Tutorial: Fixed .rst rendering issues

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Megadash452 2022-10-19 02:30:23 +00:00
parent 14d1892254
commit 0fe58ffc37

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@ -8,17 +8,18 @@ Read this if you want to learn how to use Blueprint and never used
the XML syntax that can be read by GtkBuilder.
For compatibility with Blueprint IDE extensions, blueprint files
should end with `.blp`.
should end with ``.blp``.
Namespaces
----------
Blueprint needs the widget library to be imported. These include Gtk,
Libadwaita, Shumate, etc. To import a namespace, write `using` followed
Libadwaita, Shumate, etc. To import a namespace, write ``using`` followed
by the library and version number.
.. code-block::
using Gtk 4.0;
using Adw 1;
@ -32,6 +33,7 @@ Comments
Blueprint has inline or multi-line comments
.. code-block::
// This is an inline comment
/* This is
a multiline
@ -42,6 +44,7 @@ will interpret the inner comment's closing token as the outer comment's
closing token. For example, the following will not compile:
.. code-block::
// Bad comment below:
/* Outer comment
/* Inner comment */
@ -54,6 +57,7 @@ Widgets
Create widgets in the following format:
.. code-block::
Namespace.WidgetClass {
}
@ -62,6 +66,7 @@ The Gtk namespace is implied for widgets, so you can just write the
widget class
.. code-block::
Box {
}
@ -69,6 +74,7 @@ widget class
Other namespaces must be written explicitly.
.. code-block::
Adw.Leaflet {
}
@ -84,13 +90,14 @@ Widgets can be given **name/ID**s so that they can be referenced by other
widgets in the blueprint.
.. code-block::
Namespace.WidgetClass widget_id {
}
Any time you want to use this widget as a property (more about that in the
next section) or something else, write the widget's **ID** (e.g.
`main_window`).
``main_window``).
Properties
@ -102,6 +109,7 @@ For example, the Libadwaita documentation lists the
Write properties inside the curly brackets of a widget:
.. code-block::
Namespace.WidgetClass {
property-name: value;
}
@ -113,14 +121,14 @@ Property Types
~~~~~~~~~~~~~~
These are the **types** of values that can be used in properties:
- Booleans: `true`, `false`
- Numbers: e.g. `1`, `1.5`, `-2`, `-2.5`
- Strings (single- or double-quoted): e.g. `"a string"`, `'another string'`
- Booleans: ``true``, ``false``
- Numbers: e.g. ``1``, ``1.5``, ``-2``, ``-2.5``
- Strings (single- or double-quoted): e.g. ``"a string"``, ``'another string'``
- Enums
- Widgets
Properties are **strongly typed**, so you can't use, for example, a string
for the orientation property, which requires an `Orientation` enum
for the orientation property, which requires an ``Orientation`` enum
vartiant as its value.
Enum Properties
@ -138,6 +146,7 @@ In the blueprint, you would only write the *variant* part of the enum in
*lowercase*, just like you would in the XML.
.. code-block::
Box {
orientation: horizontal;
}
@ -146,11 +155,12 @@ Widget Properties
~~~~~~~~~~~~~~~~~
Some widgets take other widgets as properties. For example, the
`Gtk.StackSidebar` has a stack property which takes a `Gtk.Stack` widget.
``Gtk.StackSidebar`` has a stack property which takes a ``Gtk.Stack`` widget.
You can create a new widget for the value, or you can reference another
widget by its **ID**.
.. code-block::
StackSidebar {
stack: Stack { };
}
@ -158,6 +168,7 @@ widget by its **ID**.
OR
.. code-block::
StackSidebar {
stack: my_stack;
}
@ -174,12 +185,13 @@ Property Bindings
-----------------
If you want a widget's property to have the same value as another widget's
property (without hard-coding the value), you could `bind` two widgets'
property (without hard-coding the value), you could ``bind`` two widgets'
properties of the same type. Bindings must reference a *source* widget by
**ID**. As long as the two properties have the same type, you can bind
properties of different names and of widgets with different widget classes.
.. code-block::
Box my_box {
halign: fill; // Source
}
@ -197,6 +209,7 @@ changed to the *Source*'s value when the binding is created and when the
*Source* value changes.
.. code-block::
Box my_box {
hexpand: true; // Source
}
@ -214,13 +227,13 @@ no-sync-create
bidirectional
When either the *Source* or *Target* value is modified, the other's
value will be updated. For example, if the logic of the program
changes the Button's vexpand value to `false`, then the Box's halign
value will also be updated to `false`.
changes the Button's vexpand value to ``false``, then the Box's halign
value will also be updated to ``false``.
inverted
If the property is a boolean, the value of the bind can be negated
with this flag. For example, if the Box's hexpand property is `true`,
the Button's vexpand property will be `false` in the code above.
with this flag. For example, if the Box's hexpand property is ``true``,
the Button's vexpand property will be ``false`` in the code above.
Signals
@ -239,6 +252,7 @@ To register a handler with the application, consult the documentation for
your language's bindings of Gtk.
.. code-block::
WidgetClass {
event_name => handler_name() flags;
}
@ -251,6 +265,7 @@ widget that is passed to the handler by referencing its **id** inside the
parenthesis.
.. code-block::
Label my_label {
label: "Hide me";
}
@ -265,7 +280,7 @@ Custom Widget Classes
Some programs have custom widgets defined in their logic, and so blueprint
won't know that they exist. Writing widgets not defined in the GIR will
result in an error. Prepend a custom widget with a `.` to prevent the
result in an error. Prepend a custom widget with a ``.`` to prevent the
compiler from trying to validate the widget. This is essentially leaving
out the *namespace*.
@ -273,6 +288,7 @@ To register a custom widget with the application consult the documentation
for your language's bindings of Gtk.
.. code-block::
.MyCustomWidget {
}
@ -291,6 +307,7 @@ Widgets can be given style classes that can be used with your CSS or
in libraries like Libadwaita.
.. code-block::
Button {
label: "Click me";
styles ["my-style", "pill"]
@ -309,9 +326,10 @@ Some widgets will have elements which are not properties, but they sort
of act like properties. Most of the time they will be specific only to a
certain widget. *Styles* is one of these elements, except that styles can
be used for any widget. Similarly to how every widget has styles,
`Gtk.ComboBoxText` has *items*:
``Gtk.ComboBoxText`` has *items*:
.. code-block::
Gtk.ComboBoxText {
items [
item1: "Item 1",
@ -329,17 +347,18 @@ Menus
Menus are usually the widgets that are placed along the top-bar of a
window, or pop up when you right-click some other widget. In Blueprint a
`menu` is a `Gio.MenuModel` that can be shown by MenuButtons or other
``menu`` is a ``Gio.MenuModel`` that can be shown by MenuButtons or other
widgets.
In Blueprint, `menu`s have *items*, *sections*, and *submenus*.
Like widgets, `menu`s can also be given a **ID**.
In Blueprint, ``menu``s have *items*, *sections*, and *submenus*.
Like widgets, ``menu``s can also be given a **ID**.
The `Menu Model section of the Gtk.PopoverMenu documentation <https://docs.gtk.org/gtk4/class.PopoverMenu.html#menu-models>`_
has complete details on the menu model.
Here is an example of a menu:
.. code-block::
menu my_menu {
section {
label: "File";
@ -368,16 +387,18 @@ There is a shorthand for *items*. Items require at least a label. The
action and icon-name are optional.
.. code-block::
menu {
item ( "Item 2" )
item ( "Item 2", "app.action", "icon-name" )
}
A widget that uses a `menu` is `Gtk.MenuButton`. It has the *menu-model*
A widget that uses a ``menu`` is ``Gtk.MenuButton``. It has the *menu-model*
property, which takes a menu. Write the menu at the root of the blueprint
(meaning not inside any widgets) and reference it by **ID**.
.. code-block::
MenuButton {
menu-model: my_menu;
}
@ -398,6 +419,7 @@ the child the type is for.
The following blueprint code...
.. code-block::
HeaderBar {
[start]
Button {
@ -414,6 +436,7 @@ The following blueprint code...
And the following blueprint code...
.. code-block::
HeaderBar {
[end]
Button {
@ -431,15 +454,16 @@ And the following blueprint code...
Translatable Strings
--------------------
Mark any string as translatable using this syntax: `_("...")`.
Mark any string as translatable using this syntax: ``_("...")``.
Two strings that are the same in English could be translated in different
ways in other languages because of different *contexts*. Translatable
strings with context look like this: `C_("context", "...")`. An example
strings with context look like this: ``C_("context", "...")``. An example
where a context is needed is the word "have", which in Spanish could
translate to "tener" or "haber".
.. code-block::
Label {
label: C_("1st have", "have");
}