small fixes in guide2/lang

This commit is contained in:
tshirtman 2012-12-29 18:55:05 +01:00
parent 8e230904f9
commit 738f4e8a17
1 changed files with 9 additions and 10 deletions

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@ -174,11 +174,11 @@ And yes, they get updated too if properties values change.
Of course you can use `canvas.before` and `canvas.after`.
Referencing Widgets:
--------------------
Referencing Widgets
-------------------
In a widget tree there is often a need to access/reference other widgets.
Kv Language provides a way to do this using id's. think of them as class
Kv Language provides a way to do this using id's. Think of them as class
level variables that can only be used in the Kv language. Consider the
following::
@ -204,7 +204,7 @@ Accessing Widgets defined inside Kv lang in your python code
Consider the code below in my.kv::
<MyFirstWidget>:
txt_inpt: txt_inpt
txt_inpt: txt_inpt
Button:
id: f_but
TextInput:
@ -235,8 +235,8 @@ hold the instance of the :class:`~kivy.uix.TextInput` referenced by the id
txt_inpt: txt_inpt
Thus; self.txt_input from this point onwards holds the instance to the widget
referenced by the id `txt_input` and can be used anywhere in the class like
in the function `check_status`.
referenced by the id `txt_input` and can be used anywhere in the class like in
the function `check_status`.
Templates
---------
@ -263,8 +263,8 @@ Consider the code below::
markup: True
Button:
Instead of having to repeat the same values for every button, we can just use
a template instead, like so::
Instead of having to repeat the same values for every button, we can just use a
template instead, like so::
[Mbut@Button]:
text: ctx.text if hasattr(ctx, 'text') else ''
@ -282,5 +282,4 @@ a template instead, like so::
MButton:
`ctx` is a keyword inside a template that can be used to access the individual
attributes of each instance of this template.
attributes of each instance of this template.