Fix typos in declarative layout docs

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Enric Morales 2016-12-13 23:31:25 +01:00
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commit 8bd0da5315
1 changed files with 23 additions and 23 deletions

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# The declarative layout system
This system provide an alternative to the system used in Awesome 3.5 and is
inspired by the one once used by Awesome 3.2-3.4 and Qt QML system.
The declarative layout system provides an alternative to the imperative system.
It is inspired by the one used by Awesome 3.2-3.4 and the Qt QML style.
## The default widgets
### Widgets
Awesome provide 2 collections of widgets:
Awesome provides 2 collections of widgets:
* `wibox.widget`: Generic widgets, containers and layouts
* `awful.widget`: The Awesome specific widgets
@ -17,15 +17,15 @@ Awesome provide 2 collections of widgets:
### Containers
Containers are widget wrapping another widget. It can be used to add decorations
or to modify the content of the child widget.
A container is a widgets that wraps another widget. It can be used to add
decorations or to modify the content of the child widget.
@DOC_container_WIDGET_LIST@
### Layouts
Layouts are collection of children widgets. They place them according to rules
and usually provide some options.
Layouts are collections of children widgets. They are placed according to
configurable rules.
@DOC_layout_WIDGET_LIST@
@ -52,8 +52,8 @@ Code:
In this example `s == 1` is an inline expression. In the default `rc.lua`,
there is an `s` variable represent to define the current screen. Any lua
logic expression can be used as long as it return a valid widget, or a
there is an `s` variable represent to define the current screen. Any Lua
logic expression can be used as long as it returns a valid widget or a
declarative layout, or `nil`.
@ -106,9 +106,9 @@ Result:
![Example2 screenshot](../images/widgetlayout1.png)
### Use an `wibox.layout.align` layout
### Use a `wibox.layout.align` layout
The `wibox.layout.align` is a little different. While most layouts will
ignore any `nil` lines, the `align` layout rely on them so `left`, `middle`
ignore any `nil` lines, the `align` layout relies on them so `left`, `middle`
and `right` can be defined
Code:
@ -144,7 +144,7 @@ Code:
Result:
![Example4 screenshot](../images/widgetlayout2.png)
For more information about how to draw widgets, refer to the `Cairo` api:
For more information about how to draw widgets, refer to the `Cairo` API:
* [Path](http://cairographics.org/manual/cairo-Paths.html)
* [Context](http://cairographics.org/manual/cairo-cairo-t.html)
@ -177,23 +177,23 @@ Code:
### Accessing widgets
For each widget or container, it is possible to add an `identifier` attribute
so the widget can be accessed later.
so that it accessed later.
Widgets defined using `setup` can be access by 3 means:
Widgets defined using `setup` can be accessed using these methods:
* Avoid the issue by using externally created widgets
* Use `my_wibox.my_first_widget.my_second_widget` style access
* Use JavaScript like `my_wibox:get_children_by_id("my_second_widget")[1]`
* Avoiding the issue by using externally created widgets
* Using `my_wibox.my_first_widget.my_second_widget` style access
* Using JavaScript like `my_wibox:get_children_by_id("my_second_widget")[1]`
The first method mixes the imperative and declarative syntax, but makes the code
The first method mixes the imperative and declarative syntax, and makes the code
less readable. The second is a little verbose and only works if every node in
the chain have a valid identifier. The last one doesn't require long paths,
the chain has a valid identifier. The last one doesn't require long paths,
but it is not easy to get a specific instance if multiple widgets have the
same identifier.
WARNING: The widget identifier must not use reseved name. This include all
WARNING: The widget identifier must not use reserved name. This includes all
method names, existing widget attributes, `layout` and `widget`. Names should
also respect the lua variable name policies (case sensitive, alphanumeric and
also respect the Lua variable conventions (case-sensitive, alphanumeric,
underscore characters and non-numeric first character)
Code:
@ -220,10 +220,10 @@ Code:
This system is very flexible. Each section attribute (the entries with string
keys) is directly linked to the layout or widget API. When setting the
imaginary `myproperty`, it will first check if `set_myproperty` exist. If it
imaginary `myproperty`, it will first check if `set_myproperty` exists. If it
doesn't, it will check if there is a `myproperty` method. Finally, it will
just set the `mywidget.myproperty` directly in case it is used later or
catched by a lua `metatable` (operator overload).
caught by a Lua `metatable` (operator overload).
Code: