
hr = _glfw_DwmEnableBlurBehindWindow(handle, &bb);
if (!SUCCEEDED(hr)) {
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to enable blur behind window required for transparent window");
return GLFW_FALSE;
}
// Decorated windows on Windows 8+ don't repaint the transparent background
// leaving a trail behind animations.
// Hack: making the window layered with a transparency color key seems to fix this.
// Normally, when specifying a transparency color key to be used when composing
// the layered window, all pixels painted by the window in this color will be transparent.
// That doesn't seem to be the case anymore on Windows 8+, at least when used with
// DwmEnableBlurBehindWindow + negative region.
if (window->decorated && IsWindows8OrGreater())
{
long style = GetWindowLong(handle, GWL_EXSTYLE);
if (!style) {
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to retrieve extended styles. GetLastError: %d",
GetLastError());
return GLFW_FALSE;
}
style |= WS_EX_LAYERED;
if (!SetWindowLongPtr(handle, GWL_EXSTYLE, style))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to add layered style. GetLastError: %d",
GetLastError());
return GLFW_FALSE;
}
if (!SetLayeredWindowAttributes(handle,
// Using a color key not equal to black to fix the trailing issue.
// When set to black, something is making the hit test not resize with the
// window frame.
RGB(0, 193, 48),
255,
LWA_COLORKEY))
{
_glfwInputError(GLFW_PLATFORM_ERROR,
"WGL: Failed to set layered window. GetLastError: %d",
GetLastError());
return GLFW_FALSE;
}
}
return GLFW_TRUE;
}
// Create the OpenGL or OpenGL ES context
//
GLFWbool _glfwCreateContextWGL(_GLFWwindow* window,
@@ -802,14 +698,6 @@ GLFWbool _glfwCreateContextWGL(_GLFWwindow* window,
}
}
if (fbconfig->transparent)
{
if (!setupTransparentWindow(window))
_glfwInputErrorWin32(GLFW_PLATFORM_ERROR,
"WGL: Failed to setup window as transparent as requested");
}
window->context.makeCurrent = makeContextCurrentWGL;
window->context.swapBuffers = swapBuffersWGL;
window->context.swapInterval = swapIntervalWGL;