more corrections to docs

This commit is contained in:
Dominik Kozaczko 2012-08-09 13:50:05 +02:00
parent e68d68d1ac
commit d1eefab851
3 changed files with 32 additions and 17 deletions

View File

@ -2,7 +2,7 @@
#
# You can set these variables from the command line.
PYTHON = python2
PYTHON = python
SPHINXOPTS = -W
#SPHINXOPTS =
SPHINXBUILD = sphinx-build

View File

@ -27,8 +27,9 @@ create the UI around the ``Controller`` class in a file named `controller.kv`,
which will be loaded when we run the ``ControllerApp``. How this is done and
what files are loaded is described in the :func:`kivy.app.App.load_kv` method.
.. include:: ../../../examples/guide/designwithkv/controller.kv
:literal:
.. literalinclude:: ../../../examples/guide/designwithkv/controller.kv
:language: kv
:linenos:
One label and one button in a vertical ``BoxLayout``. Seems very simple. There
are 3 things going on here:
@ -52,7 +53,9 @@ are 3 things going on here:
the current widget.
* You can use any id declared in the rule the same as ``root`` and
``self``. For example, you could do this in the ``on_press()``::
``self``. For example, you could do this in the ``on_press()``:
.. code-block:: kv
Button:
on_press: root.do_action(); my_custom_label.font_size = 18

View File

@ -74,8 +74,9 @@ called ``pong.kv`` in the same directory that will be automatically loaded
when the application is run. So create a new file called ``*pong.kv*`` and add
the following contents.
.. include:: ../../../examples/tutorials/pong/steps/step2/pong.kv
:literal:
.. literalinclude:: ../../../examples/tutorials/pong/steps/step2/pong.kv
:language: kv
:linenos:
If you run the app now, you should see a vertical bar in the middle, and two
zeros where the player scores will be displayed.
@ -127,7 +128,9 @@ child widgets that will be automatically added, or a `canvas` section in
which you can add Graphics instructions that define how the widget itself is
rendered.
The first block inside the ``<PongGame>`` rule we have is a canvas block::
The first block inside the ``<PongGame>`` rule we have is a canvas block:
.. code-block:: kv
<PongGame>:
canvas:
@ -150,10 +153,12 @@ score once we have the logic for that implemented. But the labels already
look good, since we set a bigger font_size, and positioned them relatively
to the root widget. The ``root`` keyword can be used inside child block to
refer back to the parent/root widget the rule applies to (``PongGame`` in this
case)::
case):
.. code-block:: kv
<PongGame>:
...
# ...
Label:
font_size: 70
@ -207,7 +212,9 @@ Here is the python code for the PongBall class::
self.pos = Vector(*self.velocity) + self.pos
And here is the kv rule used to draw the ball as a white circle::
And here is the kv rule used to draw the ball as a white circle:
.. code-block:: kv
<PongBall>:
size: 50, 50
@ -232,8 +239,9 @@ Here is the entire updated python code and kv file for this step:
:literal:
pong.kv:
.. include:: ../../../examples/tutorials/pong/steps/step3/pong.kv
:literal:
.. literalinclude:: ../../../examples/tutorials/pong/steps/step3/pong.kv
:language: kv
:linenos:
Adding ball animation
@ -308,7 +316,9 @@ inside the ``update`` method and even make it bounce of the edges::
self.ball.velocity_x *= -1
Don't forget to hook it up in the kv file, by giving the child widget an id
and setting the games property to that id::
and setting the games property to that id:
.. code-block:: kv
<PongGame>:
ball: pong_ball
@ -337,8 +347,9 @@ Here is the entire code for this step:
:literal:
pong.kv:
.. include:: ../../../examples/tutorials/pong/steps/step4/pong.kv
:literal:
.. literalinclude:: ../../../examples/tutorials/pong/steps/step4/pong.kv
:language: kv
:linenos:
Connect input event
-------------------
@ -401,8 +412,9 @@ And here it is in context. Pretty much done:
pong.kv:
.. include:: ../../../examples/tutorials/pong/steps/step5/pong.kv
:literal:
.. literalinclude:: ../../../examples/tutorials/pong/steps/step5/pong.kv
:language: kv
:linenos:
Where to go now?