rename drw
It's impossible to understand that this stands from drawable if you're not familiar with dwm's code.
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							| @@ -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); | ||||
|   | ||||
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