Support glfw.TransparentFramebuffer window hint

This commit is contained in:
Friedrich Große 2020-05-03 19:38:20 +02:00
parent d7884ac96a
commit 5e3b82eeab
2 changed files with 8 additions and 0 deletions

View File

@ -5,6 +5,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
- Gamepad API?
- Add `WindowConfig.TransparentFramebuffer` option to support window transparency onto the background
## [v0.10.0-alpha] 2020-05-08
- Upgrade to GLFW 3.3! :tada:

View File

@ -56,6 +56,12 @@ type WindowConfig struct {
// implement proper full screen windows.
AlwaysOnTop bool
// TransparentFramebuffer specifies whether the window framebuffer will be
// transparent. If enabled and supported by the system, the window
// framebuffer alpha channel will be used to combine the framebuffer with
// the background. This does not affect window decorations.
TransparentFramebuffer bool
// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
// the monitor.
VSync bool
@ -112,6 +118,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
glfw.WindowHint(glfw.Floating, bool2int[cfg.AlwaysOnTop])
glfw.WindowHint(glfw.AutoIconify, bool2int[!cfg.NoIconify])
glfw.WindowHint(glfw.TransparentFramebuffer, bool2int[cfg.TransparentFramebuffer])
var share *glfw.Window
if currWin != nil {