Fix typos in declarative layout docs

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Enric Morales 2016-12-13 23:31:25 +01:00
parent 65ec764416
commit 8bd0da5315
1 changed files with 23 additions and 23 deletions

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# The declarative layout system # The declarative layout system
This system provide an alternative to the system used in Awesome 3.5 and is The declarative layout system provides an alternative to the imperative system.
inspired by the one once used by Awesome 3.2-3.4 and Qt QML system. It is inspired by the one used by Awesome 3.2-3.4 and the Qt QML style.
## The default widgets ## The default widgets
### Widgets ### Widgets
Awesome provide 2 collections of widgets: Awesome provides 2 collections of widgets:
* `wibox.widget`: Generic widgets, containers and layouts * `wibox.widget`: Generic widgets, containers and layouts
* `awful.widget`: The Awesome specific widgets * `awful.widget`: The Awesome specific widgets
@ -17,15 +17,15 @@ Awesome provide 2 collections of widgets:
### Containers ### Containers
Containers are widget wrapping another widget. It can be used to add decorations A container is a widgets that wraps another widget. It can be used to add
or to modify the content of the child widget. decorations or to modify the content of the child widget.
@DOC_container_WIDGET_LIST@ @DOC_container_WIDGET_LIST@
### Layouts ### Layouts
Layouts are collection of children widgets. They place them according to rules Layouts are collections of children widgets. They are placed according to
and usually provide some options. configurable rules.
@DOC_layout_WIDGET_LIST@ @DOC_layout_WIDGET_LIST@
@ -52,8 +52,8 @@ Code:
In this example `s == 1` is an inline expression. In the default `rc.lua`, 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 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 logic expression can be used as long as it returns a valid widget or a
declarative layout, or `nil`. declarative layout, or `nil`.
@ -106,9 +106,9 @@ Result:
![Example2 screenshot](../images/widgetlayout1.png) ![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 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 and `right` can be defined
Code: Code:
@ -144,7 +144,7 @@ Code:
Result: Result:
![Example4 screenshot](../images/widgetlayout2.png) ![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) * [Path](http://cairographics.org/manual/cairo-Paths.html)
* [Context](http://cairographics.org/manual/cairo-cairo-t.html) * [Context](http://cairographics.org/manual/cairo-cairo-t.html)
@ -177,23 +177,23 @@ Code:
### Accessing widgets ### Accessing widgets
For each widget or container, it is possible to add an `identifier` attribute 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 * Avoiding the issue by using externally created widgets
* Use `my_wibox.my_first_widget.my_second_widget` style access * Using `my_wibox.my_first_widget.my_second_widget` style access
* Use JavaScript like `my_wibox:get_children_by_id("my_second_widget")[1]` * 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 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 but it is not easy to get a specific instance if multiple widgets have the
same identifier. 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 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) underscore characters and non-numeric first character)
Code: Code:
@ -220,10 +220,10 @@ Code:
This system is very flexible. Each section attribute (the entries with string 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 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 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 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: Code: