Fix typos in declarative layout docs
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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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inspired by the one once used by Awesome 3.2-3.4 and Qt QML system.
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The declarative layout system provides an alternative to the imperative 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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### 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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* `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 are widget wrapping another widget. It can be used to add decorations
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or to modify the content of the child widget.
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A container is a widgets that wraps another widget. It can be used to add
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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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### Layouts
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Layouts are collection of children widgets. They place them according to rules
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and usually provide some options.
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Layouts are collections of children widgets. They are placed according to
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configurable rules.
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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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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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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 returns a valid widget or a
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declarative layout, or `nil`.
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@ -106,9 +106,9 @@ Result:
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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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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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Code:
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@ -144,7 +144,7 @@ Code:
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Result:
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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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* [Context](http://cairographics.org/manual/cairo-cairo-t.html)
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@ -177,23 +177,23 @@ Code:
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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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so the widget can be accessed later.
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so that it 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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* Use `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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* Avoiding the issue by using externally created widgets
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* Using `my_wibox.my_first_widget.my_second_widget` style access
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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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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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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 reserved name. This includes all
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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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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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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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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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