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overlay.h
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overlay.h
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// Aseprite UI Library
// Copyright (C) 2018-2022 Igara Studio S.A.
// Copyright (C) 2001-2016 David Capello
//
// This file is released under the terms of the MIT license.
// Read LICENSE.txt for more information.
#ifndef UI_OVERLAY_H_INCLUDED
#define UI_OVERLAY_H_INCLUDED
#pragma once
#include "base/ref.h"
#include "gfx/fwd.h"
#include "gfx/point.h"
#include "os/surface.h"
#include "ui/base.h"
namespace os {
class Surface;
}
namespace ui {
class Display;
class Overlay;
using OverlayRef = base::Ref<Overlay>;
class Overlay : public base::RefCountT<Overlay> {
public:
enum ZOrder {
NormalZOrder = 0,
MouseZOrder = 5000
};
Overlay(Display* display,
const os::SurfaceRef& overlaySurface,
const gfx::Point& pos,
ZOrder zorder = NormalZOrder);
~Overlay();
os::SurfaceRef setSurface(const os::SurfaceRef& newSurface);
const gfx::Point& position() const { return m_pos; }
gfx::Rect bounds() const;
void captureOverlappedArea();
void restoreOverlappedArea(const gfx::Rect& restoreBounds);
void drawOverlay();
void moveOverlay(const gfx::Point& newPos);
bool operator<(const Overlay& other) const {
return m_zorder < other.m_zorder;
}
private:
Display* m_display;
os::SurfaceRef m_surface;
os::SurfaceRef m_overlap;
// Surface where we captured the overlapped (m_overlap)
// region. It's nullptr if the overlay wasn't drawn yet.
os::SurfaceRef m_captured;
gfx::Point m_pos;
ZOrder m_zorder;
};
} // namespace ui
#endif