rename drw

It's impossible to understand that this stands from drawable if you're
not familiar with dwm's code.
main
Guido Cella 2020-12-20 16:06:17 +01:00
parent b161b5d8f4
commit 5ed227384b
1 changed files with 9 additions and 9 deletions

18
dwl.c
View File

@ -298,7 +298,7 @@ static void zoom(const Arg *arg);
static const char broken[] = "broken";
static struct wl_display *dpy;
static struct wlr_backend *backend;
static struct wlr_renderer *drw;
static struct wlr_renderer *renderer;
static struct wlr_compositor *compositor;
static struct wlr_xdg_shell *xdg_shell;
@ -1707,7 +1707,7 @@ render(struct wlr_surface *surface, int sx, int sy, void *data)
/* This takes our matrix, the texture, and an alpha, and performs the actual
* rendering on the GPU. */
wlr_render_texture_with_matrix(drw, texture, matrix, 1);
wlr_render_texture_with_matrix(renderer, texture, matrix, 1);
/* This lets the client know that we've displayed that frame and it can
* prepare another one now if it likes. */
@ -1744,7 +1744,7 @@ renderclients(Monitor *m, struct timespec *now)
const float *color = (c == sel) ? focuscolor : bordercolor;
for (int i = 0; i < 4; i++) {
scalebox(&borders[i], m->wlr_output->scale);
wlr_render_rect(drw, &borders[i], color,
wlr_render_rect(renderer, &borders[i], color,
m->wlr_output->transform_matrix);
}
@ -1808,8 +1808,8 @@ rendermon(struct wl_listener *listener, void *data)
if (render) {
/* Begin the renderer (calls glViewport and some other GL sanity checks) */
wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
wlr_renderer_clear(drw, rootcolor);
wlr_renderer_begin(renderer, m->wlr_output->width, m->wlr_output->height);
wlr_renderer_clear(renderer, rootcolor);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
@ -1830,7 +1830,7 @@ rendermon(struct wl_listener *listener, void *data)
/* Conclude rendering and swap the buffers, showing the final frame
* on-screen. */
wlr_renderer_end(drw);
wlr_renderer_end(renderer);
}
wlr_output_commit(m->wlr_output);
@ -2053,8 +2053,8 @@ setup(void)
/* If we don't provide a renderer, autocreate makes a GLES2 renderer for us.
* The renderer is responsible for defining the various pixel formats it
* supports for shared memory, this configures that for clients. */
drw = wlr_backend_get_renderer(backend);
wlr_renderer_init_wl_display(drw, dpy);
renderer = wlr_backend_get_renderer(backend);
wlr_renderer_init_wl_display(renderer, dpy);
/* This creates some hands-off wlroots interfaces. The compositor is
* necessary for clients to allocate surfaces and the data device manager
@ -2062,7 +2062,7 @@ setup(void)
* to dig your fingers in and play with their behavior if you want. Note that
* the clients cannot set the selection directly without compositor approval,
* see the setsel() function. */
compositor = wlr_compositor_create(dpy, drw);
compositor = wlr_compositor_create(dpy, renderer);
wlr_export_dmabuf_manager_v1_create(dpy);
wlr_screencopy_manager_v1_create(dpy);
wlr_data_control_manager_v1_create(dpy);