Added SDL_SetWindowOpacity() and SDL_GetWindowOpacity().
This is currently implemented for X11, Cocoa, Windows, and DirectFB. This patch is based on work in Unreal Engine 4's fork of SDL, compliments of Epic Games. --HG-- extra : amend_source : 99ddce333d2a4de7d59adb88d5059b34d731d907 extra : histedit_source : 012e8cb2f7822cd55cbbc124f642ccc530e3f75b%2Cbddf95ecf18ca97e1e3d7840971ef14ca739c9da
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@ -1368,6 +1368,24 @@ SDLTest_CommonEvent(SDLTest_CommonState * state, SDL_Event * event, int *done)
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}
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}
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break;
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case SDLK_o:
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if (withControl) {
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/* Ctrl-O (or Ctrl-Shift-O) changes window opacity. */
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SDL_Window *window = SDL_GetWindowFromID(event->key.windowID);
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if (window) {
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float opacity;
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if (SDL_GetWindowOpacity(window, &opacity) == 0) {
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if (withShift) {
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opacity += 0.20f;
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} else {
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opacity -= 0.20f;
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}
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SDL_SetWindowOpacity(window, opacity);
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}
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}
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}
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break;
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case SDLK_c:
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if (withControl) {
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/* Ctrl-C copy awesome text! */
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