rename drw
It's impossible to understand that this stands from drawable if you're not familiar with dwm's code.
This commit is contained in:
parent
b161b5d8f4
commit
5ed227384b
18
dwl.c
18
dwl.c
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue