Merge pull request #87856 from bruvzg/transpbg
Automatically set viewport background to transparent when window flag is set.
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commit
10e111477d
2 changed files with 8 additions and 2 deletions
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@ -675,7 +675,7 @@
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<member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false">
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<member name="transparent" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows.
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If [code]true[/code], the [Window]'s background can be transparent. This is best used with embedded windows.
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[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
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[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, but availability might vary depending on GPU driver, display manager, and compositor capabilities.
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[b]Note:[/b] This property has no effect if either [member ProjectSettings.display/window/per_pixel_transparency/allowed], or the window's [member Viewport.transparent_bg] is set to [code]false[/code].
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[b]Note:[/b] This property has no effect if [member ProjectSettings.display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
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</member>
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</member>
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<member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false">
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<member name="unfocusable" type="bool" setter="set_flag" getter="get_flag" default="false">
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If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible.
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If [code]true[/code], the [Window] can't be focused nor interacted with. It can still be visible.
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@ -484,9 +484,12 @@ void Window::set_flag(Flags p_flag, bool p_enabled) {
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ERR_FAIL_INDEX(p_flag, FLAG_MAX);
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ERR_FAIL_INDEX(p_flag, FLAG_MAX);
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flags[p_flag] = p_enabled;
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flags[p_flag] = p_enabled;
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if (p_flag == FLAG_TRANSPARENT) {
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set_transparent_background(p_enabled);
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}
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if (embedder) {
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if (embedder) {
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embedder->_sub_window_update(this);
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embedder->_sub_window_update(this);
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} else if (window_id != DisplayServer::INVALID_WINDOW_ID) {
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} else if (window_id != DisplayServer::INVALID_WINDOW_ID) {
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if (!is_in_edited_scene_root()) {
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if (!is_in_edited_scene_root()) {
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DisplayServer::get_singleton()->window_set_flag(DisplayServer::WindowFlags(p_flag), p_enabled, window_id);
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DisplayServer::get_singleton()->window_set_flag(DisplayServer::WindowFlags(p_flag), p_enabled, window_id);
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@ -1285,6 +1288,9 @@ void Window::_notification(int p_what) {
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_update_viewport_size(); // Then feed back to the viewport.
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_update_viewport_size(); // Then feed back to the viewport.
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_update_window_callbacks();
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_update_window_callbacks();
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RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_WHEN_VISIBLE);
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RS::get_singleton()->viewport_set_update_mode(get_viewport_rid(), RS::VIEWPORT_UPDATE_WHEN_VISIBLE);
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if (DisplayServer::get_singleton()->window_get_flag(DisplayServer::WindowFlags(FLAG_TRANSPARENT), window_id)) {
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set_transparent_background(true);
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}
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} else {
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} else {
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// Create.
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// Create.
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if (visible) {
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if (visible) {
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