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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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