if (!strcmp (color_scheme, "random"))
{
- make_random_colormap (st->dpy, st->wattr.visual,
+ make_random_colormap (st->wattr.screen, st->wattr.visual,
st->wattr.colormap,
*colors, n_colors,
True, True, &writable, True);
}
else if (!strcmp (color_scheme, "smooth"))
{
- make_smooth_colormap (st->dpy, st->wattr.visual,
+ make_smooth_colormap (st->wattr.screen, st->wattr.visual,
st->wattr.colormap,
*colors, n_colors,
True, &writable, True);
}
else
{
- make_uniform_colormap (st->dpy, st->wattr.visual,
+ make_uniform_colormap (st->wattr.screen, st->wattr.visual,
st->wattr.colormap,
*colors, n_colors, True,
&writable, True);
static void
free_colormap (struct state *st, XColor **colors, int n_colors)
{
- free_colors (st->dpy, st->wattr.colormap, *colors, n_colors);
+ free_colors (st->wattr.screen, st->wattr.colormap, *colors, n_colors);
free (*colors);
}
screens. */
model_w = 80;
st->settings.cell_size = st->wattr.width / model_w;
- model_h = st->wattr.height / st->settings.cell_size;
+ model_h = st->settings.cell_size ?
+ st->wattr.height / st->settings.cell_size : 0;
/* Construct the initial model state. */
/* Default xrm resources. */
static const char *critical_defaults[] = {
".background: black",
+ "*fpsSolid: true",
"*colorscheme: smooth",
"*delay: 10000",
"*ncolors: 64",