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- 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.
35 lines
731 B
C
35 lines
731 B
C
/* SPDX-License-Identifier: GPL-2.0-only */
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#ifndef LABWC_OVERLAY_H
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#define LABWC_OVERLAY_H
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#include "common/edge.h"
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struct seat;
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struct overlay {
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struct lab_scene_rect *rect;
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/* Represents currently shown or delayed overlay */
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struct {
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/* Region overlay */
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struct region *region;
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/* Snap-to-edge overlay */
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enum lab_edge edge;
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struct output *output;
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} active;
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/* For delayed snap-to-edge overlay */
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struct wl_event_source *timer;
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};
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/*
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* Shows or updates an overlay when the grabbed window can be snapped to
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* a region or an output edge. Calls overlay_finish() otherwise.
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*/
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void overlay_update(struct seat *seat);
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/* Destroys the overlay if it exists */
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void overlay_finish(struct seat *seat);
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#endif
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