pub fn fire_break(
app: &AppHandle,
current_break: &Arc<Mutex<Option<BreakEvent>>>,
kind: BreakKind,
duration_secs: u64,
enforceable: bool,
placement: MonitorPlacement,
windowed: bool,
manual_finish: bool,
postpone_available: bool,
hints: Vec<String>,
hint_rotate_seconds: u64,
health_intensity: f32,
)Expand description
Build a BreakEvent, stash it in current_break, position an
overlay window on each selected monitor, and emit break:start to
the renderer. Used directly for sleep/resume-last paths; normal
scheduled breaks go through deliver_break instead.