- Use a single `lab_scene_rect` for both overlay background and outlines,
like I described in the TODO comment in ffd4005.
- Simplify the resource management by destroying the overlay tree when
it's hidden. I think its overhead is pretty minimal.
- Share a single `lab_scene_rect` for both region/edge overlays.
I like the new common/edge.h. I don't like how inconsistently we use it.
Current situation:
- enum wlr_edges and wlr_direction are designed to be used as bitset,
and are defined compatibly
- enum lab_edge is *also* designed to be used as bitset, but
incompatible with the others (LEFT/RIGHT come before UP/DOWN)
- we use an inconsistent mix of all three *AND* uint32_t (usually with
the WLR_EDGE constants rather than the LAB_EDGE constants), and
convert between them on an ad-hoc basis, sometimes implicitly
Let's clean this up:
- reorder enum lab_edge to be compatible with the two wlr enums
(check this by static_assert)
- use TOP/BOTTOM naming rather than UP/DOWN (matches wlr_edges)
- add constants for the remaining possible combinations of the 4 edges
- use lab_edge for all internal edge/direction fields, consistently
- add lab_edge_is_cardinal() as a sanity check before casting to
enum wlr_direction, and then eliminate all of direction.c/h
Instead of "enum wlr_edges direction", we now have
"enum lab_edge direction" which is not that much better. At least we
are now clear that we're overloading one enum with two meanings.
In addition to <snapping><range>, <snapping><cornerRange> configures the
distance from the screen corner to trigger quater window snapping.
Also, new values "up-left", "up-right", "down-left" and "down-right" are
allowed for <action name="(Toggle)SnapToEdge" direction="[value]"> and
<query tiled="[value]">.
This is a common practice in C projects, which simply enforces that
each header must compile cleanly without implicit dependencies on
other headers (see also the previous commit).
Filled/outlined rectangles shown as snapping overlay are now enabled/disabled
independently with `snapping.overlay.[region|edge].bg.enabled` and
`snapping.overlay.[region|edge].border.enabled`.
To keep the default behavior, `*.bg.enabled` is yes and `*.border.enabled` is
no for hardware-based renderers, while `*.bg.enabled` is no and
`*.border.enabled` is yes for software-based (pixman) renderer.
Users can now use a filled rectangle as an overlay even with pixman renderer.
However, this may severely impact performance when used with translucent
`snapping.overlay.[region|edge].bg.color`.
This commit includes a refactor to use substruct `theme_snapping_overlay`
inside `theme` in order to pass it to `create_overlay_rect()` in a cleaner way.
Breaking changes is:
- `snapping.overlay.[region|edge].fill` is now removed.
Replace "preview" in rc.xml and themerc with "overlay" since "preview" sounds
like it shows the window content.
Breaking changes are:
- `snapping.preview.*` in themerc is now replaced with `snapping.overlay`.
- `<snapping><preview>` in rc.xml is now replaced with `<snapping><overlay>`.
wlr_scene_rects expect their color to be pre-multiplied
while cairo_set_source_rgba() expects them to not be
pre-multiplied. With this patch we now use premultiplied
colors internally by default and then reverse it when
setting cairo colors.
This ensures the titlebar uses a consistent color in case
it was defined with some transparency by the user.
Fixes: #1684
...and unify region overlay and snap-to-edge overlay into overlay.c.
Snap-to-edge overlay is delayed for 500ms to prevent flickering when
the view is dragged from an output to another (demo in discussion labwc#1613).
This also fixes a bug that region overlay is not shown when a modifier
key is re-pressed.