rename drw
It's impossible to understand that this stands from drawable if you're not familiar with dwm's code.main
parent
b161b5d8f4
commit
5ed227384b
18
dwl.c
18
dwl.c
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@ -298,7 +298,7 @@ static void zoom(const Arg *arg);
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static const char broken[] = "broken";
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static struct wl_display *dpy;
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static struct wlr_backend *backend;
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static struct wlr_renderer *drw;
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static struct wlr_renderer *renderer;
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static struct wlr_compositor *compositor;
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static struct wlr_xdg_shell *xdg_shell;
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@ -1707,7 +1707,7 @@ render(struct wlr_surface *surface, int sx, int sy, void *data)
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/* This takes our matrix, the texture, and an alpha, and performs the actual
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* rendering on the GPU. */
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wlr_render_texture_with_matrix(drw, texture, matrix, 1);
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wlr_render_texture_with_matrix(renderer, texture, matrix, 1);
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/* This lets the client know that we've displayed that frame and it can
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* prepare another one now if it likes. */
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@ -1744,7 +1744,7 @@ renderclients(Monitor *m, struct timespec *now)
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const float *color = (c == sel) ? focuscolor : bordercolor;
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for (int i = 0; i < 4; i++) {
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scalebox(&borders[i], m->wlr_output->scale);
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wlr_render_rect(drw, &borders[i], color,
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wlr_render_rect(renderer, &borders[i], color,
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m->wlr_output->transform_matrix);
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}
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@ -1808,8 +1808,8 @@ rendermon(struct wl_listener *listener, void *data)
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if (render) {
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/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
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wlr_renderer_clear(drw, rootcolor);
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wlr_renderer_begin(renderer, m->wlr_output->width, m->wlr_output->height);
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wlr_renderer_clear(renderer, rootcolor);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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@ -1830,7 +1830,7 @@ rendermon(struct wl_listener *listener, void *data)
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/* Conclude rendering and swap the buffers, showing the final frame
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* on-screen. */
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wlr_renderer_end(drw);
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wlr_renderer_end(renderer);
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}
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wlr_output_commit(m->wlr_output);
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@ -2053,8 +2053,8 @@ setup(void)
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/* If we don't provide a renderer, autocreate makes a GLES2 renderer for us.
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* The renderer is responsible for defining the various pixel formats it
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* supports for shared memory, this configures that for clients. */
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drw = wlr_backend_get_renderer(backend);
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wlr_renderer_init_wl_display(drw, dpy);
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renderer = wlr_backend_get_renderer(backend);
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wlr_renderer_init_wl_display(renderer, dpy);
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/* This creates some hands-off wlroots interfaces. The compositor is
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* necessary for clients to allocate surfaces and the data device manager
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@ -2062,7 +2062,7 @@ setup(void)
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* to dig your fingers in and play with their behavior if you want. Note that
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* the clients cannot set the selection directly without compositor approval,
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* see the setsel() function. */
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compositor = wlr_compositor_create(dpy, drw);
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compositor = wlr_compositor_create(dpy, renderer);
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wlr_export_dmabuf_manager_v1_create(dpy);
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wlr_screencopy_manager_v1_create(dpy);
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wlr_data_control_manager_v1_create(dpy);
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