#include <SFML/Graphics.hpp>
#if _WIN32_WINNT < 0x0501
#define _WIN32_WINNT 0x0501
#endif
#include <windows.h>
// Set part of the window that can be clicked by removing fully transparent pixels from the region
void setShape(HWND hWnd, const sf::Image& image)
{
const sf::Uint8* pixelData = image.getPixelsPtr();
HRGN hRegion = CreateRectRgn(0, 0, image.getSize().x, image.getSize().y);
for (unsigned int y = 0; y < image.getSize().y; y++)
{
for (unsigned int x = 0; x < image.getSize().x; x++)
{
if (pixelData[y * image.getSize().x * 4 + x * 4 + 3] == 0)
{
HRGN hRegionPixel = CreateRectRgn(x, y, x+1, y+1);
CombineRgn(hRegion, hRegion, hRegionPixel, RGN_XOR);
DeleteObject(hRegionPixel);
}
}
}
SetWindowRgn(hWnd, hRegion, true);
DeleteObject(hRegion);
}
int main()
{
// Change this if you want to apply transparency on top of the one already in the image
const sf::Uint8 alpha = 0xff;
// Load an image with transparent parts that will be drawn to the screen
sf::Image image;
image.loadFromFile("image.png");
// Create the window and center it on the screen
sf::RenderWindow window(sf::VideoMode(image.getSize().x, image.getSize().y, 32), "Transparent Window", sf::Style::None);
window.setPosition(sf::Vector2i((sf::VideoMode::getDesktopMode().width - image.getSize().x) / 2,
(sf::VideoMode::getDesktopMode().height - image.getSize().y) / 2));
HWND hWnd = window.getSystemHandle();
// Full transparent pixels should not be part of the window
setShape(hWnd, image);
// Create a DC for our bitmap
HDC hdcWnd = GetDC(hWnd);
HDC hdc = CreateCompatibleDC(hdcWnd);
// The window has to be layered if you want transparency
SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED);
// Create our DIB section and select the bitmap into the DC
void* pvBits;
BITMAPINFO bmi;
ZeroMemory(&bmi, sizeof(BITMAPINFO));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = image.getSize().x;
bmi.bmiHeader.biHeight = image.getSize().y;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32; // four 8-bit components
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = image.getSize().x * image.getSize().y * 4;
HBITMAP hbitmap = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS, &pvBits, NULL, 0x0);
SelectObject(hdc, hbitmap);
// Copy the pixels from the image to the bitmap (but pre-multiply the alpha value)
const sf::Uint8* pixelData = image.getPixelsPtr();
for (unsigned int y = 0; y < image.getSize().y; ++y)
{
for (unsigned int x = 0; x < image.getSize().x; ++x)
{
float fAlphaFactor = (float)pixelData[y * image.getSize().x * 4 + x * 4 + 3] / (float)0xff;
((UINT32 *)pvBits)[x + (image.getSize().y - y - 1) * image.getSize().x]
= (pixelData[y * image.getSize().x * 4 + x * 4 + 3] << 24) | //0xaa000000
((UCHAR)(pixelData[y * image.getSize().x * 4 + x * 4] * fAlphaFactor) << 16) | //0x00rr0000
((UCHAR)(pixelData[y * image.getSize().x * 4 + x * 4 + 1] * fAlphaFactor) << 8) | //0x0000gg00
((UCHAR)(pixelData[y * image.getSize().x * 4 + x * 4 + 2] * fAlphaFactor)); //0x000000bb
}
}
// Put the image on the screen
POINT ptSrc = {0, 0};
SIZE sizeWnd = {(long)image.getSize().x, (long)image.getSize().y};
BLENDFUNCTION bf;
bf.BlendOp = AC_SRC_OVER;
bf.BlendFlags = 0;
bf.AlphaFormat = AC_SRC_ALPHA;
bf.SourceConstantAlpha = alpha;
UpdateLayeredWindow(hWnd, NULL, NULL, &sizeWnd, hdc, &ptSrc, 0, &bf, ULW_ALPHA);
// Cleanup
DeleteObject(hbitmap);
DeleteDC(hdc);
DeleteDC(hdcWnd);
// Main loop that handles the events but does not draw anything
while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed || (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape))
window.close();
}
// Don't waste CPU time
sf::sleep(sf::milliseconds(10));
}
}