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Add SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY
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@ -1218,6 +1218,17 @@ extern "C" {
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*/
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#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER"
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/**
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* \brief A variable controlling whether the EGL window is allowed to be
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* composited as transparent, rather than opaque.
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*
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* Most window systems will always render windows opaque, even if the surface
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* format has an alpha channel. This is not always true, however, so by default
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* SDL will try to enforce opaque composition. To override this behavior, you
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* can set this hint to "1".
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*/
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#define SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY "SDL_VIDEO_EGL_ALLOW_TRANSPARENCY"
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/**
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* \brief A variable controlling whether the graphics context is externally managed.
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*
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@ -1223,8 +1223,9 @@ SDL_EGL_CreateSurface(_THIS, NativeWindowType nw)
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#ifdef EGL_EXT_present_opaque
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if (SDL_EGL_HasExtension(_this, SDL_EGL_DISPLAY_EXTENSION, "EGL_EXT_present_opaque")) {
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const SDL_bool allow_transparent = SDL_GetHintBoolean(SDL_HINT_VIDEO_EGL_ALLOW_TRANSPARENCY, SDL_FALSE);
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attribs[attr++] = EGL_PRESENT_OPAQUE_EXT;
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attribs[attr++] = EGL_TRUE;
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attribs[attr++] = allow_transparent ? EGL_FALSE : EGL_TRUE;
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}
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#endif
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