Changed 'alphaMask' to 'transparent' per @elmindreda's request.

This commit is contained in:
Cem Karan 2015-12-17 11:25:45 -05:00
parent 69fca03d78
commit c8c7ad249a
6 changed files with 22 additions and 22 deletions

View File

@ -322,9 +322,9 @@ static int translateKey(unsigned int key)
- (BOOL)isOpaque - (BOOL)isOpaque
{ {
// Set to NO even if alphaMask is not used; // Set to NO even if transparent is not used;
// The NSView/GLFWContentView does not need to be opaque anyway, // The NSView/GLFWContentView does not need to be opaque anyway,
// and to avoid keeping track of alphaMask inside the NSView we // and to avoid keeping track of transparent inside the NSView we
// just return NO here instead. // just return NO here instead.
return NO; return NO;
} }
@ -863,7 +863,7 @@ static GLFWbool createWindow(_GLFWwindow* window,
[window->ns.view setWantsBestResolutionOpenGLSurface:YES]; [window->ns.view setWantsBestResolutionOpenGLSurface:YES];
#endif /*_GLFW_USE_RETINA*/ #endif /*_GLFW_USE_RETINA*/
if (wndconfig->alphaMask) if (wndconfig->transparent)
{ {
[window->ns.object setOpaque:NO]; [window->ns.object setOpaque:NO];
[window->ns.object setBackgroundColor:[NSColor clearColor]]; [window->ns.object setBackgroundColor:[NSColor clearColor]];

View File

@ -216,7 +216,7 @@ const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
continue; continue;
} }
if (desired->alphaMask > 0 && current->alphaMask == 0) if (desired->transparent > 0 && current->transparent == 0)
{ {
// Alpha mask is a hard constraint // Alpha mask is a hard constraint
continue; continue;

View File

@ -185,7 +185,7 @@ struct _GLFWwndconfig
GLFWbool focused; GLFWbool focused;
GLFWbool autoIconify; GLFWbool autoIconify;
GLFWbool floating; GLFWbool floating;
GLFWbool alphaMask; GLFWbool transparent;
_GLFWmonitor* monitor; _GLFWmonitor* monitor;
}; };
@ -236,7 +236,7 @@ struct _GLFWfbconfig
int samples; int samples;
GLFWbool sRGB; GLFWbool sRGB;
GLFWbool doublebuffer; GLFWbool doublebuffer;
int alphaMask; int transparent;
// This is defined in the context API's context.h // This is defined in the context API's context.h
_GLFW_PLATFORM_FBCONFIG; _GLFW_PLATFORM_FBCONFIG;

View File

@ -215,7 +215,7 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
return GLFW_FALSE; return GLFW_FALSE;
} }
if (fbconfig->alphaMask) if (fbconfig->transparent)
{ {
GLint opaque = 0; GLint opaque = 0;
[window->context.nsgl.object setValues:&opaque forParameter:NSOpenGLCPSurfaceOpacity]; [window->context.nsgl.object setValues:&opaque forParameter:NSOpenGLCPSurfaceOpacity];

View File

@ -236,8 +236,8 @@ static GLFWbool choosePixelFormat(_GLFWwindow* window,
u->doublebuffer = GLFW_TRUE; u->doublebuffer = GLFW_TRUE;
} }
// always able to create alpha mask on win // always able to create transparent windows on Windows
u->alphaMask = desired->alphaMask; u->transparent = desired->transparent;
u->wgl = n; u->wgl = n;
usableCount++; usableCount++;

View File

@ -135,14 +135,14 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
fbconfig = _glfw.hints.framebuffer; fbconfig = _glfw.hints.framebuffer;
ctxconfig = _glfw.hints.context; ctxconfig = _glfw.hints.context;
wndconfig = _glfw.hints.window; wndconfig = _glfw.hints.window;
fbconfig.alphaMask = _glfw.hints.framebuffer.alphaMask ? GLFW_TRUE : GLFW_FALSE; fbconfig.transparent = _glfw.hints.framebuffer.transparent ? GLFW_TRUE : GLFW_FALSE;
wndconfig.width = width; wndconfig.width = width;
wndconfig.height = height; wndconfig.height = height;
wndconfig.title = title; wndconfig.title = title;
wndconfig.monitor = (_GLFWmonitor*) monitor; wndconfig.monitor = (_GLFWmonitor*) monitor;
ctxconfig.share = (_GLFWwindow*) share; ctxconfig.share = (_GLFWwindow*) share;
wndconfig.alphaMask = _glfw.hints.framebuffer.alphaMask ? GLFW_TRUE : GLFW_FALSE; wndconfig.transparent = _glfw.hints.framebuffer.transparent ? GLFW_TRUE : GLFW_FALSE;
if (ctxconfig.share) if (ctxconfig.share)
{ {
@ -179,7 +179,7 @@ GLFWAPI GLFWwindow* glfwCreateWindow(int width, int height,
window->decorated = wndconfig.decorated; window->decorated = wndconfig.decorated;
window->autoIconify = wndconfig.autoIconify; window->autoIconify = wndconfig.autoIconify;
window->floating = wndconfig.floating; window->floating = wndconfig.floating;
window->transparent = wndconfig.alphaMask; window->transparent = wndconfig.transparent;
window->cursorMode = GLFW_CURSOR_NORMAL; window->cursorMode = GLFW_CURSOR_NORMAL;
// Save the currently current context so it can be restored later // Save the currently current context so it can be restored later
@ -268,7 +268,7 @@ void glfwDefaultWindowHints(void)
_glfw.hints.framebuffer.depthBits = 24; _glfw.hints.framebuffer.depthBits = 24;
_glfw.hints.framebuffer.stencilBits = 8; _glfw.hints.framebuffer.stencilBits = 8;
_glfw.hints.framebuffer.doublebuffer = GLFW_TRUE; _glfw.hints.framebuffer.doublebuffer = GLFW_TRUE;
_glfw.hints.framebuffer.alphaMask = GLFW_FALSE; _glfw.hints.framebuffer.transparent = GLFW_FALSE;
// The default is to select the highest available refresh rate // The default is to select the highest available refresh rate
_glfw.hints.refreshRate = GLFW_DONT_CARE; _glfw.hints.refreshRate = GLFW_DONT_CARE;
@ -320,7 +320,7 @@ GLFWAPI void glfwWindowHint(int target, int hint)
_glfw.hints.framebuffer.doublebuffer = hint ? GLFW_TRUE : GLFW_FALSE; _glfw.hints.framebuffer.doublebuffer = hint ? GLFW_TRUE : GLFW_FALSE;
break; break;
case GLFW_TRANSPARENT: case GLFW_TRANSPARENT:
_glfw.hints.framebuffer.alphaMask = hint; _glfw.hints.framebuffer.transparent = hint;
break; break;
case GLFW_SAMPLES: case GLFW_SAMPLES:
_glfw.hints.framebuffer.samples = hint; _glfw.hints.framebuffer.samples = hint;