Add transparent undecorated window example
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examples/transparent_undecorated_window.py
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199
examples/transparent_undecorated_window.py
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"""
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Requirements:
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- raylib
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- pytweening
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- glm
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Windows-Only Requirements:
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- win32gui
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- win32con
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- pywintypes
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"""
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import sys, time
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import glm
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import pytweening as tween
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import screeninfo
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from raylib.dynamic import raylib as rl, ffi
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from raylib.colors import *
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Vec2 = lambda p: glm.vec2(p.x, p.y)
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CTM = lambda: round(time.perf_counter() * 1000)
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monitors = screeninfo.get_monitors()
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drag = False
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offset = Vec2(rl.GetMousePosition())
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width = height = 160
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window_vel = glm.vec2()
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window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height)
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rl.SetConfigFlags(
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rl.FLAG_WINDOW_TRANSPARENT
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| rl.FLAG_WINDOW_UNDECORATED
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| rl.FLAG_VSYNC_HINT
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| rl.FLAG_MSAA_4X_HINT
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)
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rl.InitWindow(width, height, b'')
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rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
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#rl.SetTargetFPS(500)
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target = rl.LoadRenderTexture(width, height)
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# Top-Level Window Support Only On Windows
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if sys.platform == 'win32':
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import win32gui, win32con, pywintypes
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# Set window to always top without moving it
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win32gui.SetWindowPos(
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pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())),
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win32con.HWND_TOPMOST,
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0, 0, 0, 0,
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win32con.SWP_NOSIZE | win32con.SWP_NOMOVE
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)
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#tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade
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trans = 155
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elapsed = CTM()
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# Generate an 'L' pattern with pixels
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awd = rl.LoadTextureFromImage(rl.LoadImageEx(
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[
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WHITE, WHITE,
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WHITE, [0] * 4
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],
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2, 2
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))
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# start1 = [0, 0] ; end1 = [16, 16]
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# start2 = [0, 160] ; end2 = [16, 144]
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# start3 = [160, 160]; end3 = [144, 144]
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# start4 = [160, 0] ; end4 = [144, 16]
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start1 = [0, 0] ; end1 = [8, 8]
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start2 = [0, 160] ; end2 = [8, 152]
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start3 = [160, 160]; end3 = [152, 152]
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start4 = [160, 0] ; end4 = [152, 8]
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while not rl.WindowShouldClose():
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frame_start_time = CTM()
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elapsed += 2 * rl.GetFrameTime()
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if elapsed > 1.0:
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elapsed = 0
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start1, end1 = end1, start1
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start2, end2 = end2, start2
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start3, end3 = end3, start3
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start4, end4 = end4, start4
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mouse_pos = Vec2(rl.GetMousePosition())
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if rl.IsKeyReleased(rl.KEY_ENTER):
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window_pos = glm.vec2()
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window_vel = glm.vec2()
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if rl.CheckCollisionPointRec(list(mouse_pos), [0, 0, width, height]):
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if rl.IsMouseButtonPressed(rl.MOUSE_LEFT_BUTTON):
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drag = True
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offset = mouse_pos
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trans = 255
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else:
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trans = 255
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#mouse_pos += window_vel
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window_vel *= glm.vec2(0.9, 0.9)
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if glm.length(window_vel):
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window_pos += window_vel
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#rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
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# Find which monitor the square is *currently within*
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wposx = window_pos.x + width // 2
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wposy = window_pos.y + height // 2
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found = False
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for monitor in reversed(monitors):
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if wposx > monitor.x and wposx < monitor.x + monitor.width:
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if wposy > monitor.y and wposy < monitor.y + monitor.height:
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found = True
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break
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# If it is out of bounds, find the closest one
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if not found:
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sorted_monitors = list(
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sorted(
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monitors,
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key=lambda m: (m.x + m.width // 2) - window_pos.x + (m.y + m.height // 2) - window_pos.y
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)
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)
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monitor = sorted_monitors[0]
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# Constrain window to bounds
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window_pos.x = max(monitor.x, window_pos.x)
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window_pos.x = min(monitor.x + monitor.width - width, window_pos.x)
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window_pos.y = max(monitor.y, window_pos.y)
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window_pos.y = min(monitor.y + monitor.height - height, window_pos.y)
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# Set here to "snap" and don't to enable "floating" back into position
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if not drag:
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rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
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if drag:
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window_pos += mouse_pos - offset
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drag = not rl.IsMouseButtonReleased(rl.MOUSE_LEFT_BUTTON)
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rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
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if not drag:
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window_vel = (mouse_pos - offset) * glm.vec2(1, 0.6) * 0.8
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if any(glm.isnan(window_vel)):
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window_vel = glm.vec2()
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rl.BeginDrawing()
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rl.ClearBackground([0] * 4)
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rl.BeginTextureMode(target)
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rl.ClearBackground([0] * 4)
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rl.DrawRectangle(0, 0, width, height, [0] * 4)
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rl.DrawTextureEx(
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awd, tween.getPointOnLine(*start1, *end1, tween.easeInOutQuad(elapsed)), 0, 32,
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[255, 200, 0, trans] # Yellow
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)
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rl.DrawTextureEx(
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awd, tween.getPointOnLine(*start2, *end2, tween.easeInOutQuad(elapsed)), -90, 32,
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[255, 0, 55, trans] # Red
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)
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rl.DrawTextureEx(
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awd, tween.getPointOnLine(*start3, *end3, tween.easeInOutQuad(elapsed)), -180, 32,
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[100, 200, 55, trans] # Green
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)
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rl.DrawTextureEx(
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awd, tween.getPointOnLine(*start4, *end4, tween.easeInOutQuad(elapsed)), 90, 32,
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[55, 155, 255, trans] # Blue
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)
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rl.EndTextureMode()
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rl.DrawTexturePro(
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target.texture,
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[0, 0, width, -height],
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[0, 0, width, height],
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[0, 0],
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0,
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WHITE
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)
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for i in range(1000):
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rl.DrawTextureEx(awd, [-32, -32], 0, 32, WHITE)
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#rl.DrawFPS(0, 0)
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rl.EndDrawing()
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# Sleep any leftover millis
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time_taken = CTM() - frame_start_time
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if time_taken < 1000 / 60:
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time.sleep((1000 / 60 - time_taken) / 1000)
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