- Added SDL_WINDOW_TRANSPARENT to request a window with transparent framebuffer
- Remove SDL_VIDEO_EGL_ALLOW_TRANSPARENCY hint, EGL now checks 'window->flags & SDL_WINDOW_TRANSPARENT'
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@@ -1602,17 +1602,6 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
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/**
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* \brief A variable controlling whether the EGL window is allowed to be
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* composited as transparent, rather than opaque.
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*
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* Most window systems will always render windows opaque, even if the surface
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* format has an alpha channel. This is not always true, however, so by default
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* SDL will try to enforce opaque composition. To override this behavior, you
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* can set this hint to "1".
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*/
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#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
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/**
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* \brief If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay.
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*
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@@ -152,6 +152,7 @@ typedef enum
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SDL_WINDOW_KEYBOARD_GRABBED = 0x00100000, /**< window has grabbed keyboard input */
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SDL_WINDOW_VULKAN = 0x10000000, /**< window usable for Vulkan surface */
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SDL_WINDOW_METAL = 0x20000000, /**< window usable for Metal view */
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SDL_WINDOW_TRANSPARENT = 0x40000000, /**< window with transparent buffer */
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} SDL_WindowFlags;
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