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Some tweaks here and there
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mikke89 committed May 8, 2021
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6 changes: 2 additions & 4 deletions index.md
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### RmlUi

[RmlUi]({{page.lib_site}}) is the C++ user interface library based on the HTML and CSS standards. The online documentation tracks the RmlUi master branch. Documentation feedback and pull requests are welcome on the official [documentation repository]({{site.repository_url}}).
[RmlUi]({{page.lib_site}}) is the C++ user interface library based on the HTML and CSS standards. The online documentation reflects the current master branch of RmlUi, there is also [offline documentation](https://github.com/mikke89/RmlUiDoc/releases/) occasionally released for earlier versions of the library. Documentation feedback and pull requests are welcome on the official [documentation repository]({{site.repository_url}}).

**[Gallery](pages/gallery.html)**

***Note:*** RmlUi is currently undergoing some [breaking changes](https://github.com/mikke89/RmlUi/blob/master/changelog.md#rmlui-40-wip) in preparation for RmlUi 4.0. This documentation reflects the current master branch of RmlUi. If you are on RmlUi 3.x we encourage you to download the [offline documentation for RmlUi 3.3](https://github.com/mikke89/RmlUiDoc/releases/tag/3.3) or upgrade to the master branch.
- **[Gallery](pages/gallery.html)**

### Programming Documentation

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2 changes: 1 addition & 1 deletion pages/cpp_manual/building_with_cmake.md
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Expand Up @@ -16,7 +16,7 @@ Requirements:

- [Conan package manager](#conan)

The easiest way to build RmlUi is by using CMake. You'll first need to download CMake or install it via the package manager of your choice on Linux. CMake is not a build system itself: its purpose is to generates Makefiles, Xcode projects and Visual Studio projects, among other formats.
The primary way to build RmlUi is by using CMake. You'll first need to download CMake or install it via the package manager of your choice on Linux. CMake is not a build system itself: its purpose is to generates Makefiles, Xcode projects and Visual Studio projects, among other formats.

If you haven't already done so, download a copy of RmlUi. You can download and extract the library as a zip file, or use git from your terminal or command prompt:

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2 changes: 1 addition & 1 deletion pages/rcss/decorators/ninepatch.md
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Expand Up @@ -44,7 +44,7 @@ Value: | \<number-length-percentage-box\>
Initial: | 0px 0px 0px 0px
Percentages: | relative to the size of the edge and current dp-ratio

The edge property is specified in the common `top-right-bottom-left`{:.value} box order. If the property is specified (not all 0px), the rendered size of each edge can be specified as a length, or number/percentage to scale it relative to the natural size of the image edge. The natural size is determined by the sprite's associated [`resolution`{:.prop} property](../sprite_sheets.html#resolution) and the current [dp-ratio](../syntax.html#density-independent-pixel-dp). The normal box shorthands are available, e.g., a single value will be replicated to all edges.
The edge property is specified in the common `top-right-bottom-left`{:.value} box order. If the property is specified (not all 0px), the rendered size of each edge can be specified as a length, or number/percentage to scale it relative to the natural size of the image edge. The natural size is determined by the sprite's associated [`resolution`{:.prop} property](../sprite_sheets.html#resolution) and the current [dp-ratio](../syntax.html#dp-unit). The normal box shorthands are available, e.g., a single value will be replicated to all edges.


### Example
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5 changes: 3 additions & 2 deletions pages/rcss/media_queries.md
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Expand Up @@ -50,7 +50,7 @@ Name | Range | Value | Description
`width`{:.prop} | Yes | \<length\> | Width of context.
`height`{:.prop} | Yes | \<length\> | Height of context.
`aspect-ratio`{:.prop} | Yes | \<ratio\> | Aspect ratio of context (width / height).
`resolution`{:.prop} | Yes | \<resolution\> | The [dp-ratio](syntax.html#density-independent-pixel-dp) of the context.
`resolution`{:.prop} | Yes | \<resolution\> | The [dp-ratio](syntax.html#dp-unit) of the context. Note that [\<resolution\>](syntax.html#resolution) always takes the `x`{:.value} unit in RCSS.
`orientation`{:.prop} | No | landscape \| portrait | Orientation based on the context width and height.
`theme`{:.prop} | No | \<string\> | Custom RCSS feature. Can be [activated and deactivated](../cpp_manual/contexts.html#themes) on the context.

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- `@media` rules cannot be nested.
- Conditions cannot be nested within a media query, eg. using parenthesis.
- Only the `and` logical operator is supported.
- Only a single occurrence of a given property can be specified in a single media query.
- Only a single occurrence of a given feature can be specified in a single media query.
- Except that both `min-` and `max-` of the same range feature can be specified.
- The CSS Level 4 syntax using `<=` operators and similar is not supported.
2 changes: 1 addition & 1 deletion pages/rcss/sprite_sheets.md
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Expand Up @@ -52,7 +52,7 @@ Percentages: | N/A

Determines the resolution scaling the source image is designed to be displayed at. Eg. if it was made to be displayed at 200% DPI, set this to `2x`{:.value}. This property is optional and defaults to `1x`{:.value}.

This value, together with the current context's [dp-ratio](syntax.html#density-independent-pixel-dp), will determine the natural size of the sprites in this sprite sheet.
This value, together with the current context's [dp-ratio](syntax.html#dp-unit), will determine the natural size of the sprites in this sprite sheet.

For example, if we set the `resolution`{:.prop} property to `2x`{:.value} and the dp-ratio to `2.0`{:.value} on the context, the size of an `<img>` element using this sprite will be displayed at 1:1 texel to pixel ratio. If for the same sprite, the current dp-ratio is `1.0`{:.value}, the image element will be scaled to half. Of course, RCSS styles can be used to override this natural size of the image element.

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2 changes: 1 addition & 1 deletion pages/rcss/syntax.md
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Expand Up @@ -122,7 +122,7 @@ In RCSS, resolution is always specificied using a number (the scaling factor) fo
@media (min-resolution: 1.2x) { /* ... */ }
```

In this case, the specified number will be compared against the context's [dp-ratio](#density-independent-pixel-dp).
In this case, the specified number will be compared against the context's [dp-ratio](#dp-unit).

#### Ratio

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