I am trying to create an SDL window which is by itself fully transparent, but when an image is rendered onto it, the image is fully opaque and the alpha channel of the image is conserved (so the transparent pixels of the image remain transparent). So the result would be just an image on the screen, with no container around it (Imagine sticking a real-life sticker on your screen)
So here is the simplified code for that:
#include <stdio.h>
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_syswm.h>
#include <iostream>
#include <Windows.h>
#include <string>
SDL_Window* window;
SDL_Renderer* renderer;
SDL_Texture* image;
int imageWidth = 0;
int imageHeight = 0;
bool init()
{
//Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
return false;
}
//Set texture filtering to linear
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
{
printf("Warning: Linear texture filtering not enabled!");
}
//Create window
window = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 500, 300, SDL_WINDOW_SHOWN | SDL_WINDOW_BORDERLESS);
if (window == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
return false;
}
//Create renderer for window
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
return false;
}
//Initialize renderer color
SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255);
//Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
return false;
}
return true;
}
bool loadImage(const std::string& path)
{
//The final texture
SDL_Texture* newImage = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load(path.c_str());
if (!loadedSurface)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
return false;
}
//Create texture from surface pixels
newImage = SDL_CreateTextureFromSurface(renderer, loadedSurface);
if (!newImage)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
return false;
}
imageWidth = loadedSurface->w;
imageHeight = loadedSurface->h;
//Get rid of old loaded surface
SDL_FreeSurface(loadedSurface);
image = newImage;
return true;
}
void displayImage()
{
SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255);
SDL_RenderClear(renderer);
SDL_SetWindowSize(window, imageWidth, imageHeight);
SDL_Rect renderQuad = { 0, 0, imageWidth, imageHeight };
SDL_RenderCopy(renderer, image, NULL, &renderQuad);
SDL_RenderPresent(renderer);
}
// Makes a window transparent by setting a transparency color.
bool windowColorKey(SDL_Window* window, COLORREF colorKey) {
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version); // Initialize wmInfo
SDL_GetWindowWMInfo(window, &wmInfo);
HWND hWnd = wmInfo.info.win.window;
// Change window type to layered
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED);
// Set transparency color
return SetLayeredWindowAttributes(hWnd, colorKey, 0, LWA_COLORKEY);
}
int main(int argc, char* args[]) {
// Initialize SDL: Create a window and renderer
init();
// Load the image
loadImage("example.png");
// Color key the background of the window (magenta)
windowColorKey(window, RGB(255, 0, 255));
// Render the image on the widnow with magenta for backround color
displayImage();
// Check for events
bool windowActive = true;
SDL_Event event;
while (windowActive)
{
while (SDL_PollEvent(&event) != 0)
{
if (event.type == SDL_QUIT || event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) { windowActive = false; }
}
}
return 0;
}
Using SDL_SetWindowOpacity() won't work because all the elements of the window transparent too.
For now the only way I know to achieve this goal is using color keying, but unfortunately it doesn't work that well, since some of the images will contain the color you use for color keying, and additionally the images will have a small border of the color you used for color keying all around the image. It's thin but annoying.
I am thinking of using the features of a layered window in some other way but cannot find or understand how to.
So, the question is how to make the window itself fully transparent, while having full control over the transparency of the elements of the window?