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@@ -47,14 +47,20 @@
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typedef HRESULT (WINAPI *DwmSetWindowAttribute_t)(HWND hwnd, DWORD dwAttribute, LPCVOID pvAttribute, DWORD cbAttribute);
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/* Transparent window support */
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+#ifndef DWM_BB_ENABLE
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+#define DWM_BB_ENABLE 0x00000001
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+#endif
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+#ifndef DWM_BB_BLURREGION
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+#define DWM_BB_BLURREGION 0x00000002
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+#endif
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typedef struct
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{
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- int left_width;
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- int right_width;
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- int top_height;
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- int bottom_height;
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-} MARGINS;
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-typedef HRESULT (WINAPI *DwmExtendFrameIntoClientArea_t)(HWND hwnd, const MARGINS *pMarInSet);
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+ DWORD flags;
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+ BOOL enable;
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+ HRGN blur_region;
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+ BOOL transition_on_maxed;
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+} DWM_BLURBEHIND;
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+typedef HRESULT(WINAPI *DwmEnableBlurBehindWindow_t)(HWND hwnd, const DWM_BLURBEHIND *pBlurBehind);
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/* Windows CE compatibility */
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#ifndef SWP_NOCOPYBITS
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@@ -593,25 +599,29 @@ int WIN_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window)
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ShowWindow(hwnd, SW_SHOWMINNOACTIVE);
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}
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- if (!(window->flags & SDL_WINDOW_OPENGL)) {
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- return 0;
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- }
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-
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- /* Only OpenGL has transparent framebuffer which is handled by above */
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- /* FIXME: Transparent window support for renderers other than OpenGL possible? */
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+ /* FIXME: does not work on all hardware configurations with different renders (i.e. hybrid GPUs) */
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if (window->flags & SDL_WINDOW_TRANSPARENT) {
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void *handle = SDL_LoadObject("dwmapi.dll");
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if (handle) {
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- DwmExtendFrameIntoClientArea_t DwmExtendFrameIntoClientAreaFunc = (DwmExtendFrameIntoClientArea_t)SDL_LoadFunction(handle, "DwmExtendFrameIntoClientArea");
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- if (DwmExtendFrameIntoClientAreaFunc) {
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- /* Negative margins create "sheet of glass" effect, thus transparent */
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- MARGINS margins = {-1, -1, -1, -1};
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- DwmExtendFrameIntoClientAreaFunc(hwnd, &margins);
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+ DwmEnableBlurBehindWindow_t DwmEnableBlurBehindWindowFunc = (DwmEnableBlurBehindWindow_t)SDL_LoadFunction(handle, "DwmEnableBlurBehindWindow");
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+ if (DwmEnableBlurBehindWindowFunc) {
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+ /* The region indicates which part of the window will be blurred and rest will be transparent. This
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+ is because the alpha value of the window will be used for non-blurred areas
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+ We can use (-1, -1, 0, 0) boundary to make sure no pixels are being blurred
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+ */
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+ HRGN rgn = CreateRectRgn(-1, -1, 0, 0);
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+ DWM_BLURBEHIND bb = {DWM_BB_ENABLE | DWM_BB_BLURREGION, TRUE, rgn, FALSE};
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+ DwmEnableBlurBehindWindowFunc(hwnd, &bb);
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+ DeleteObject(rgn);
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}
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SDL_UnloadObject(handle);
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}
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}
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+ if (!(window->flags & SDL_WINDOW_OPENGL)) {
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+ return 0;
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+ }
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+
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/* The rest of this macro mess is for OpenGL or OpenGL ES windows */
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#ifdef SDL_VIDEO_OPENGL_ES2
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if ((_this->gl_config.profile_mask == SDL_GL_CONTEXT_PROFILE_ES ||
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