Merge pull request #1272 from kiike/fix-docs-grammar
Fix typos, grammar in docs
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# The declarative layout system
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# The declarative layout system
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This system provide an alternative to the system used in Awesome 3.5 and is
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The declarative layout system provides an alternative to the imperative system.
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inspired by the one once used by Awesome 3.2-3.4 and Qt QML system.
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It is inspired by the one used by Awesome 3.2-3.4 and the Qt QML style.
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## The default widgets
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## The default widgets
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### Widgets
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### Widgets
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Awesome provide 2 collections of widgets:
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Awesome provides 2 collections of widgets:
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* `wibox.widget`: Generic widgets, containers and layouts
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* `wibox.widget`: Generic widgets, containers and layouts
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* `awful.widget`: The Awesome specific widgets
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* `awful.widget`: The Awesome specific widgets
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@ -17,15 +17,15 @@ Awesome provide 2 collections of widgets:
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### Containers
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### Containers
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Containers are widget wrapping another widget. It can be used to add decorations
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A container is a widget that wraps another widget. It can be used to add
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or to modify the content of the child widget.
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decorations or to modify the content of the child widget.
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@DOC_container_WIDGET_LIST@
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@DOC_container_WIDGET_LIST@
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### Layouts
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### Layouts
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Layouts are collection of children widgets. They place them according to rules
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Layouts are collections of children widgets. They are placed according to
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and usually provide some options.
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configurable rules.
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@DOC_layout_WIDGET_LIST@
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@DOC_layout_WIDGET_LIST@
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@ -52,8 +52,8 @@ Code:
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In this example `s == 1` is an inline expression. In the default `rc.lua`,
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In this example `s == 1` is an inline expression. In the default `rc.lua`,
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there is an `s` variable represent to define the current screen. Any lua
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there is an `s` variable represent to define the current screen. Any Lua
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logic expression can be used as long as it return a valid widget, or a
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logic expression can be used as long as it returns a valid widget or a
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declarative layout, or `nil`.
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declarative layout, or `nil`.
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@ -106,10 +106,10 @@ Result:
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![Example2 screenshot](../images/widgetlayout1.png)
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![Example2 screenshot](../images/widgetlayout1.png)
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### Use an `wibox.layout.align` layout
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### Use a `wibox.layout.align` layout
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The `wibox.layout.align` is a little different. While most layouts will
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The `wibox.layout.align` is a little different. While most layouts will
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ignore any `nil` lines, the `align` layout rely on them so `left`, `middle`
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ignore any `nil` lines, the `align` layout relies on them so `left`, `middle`
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and `right` can be defined
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and `right` can be defined.
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Code:
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Code:
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@ -144,7 +144,7 @@ Code:
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Result:
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Result:
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![Example4 screenshot](../images/widgetlayout2.png)
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![Example4 screenshot](../images/widgetlayout2.png)
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For more information about how to draw widgets, refer to the `Cairo` api:
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For more information about how to draw widgets, refer to the `Cairo` API:
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* [Path](http://cairographics.org/manual/cairo-Paths.html)
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* [Path](http://cairographics.org/manual/cairo-Paths.html)
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* [Context](http://cairographics.org/manual/cairo-cairo-t.html)
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* [Context](http://cairographics.org/manual/cairo-cairo-t.html)
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@ -177,24 +177,24 @@ Code:
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### Accessing widgets
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### Accessing widgets
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For each widget or container, it is possible to add an `identifier` attribute
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For each widget or container, it is possible to add an `identifier` attribute
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so the widget can be accessed later.
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so that it can be accessed later.
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Widgets defined using `setup` can be access by 3 means:
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Widgets defined using `setup` can be accessed using these methods:
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* Avoid the issue by using externally created widgets
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* Avoiding the issue by using externally created widgets
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* Use `my_wibox.my_first_widget.my_second_widget` style access
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* Using `my_wibox.my_first_widget.my_second_widget` style access
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* Use JavaScript like `my_wibox:get_children_by_id("my_second_widget")[1]`
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* Using JavaScript like `my_wibox:get_children_by_id("my_second_widget")[1]`
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The first method mixes the imperative and declarative syntax, but makes the code
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The first method mixes the imperative and declarative syntax, and makes the code
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less readable. The second is a little verbose and only works if every node in
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less readable. The second is a little verbose and only works if every node in
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the chain have a valid identifier. The last one doesn't require long paths,
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the chain has a valid identifier. The last one doesn't require long paths,
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but it is not easy to get a specific instance if multiple widgets have the
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but it is not easy to get a specific instance if multiple widgets have the
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same identifier.
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same identifier.
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WARNING: The widget identifier must not use reseved name. This include all
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WARNING: The widget identifier must not use a reserved name. This includes all
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method names, existing widget attributes, `layout` and `widget`. Names should
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method names, existing widget attributes, `layout` and `widget`. Names should
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also respect the lua variable name policies (case sensitive, alphanumeric and
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also respect the Lua variable conventions (case-sensitive, alphanumeric,
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underscore characters and non-numeric first character)
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underscore characters and non-numeric first character).
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Code:
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Code:
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@ -220,10 +220,10 @@ Code:
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This system is very flexible. Each section attribute (the entries with string
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This system is very flexible. Each section attribute (the entries with string
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keys) is directly linked to the layout or widget API. When setting the
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keys) is directly linked to the layout or widget API. When setting the
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imaginary `myproperty`, it will first check if `set_myproperty` exist. If it
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imaginary `myproperty`, it will first check if `set_myproperty` exists. If it
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doesn't, it will check if there is a `myproperty` method. Finally, it will
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doesn't, it will check if there is a `myproperty` method. Finally, it will
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just set the `mywidget.myproperty` directly in case it is used later or
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just set the `mywidget.myproperty` directly in case it is used later or
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catched by a lua `metatable` (operator overload).
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caught by a Lua `metatable` (operator overload).
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Code:
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Code:
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@ -4,7 +4,7 @@ local f = io.open(filename, "w")
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f:write[[# Default configuration file documentation
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f:write[[# Default configuration file documentation
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This document explain the default `rc.lua` file provided by Awesome.
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This document explains the default `rc.lua` file provided by Awesome.
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]]
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]]
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@ -13,9 +13,9 @@ This document explain the default `rc.lua` file provided by Awesome.
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local sections = {}
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local sections = {}
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sections.DOC_REQUIRE_SECTION = [[
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sections.DOC_REQUIRE_SECTION = [[
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Awesome API is distributed across many libraries (also called modules).
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The Awesome API is distributed across many libraries (also called modules).
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Here is the modules being imported:
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Here are the modules that we import:
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<table class='widget_list' border=1>
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<table class='widget_list' border=1>
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<tr><td>`gears`</td><td>Utilities such as color parsing and objects</td></tr>
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<tr><td>`gears`</td><td>Utilities such as color parsing and objects</td></tr>
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@ -30,27 +30,28 @@ Here is the modules being imported:
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sections.DOC_ERROR_HANDLING = [[
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sections.DOC_ERROR_HANDLING = [[
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Awesome is a window managing framework. It allows its users great (ultimate?)
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Awesome is a window managing framework. It allows its users great (ultimate?)
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flexibility. However, it also allows the user to write invalid code. There is
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flexibility. However, it also allows the user to write invalid code. Here's a
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multiple "levels" of problems:
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non-exhaustive list of possible errors:
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* Syntax: There is an `awesome -k` option available in the command line to
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* Syntax: There is an `awesome -k` option available in the command line to
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check this. Awesome cannot start with an invalid `rc.lua`
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check the configuration file. Awesome cannot start with an invalid `rc.lua`
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* Invalid APIs and type errors: Lua is a dynamic language. It doesn't have much
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* Invalid APIs and type errors: Lua is a dynamic language. It doesn't have much
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support for static/compile time checks. There is the `luacheck` utility to
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support for static/compile time checks. There is the `luacheck` utility to
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help find some categories of errors. Those errors will cause Awesome to
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help find some categories of errors. Those errors will cause Awesome to
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"drop" the current call stack and start over. Note that if the config cannot
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"drop" the current call stack and start over. Note that if it cannot
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reach the end of the `rc.lua` without errors, it will fallback to the
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reach the end of the `rc.lua` without errors, it will fall back to the
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original file.
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original file.
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* Invalid logic: It is possible to write fully valid code that will leave
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* Invalid logic: It is possible to write fully valid code that will render
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Awesome unusable (like an infinite loop or blocking commands). In that case,
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Awesome unusable (like an infinite loop or blocking commands). In that case,
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the best way to debug this is either using `print()` or using `gdb`. For
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the best way to debug this is either using `print()` or using `gdb`. For
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this, see the [Debugging tips Readme section](../documentation/01-readme.md.html)
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this, see the [Debugging tips Readme section](../documentation/01-readme.md.html)
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* Deprecated APIs: Awesome API is not frozen for eternity. While after a
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* Deprecated APIs: The Awesome API is not frozen for eternity. After a decade
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decade and recent changes to enforce consistency, it doesn't change as much,
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of development and recent changes to enforce consistency, it hasn't
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it will likely be changed in the future. When possible, changes wont cause
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changed much. This doesn't mean it won't change in the future. Whenever
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errors but will instead print a deprecation message in Awesome logs. Those
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possible, changes won't cause errors but will instead print a deprecation
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logs are placed in various places depending on the distribution. By default,
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message in the Awesome logs. These logs are placed in various places
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Awesome will print this on stderr and stdout.
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depending on the distribution. By default, Awesome will print errors on
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`stderr` and `stdout`.
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]]
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]]
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@ -1,7 +1,7 @@
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# Using Cairo and LGI
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# Using Cairo and LGI
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These days, Awesome interface is mostly based on a library called LGI. It allows
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These days, Awesome's interface is mostly based on a library called LGI. It provides
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to access C libraries such as GTK, GLib, Cairo, Pango, PangoCairo and RSVG using
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access to C libraries such as GTK, GLib, Cairo, Pango, PangoCairo and RSVG using
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Lua code without having to write actual "glue" C code.
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Lua code without having to write actual "glue" C code.
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This is done using the GObject-introspection framework. The main advantage is
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This is done using the GObject-introspection framework. The main advantage is
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@ -130,7 +130,7 @@ applying operations.
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### Cairo in Awesome
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### Cairo in Awesome
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All of Awesome's `wibox`es, `awful.wibar`s, `gears.wallpaper`s and
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All of Awesome's `wibox`es, `awful.wibar`s, `gears.wallpaper`s and
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`awful.titlebar`s contain a Cairo surfaces, which can be accessed through the
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`awful.titlebar`s contain Cairo surfaces, which can be accessed through the
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`drawin` API. This allows widgets to use the Cairo context directly.
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`drawin` API. This allows widgets to use the Cairo context directly.
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See the
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See the
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[declarative layout system](../documentation/03-declarative-layout.md.html)
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[declarative layout system](../documentation/03-declarative-layout.md.html)
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<center> <img src="../images/AUTOGEN_wibox_logo_logo_and_name.svg" /> </center>
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<center> <img src="../images/AUTOGEN_wibox_logo_logo_and_name.svg" /> </center>
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Awesome 4.0 is the first release of the v4 API level, breaking the proven
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Awesome 4.0 is the first release of the v4 API level, breaking the proven
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v3.5 API level after 4 years. This requires to port existing user
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v3.5 API level after 4 years. This requires to port the existing user
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configuration and extensions to the new API.
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configuration and extensions to the new API.
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This document offer an overview of the new features and required changes for
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This document offers an overview of the new features and required changes for
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existing users.
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existing users.
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## New features
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## New features
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### Inputs related
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### Input
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#### Mouse move and resize handlers
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#### Mouse move and resize handlers
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@ -823,7 +823,7 @@ website, repository and continuous integration system.
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This move increased our development velocity, number of contributor,
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This move increased our development velocity, number of contributor,
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visibility count and reduced our infrastructure maintenance cost.
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visibility count and reduced our infrastructure maintenance cost.
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### Test driven development
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### Test-driven development
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Awesome went from 0% to 75% unit test coverage. We now have 4 testing systems:
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Awesome went from 0% to 75% unit test coverage. We now have 4 testing systems:
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