Support glfw.TransparentFramebuffer window hint
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@ -5,6 +5,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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## [Unreleased]
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- Gamepad API?
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- Gamepad API?
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- Add `WindowConfig.TransparentFramebuffer` option to support window transparency onto the background
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## [v0.10.0-alpha] 2020-05-08
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## [v0.10.0-alpha] 2020-05-08
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- Upgrade to GLFW 3.3! :tada:
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- Upgrade to GLFW 3.3! :tada:
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@ -56,6 +56,12 @@ type WindowConfig struct {
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// implement proper full screen windows.
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// implement proper full screen windows.
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AlwaysOnTop bool
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AlwaysOnTop bool
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// TransparentFramebuffer specifies whether the window framebuffer will be
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// transparent. If enabled and supported by the system, the window
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// framebuffer alpha channel will be used to combine the framebuffer with
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// the background. This does not affect window decorations.
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TransparentFramebuffer bool
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// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
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// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
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// the monitor.
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// the monitor.
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VSync bool
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VSync bool
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@ -112,6 +118,7 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
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glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
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glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
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glfw.WindowHint(glfw.Floating, bool2int[cfg.AlwaysOnTop])
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glfw.WindowHint(glfw.Floating, bool2int[cfg.AlwaysOnTop])
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glfw.WindowHint(glfw.AutoIconify, bool2int[!cfg.NoIconify])
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glfw.WindowHint(glfw.AutoIconify, bool2int[!cfg.NoIconify])
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glfw.WindowHint(glfw.TransparentFramebuffer, bool2int[cfg.TransparentFramebuffer])
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var share *glfw.Window
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var share *glfw.Window
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if currWin != nil {
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if currWin != nil {
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