You can determine whether a platform supports opacity by testing the return value of SDL_SetWindowOpacity()
or SDL_GetWindowOpacity()
. If these functions fail, the platform or the specific window likely does not support opacity. Here’s an example:
Here’s an example where we test if the platform we’re running on supports opacity:
#include <SDL.h>
#include <iostream>
int main() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL Init Error: "
<< SDL_GetError() << "\n";
return -1;
}
SDL_Window* window = SDL_CreateWindow(
"Opacity Check",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
400, 200, 0
);
if (!window) {
std::cerr << "Window Creation Error: "
<< SDL_GetError() << "\n";
SDL_Quit();
return -1;
}
if (SDL_SetWindowOpacity(window, 0.5f) < 0) {
std::cerr << "Opacity Not Supported: "
<< SDL_GetError() << "\n";
} else {
std::cout << "Opacity Supported!\n";
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
Opacity Not Supported: That operation is not supported
Testing is essential for writing cross-platform code that gracefully handles unsupported features.
Answers to questions are automatically generated and may not have been reviewed.
Discover how to use SDL2 functions for controlling and retrieving window transparency settings.