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@meuchel
Last active October 16, 2023 16:40
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Create transparent native linux x11 xlib openGL window and use it with SDL2 or SDL_GPU. All events are handled by SDL_PollEvent
#include "sdlx11.hpp"
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#include <X11/extensions/Xrender.h>
#include <GL/glx.h>
#include <SDL2/SDL.h>
SDL_Window*
SDLx11::SDL_CreateWindowEx(const char *title, int x, int y, int w, int h, bool fullscreen, double frame_alpha)
{
xdisplay_ = XOpenDisplay(0);
const char *xserver = getenv("DISPLAY");
if (xdisplay_ == 0)
{
fprintf(stderr, "Could not establish a connection to X-server '%s'\n", xserver);
exit(1);
}
// query Visual for "TrueColor" and 32 bits depth (RGBA)
static int visualData[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_ALPHA_SIZE, 8,
GLX_DEPTH_SIZE, 16,
None};
XVisualInfo *visual;
XRenderPictFormat *pict_format;
int numfbconfigs;
GLXFBConfig fbconfig = 0, *fbconfigs = glXChooseFBConfig(xdisplay_, DefaultScreen(xdisplay_), visualData, &numfbconfigs);
for (int i = 0; i < numfbconfigs; i++)
{
visual = (XVisualInfo*) glXGetVisualFromFBConfig(xdisplay_, fbconfigs[i]);
if (!visual)
continue;
pict_format = XRenderFindVisualFormat(xdisplay_, visual->visual);
if (!pict_format)
continue;
fbconfig = fbconfigs[i];
if (pict_format->direct.alphaMask > 0)
break;
}
if (!fbconfig)
{
fprintf(stderr, "No matching FB config found!");
exit(1);
}
// create transparent window
XSetWindowAttributes attr;
attr.colormap = XCreateColormap(xdisplay_, RootWindow(xdisplay_, visual->screen), visual->visual, AllocNone);
// make sure to select same event_mask as SDL would do to be able to handle them in our xevent procedure
attr.event_mask = FocusChangeMask | EnterWindowMask | LeaveWindowMask |
ExposureMask | ButtonPressMask | ButtonReleaseMask |
PointerMotionMask | KeyPressMask | KeyReleaseMask |
PropertyChangeMask | StructureNotifyMask |
ButtonPressMask | ButtonReleaseMask | KeymapStateMask;
attr.background_pixmap = None;
attr.border_pixel = 0;
attr.override_redirect = True;
xwindow_ = XCreateWindow(xdisplay_, DefaultRootWindow(xdisplay_),
x, y, w, h, // x,y,width,height : are possibly opverwriteen by window manager
0,
visual->depth,
InputOutput,
visual->visual,
CWColormap | CWEventMask | CWBackPixmap | CWBorderPixel,
&attr);
XCreateGC(xdisplay_, xwindow_, 0, 0);
// set title bar name of window
XStoreName(xdisplay_, xwindow_, title);
// say window manager which position we would prefer
XSizeHints sizehints;
sizehints.flags = PPosition | PSize;
sizehints.x = x;
sizehints.y = y;
sizehints.width = w;
sizehints.height = h;
XSetWMNormalHints(xdisplay_, xwindow_, &sizehints);
// Switch On If user pressed close key let window manager only send notification
Atom wm_delete_window = XInternAtom(xdisplay_, "WM_DELETE_WINDOW", 0);
XSetWMProtocols(xdisplay_, xwindow_, &wm_delete_window, 1);
// create OpenGL context
// oldstyle context:
// GLXContext glcontext = glXCreateContext(xdisplay_, visual, NULL, True);
// New style:
#define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092
typedef GLXContext (*GLXCREATECONTEXTATTRIBSARBPROC)(Display*, GLXFBConfig, GLXContext, Bool, const int*);
GLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB =
(GLXCREATECONTEXTATTRIBSARBPROC) glXGetProcAddress((const GLubyte*)"glXCreateContextAttribsARB");
int attribs[] = { // change it for your needs
GLX_CONTEXT_MAJOR_VERSION_ARB, 2,
GLX_CONTEXT_MINOR_VERSION_ARB, 1,
0};
GLXContext glcontext = glXCreateContextAttribsARB(xdisplay_, fbconfig, 0, true, attribs);
if (!glcontext)
{
fprintf(stderr, "X11 server '%s' does not support OpenGL\n", xserver);
exit(1);
}
if (! glXMakeCurrent(xdisplay_, xwindow_, glcontext))
{
fprintf(stderr, "OpenGL glXMakeCurrent failed!\n");
exit(1);
}
// make title bar transparent as well
unsigned long opacity = (unsigned long)(0xFFFFFFFFul * frame_alpha);
Atom XA_NET_WM_WINDOW_OPACITY = XInternAtom(xdisplay_, "_NET_WM_WINDOW_OPACITY", False);
XChangeProperty(xdisplay_, xwindow_, XA_NET_WM_WINDOW_OPACITY, XA_CARDINAL, 32,
PropModeReplace, (unsigned char *) &opacity, 1L);
// now let the window appear to the user
XMapWindow(xdisplay_, xwindow_);
glXSwapBuffers(xdisplay_, xwindow_);
if (fullscreen)
{
Atom wm_state = XInternAtom(xdisplay_, "_NET_WM_STATE", false);
Atom fullscreen = XInternAtom(xdisplay_, "_NET_WM_STATE_FULLSCREEN", false);
XEvent xev;
memset(&xev, 0, sizeof(xev));
xev.type = ClientMessage;
xev.xclient.window = xwindow_;
xev.xclient.message_type = wm_state;
xev.xclient.format = 32;
xev.xclient.data.l[0] = 1;
xev.xclient.data.l[1] = fullscreen;
xev.xclient.data.l[2] = 0;
// didn't check yet for multiple monitors, this snipped may help to start enabling this
//Atom fullmons = XInternAtom(xdisplay_, "_NET_WM_FULLSCREEN_MONITORS", False);
//XEvent xev;
//memset(&xev, 0, sizeof(xev));
//xev.type = ClientMessage;
//xev.xclient.window = xwindow_;
//xev.xclient.message_type = fullmons;
//xev.xclient.format = 32;
//xev.xclient.data.l[0] = 0; /* your topmost monitor number */
//xev.xclient.data.l[1] = 0; /* bottommost */
//xev.xclient.data.l[2] = 0; /* leftmost */
//xev.xclient.data.l[3] = 1; /* rightmost */
//xev.xclient.data.l[4] = 0; /* source indication */
XSendEvent(xdisplay_, DefaultRootWindow(xdisplay_), false,
SubstructureRedirectMask | SubstructureNotifyMask, &xev);
}
sdl_window_ = SDL_CreateWindowFrom((void *)xwindow_);
if (sdl_window_ == NULL)
{
fprintf(stderr, "SDL error SDL_CreateWindowFrom: %s\n", SDL_GetError());
exit(1);
}
SDL_ShowWindow(sdl_window_);
// SDL_CreateWindowFrom use its own xdisplay, so manipulate mask accordingly that SDL_PollEvent will handle our events
// Button*Mask events are private and can not be set here and must be handled later in our xevent proc.
XSetWindowAttributes attributes;
SDL_VERSION(&sdlSysWMinfo_.version);
SDL_GetWindowWMInfo(sdl_window_, &sdlSysWMinfo_);
attributes.event_mask = FocusChangeMask | EnterWindowMask | LeaveWindowMask |
ExposureMask | KeyPressMask | KeyReleaseMask | PointerMotionMask |
PropertyChangeMask | StructureNotifyMask | KeymapStateMask
/*| ButtonPressMask | ButtonReleaseMask*/;
XChangeWindowAttributes(sdlSysWMinfo_.info.x11.display, sdlSysWMinfo_.info.x11.window, CWEventMask, &attributes);
XFlush(sdlSysWMinfo_.info.x11.display);
return sdl_window_;
}
SDL_Renderer*
SDLx11::SDL_Create(const char *title, int x, int y, int w, int h, Uint32 render_flags, bool fullscreen, double frame_alpha)
{
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
fprintf(stderr, "SDL error SDL_Init: %s\n", SDL_GetError());
exit(1);
}
SDL_Window *win = SDL_CreateWindowEx(title, x, y, w, h, fullscreen, frame_alpha);
renderer_ = SDL_CreateRenderer(win, -1, render_flags);
if (renderer_ == NULL)
{
fprintf(stderr, "SDL error SDL_CreateRenderer: %s\n", SDL_GetError());
exit(1);
}
return renderer_;
}
void SDLx11::SDL_Destroy()
{
if (renderer_) SDL_DestroyRenderer(renderer_);
if (xwindow_) XDestroyWindow(xdisplay_, (Window) xwindow_);
if (xdisplay_) XCloseDisplay(xdisplay_);
xdisplay_ = NULL;
xwindow_ = 0;
renderer_ = NULL;
sdl_window_ = NULL;
}
int SDLx11::SDL_PollEvent(SDL_Event* e)
{
// just handle a few window messages and mouse button/wheel for SDL, the rest should be handled by SDL
while (xdisplay_ && XPending(xdisplay_) > 0)
{
XEvent event;
XNextEvent(xdisplay_, &event);
// handle mouse button and wheel events and pass them SDL
if (event.type==ButtonPress || event.type==ButtonRelease)
{
SDL_Event sdlevent;
int button = event.xbutton.button;
if (button > 3 && button < 8)
{ // wheel X buttons 4-7
if (event.type == ButtonRelease)
{
int xticks = 0, yticks = 0;
switch (button) {
case 4: yticks = 1; break;
case 5: yticks = -1; break;
case 6: xticks = 1; break;
case 7: xticks = -1; break;
}
sdlevent.type = SDL_MOUSEWHEEL;
sdlevent.wheel.windowID = SDL_GetWindowID(sdl_window_);
sdlevent.wheel.which = 0;
sdlevent.wheel.x = xticks;
sdlevent.wheel.y = yticks;
sdlevent.wheel.direction = button&1 ? SDL_MOUSEWHEEL_FLIPPED : SDL_MOUSEWHEEL_NORMAL;
SDL_PushEvent(&sdlevent);
}
}
else
{ // the other X mouse buttons, sort 4-7 out and reorder buttons above 7
if (button > 7) button -= (8-SDL_BUTTON_X1);
sdlevent.button.button = button;
sdlevent.button.windowID = SDL_GetWindowID(sdl_window_);
sdlevent.type = event.type==ButtonPress ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
SDL_PushEvent(&sdlevent);
}
}
switch (event.type)
{
case ClientMessage: // now handle SDL_WINDOWEVENT
if (event.xclient.message_type == XInternAtom(xdisplay_, "WM_PROTOCOLS", 1)
&& event.xclient.data.l[0] == (int) XInternAtom(xdisplay_, "WM_DELETE_WINDOW", 1))
{ // SDL_WINDOWEVENT_CLOSE / SDL_QUIT
SDL_Event sdlevent;
sdlevent.window.windowID = SDL_GetWindowID(sdl_window_);
sdlevent.type = SDL_WINDOWEVENT;
sdlevent.window.event = SDL_WINDOWEVENT_CLOSE;
SDL_PushEvent(&sdlevent);
sdlevent.type = SDL_QUIT;
SDL_PushEvent(&sdlevent);
}
break;
// ...
}
}
// call and return SDLs SDL_PollEvent for the other events
return ::SDL_PollEvent(e);
}
/*
* Under e.g. Ubuntu 20.04 xwindow events are not fired by SDL when using SDL_CreateWindowFrom with native x11 xlib window.
* It's needed to do things manually to accomplish this.
* This class creates a native transparent openGL enabled xlib window and associates it to a SDL_Window.
* Additionally a custom SDL_PollEvent is available which should handle almost all usual SDL events.
* Xevents can be retrieved also parallel using the event procedure.
* To get mouse state incl. button SDL_GetGlobalMouseState must be used instead of SDL_GetMouseState!
* This class works too with the SDL_GPU library.
* This class depends on addtional libraries: xlib, xrender, SDL2, glx and if you want to use it sdl-gpu
* It was tested and worked with Ubuntu 20.04, SDL 2.0.13, sdl-gpu 0.12.0
* It works even with ImGui docking branch with imgui_impl_opengl3.h
* All events inklusive clipboard are working (a small patch is maybe neccessary, see above: To get mouse state... ).
* To use it create an own class and derive it from this class
*
* EXAMPLE:
#include <SDL2/SDL.h>
#include "sdlx11.hpp"
//#define USE_SDL_GPU_LIB
#ifdef USE_SDL_GPU_LIB
#include <SDL_gpu.h>
#endif
class MySDLx11App : public SDLx11
{
#ifdef USE_SDL_GPU_LIB
GPU_Target* screen_;
#endif
public:
void run()
{
SDL_Event event;
bool done = false;
SDL_Create("Transparent native xlib window with SDL2 & openGL (hit escape to leave)",
0, 0, 1280, 720, 0, false, 1.0f);
#ifdef USE_SDL_GPU_LIB
GPU_SetInitWindow(SDL_GetWindowID(sdl_window_));
screen_ = GPU_Init(1280, 720, GPU_DEFAULT_INIT_FLAGS);
#endif
while (!done)
{
while (SDL_PollEvent(&event)) // use custom SDL_PollEvent from base class as usual
{
printf("SDL_PollEvent got event %d\n", event.type);
if (event.type == SDL_QUIT
|| (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE))
done = true;
}
#ifdef USE_SDL_GPU_LIB
GPU_ClearRGBA(screen_, 0, 0, 0, 0);
// draw easter egg
GPU_EllipseFilled(screen_, 200, 200, 100, 70, 90.0f, {136, 78, 160, 255});
GPU_Flip(screen_);
#else // usual SDL
// play around with background color and alpha value, see frame_alpha value in function SDL_Create as well
SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 0);
SDL_RenderClear(renderer_);
// draw solid blue rect
SDL_Rect r = {100, 100, 100, 100};
SDL_SetRenderDrawColor(renderer_, 0, 0, 255, 255);
SDL_RenderFillRect(renderer_, &r);
SDL_RenderPresent(renderer_);
#endif
SDL_Delay(1000 / 60);
}
}
};
int main(int argc, char** argv)
{
MySDLx11App app;
app.run();
return 0;
}
*/
#pragma once
#include <X11/Xlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
class SDLx11
{
protected:
Display* xdisplay_;
Window xwindow_;
SDL_Renderer* renderer_;
SDL_Window* sdl_window_;
SDL_SysWMinfo sdlSysWMinfo_; // get access to SDLs xdisplay
public:
SDLx11() : xdisplay_(NULL), xwindow_(0), renderer_(NULL), sdl_window_(NULL)
{ memset(&sdlSysWMinfo_, 0, sizeof(SDL_SysWMinfo)); }
virtual ~SDLx11() { SDL_Destroy(); }
// create window & renderer
SDL_Renderer*
SDL_Create(
const char *title,
int x, int y, int w, int h,
Uint32 render_flags = 0,
bool fullscreen = false,
double frame_alpha = 1.0);
// create just window
SDL_Window*
SDL_CreateWindowEx(
const char *title,
int x, int y, int w, int h,
bool fullscreen = false,
double frame_alpha = 1.0);
void SDL_Destroy();
int SDL_PollEvent(SDL_Event*);
};
@mcfiredrill
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Which part of this makes the window transparent?

@meuchel
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meuchel commented Oct 16, 2023

Cant remember exactly but it creates a) a XWindow with no background b) turn window caption transparent (if desired). Transparency of main window is all related to Xlib and it has nothing to do with SDL or SDL-gpu. This only works native on a linux host. It will not work if you forward the display e.g. to use it under Windows or any other computer.

@mcfiredrill
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@meuchel thanks I'll try this out!

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