js from fooo.fr ok. i see now. Yes, I use noscript.
If i can parse xml, u think i can't generate html ?
never said you couldnt generate it avagato...... its actually quite simple IMHO
but the point of this new wiki related forum area is for us to discuss .... how to design this content in the future....... Im really undecided on whether to continue using that "tree view" or to do them with the standard layout. But getting everybodies opinion on what they would like to see on the layout would be better then having to rewrite your program over and and over.
I mean if you really wanna write it over and over go right a head .....
<h3>Camera Reference</h3><ulid="trigger-category"><li><spanclass="folder">Basic</span><ul><li><ahref="/galaxy/triggers/apply-camera-object/">Apply Camera Object</a> - Sets a players camera to a camera object</li><li><ahref="/galaxy/triggers/default-game-camera/">Default Game Camera</a> - Returns the default game camera settings</li><li><ahref="/galaxy/triggers/pan-camera/">Pan Camera</a> - Pans the camera to the center of a region or point</li><li><ahref="/galaxy/triggers/make-camera-look-at/">Make Camera Look At</a> - Adjusts the camera to look at the new target point without changing the camera eye position</li><li><ahref="/galaxy/triggers/camera-target-of-player/">Camera Target Of Player</a> - Returns the current camera target of a player</li><li><ahref="/galaxy/triggers/camera-pitch-of-player/">Camera Pitch of Player</a> - Returns the current camera pitch of a player</li><li><ahref="/galaxy/triggers/camera-yaw-of-player/">Camera Yaw of Player</a> - Returns the current camera yaw of a player</li><li><ahref="/galaxy/triggers/save-camera/">Save Camera</a> - Saves the current camera configurations</li><li><ahref="/galaxy/triggers/restore-camera/">Restore Camera</a> - Restores the camera to a previously saved configuration</li><li><ahref="/galaxy/triggers/set-camera-channel-on-portrait/">Set Camera Channel On Portrait</a> - In order to use this, you must first create a portrait through triggers</li><li><ahref="/galaxy/triggers/clear-camera-channel-on-portrait/">Clear Camera Channel On Portrait</a> - Stops a portrait from rendering to a render-to-texture channel</li></ul></li><li><spanclass="folder">Model Cameras</span><ul><li><ahref="/galaxy/triggers/use-model-camera/">Use Model Camera</a> - Uses the camera setting that is specific to a unit</li><li><ahref="/galaxy/triggers/set-camera-channel/">Set Camera Channel</a> - Sets a model camera for the specified unit to be rendered to the specified render-to-texture channel</li><li><ahref="/galaxy/triggers/clear-camera-channel/">Clear Camera Channel</a> - Stops a model camera from using the specified render-to-texture channel</li></ul></li><li><spanclass="folder">Camera Tricks</span><ul><li><ahref="/galaxy/triggers/lock-camera-input/">Lock Camera Input</a> - Locks the camera in place for a player, causing the player to be unable to move the camera in any way</li><li><ahref="/galaxy/triggers/set-camera-bounds/">Set Camera Bounds</a> - Sets the camera bounds within a region</li><li><ahref="/galaxy/triggers/shake-camera/">Shake Camera</a> - Shakes the camera</li><li><ahref="/galaxy/triggers/stop-shaking-camera/">Stop Shaking Camera</a> - Stops shaking the camera</li><li><ahref="/galaxy/triggers/zoom-camera/">Zoom Camera</a> - Zoom the camera in on a location</li><li><ahref="/galaxy/triggers/follow-unit-group-with-camera/">Follow Unit Group with Camera</a> - Follows a unit group with the camera</li><li><ahref="/galaxy/triggers/make-camera-look-at-and-follow/">Make Camera Look At And Follow Unit</a> - Make the camera target follow a unit, without changing the camera eye position</li><li><ahref="/galaxy/triggers/make-camera-look-at-and-follow/">Make Camera Look At And Follow Actor</a> - Make the camera target follow an actor, without changing the camera eye position</li><li><ahref="/galaxy/triggers/lock-camera-mouse-relative-mode-on/">Lock Camera Mouse Relative Mode On/Off</a> - When this is turned on, it will make all of a player's mouse movements act as if that player was drag-scrolling (holding down the middle mouse button)</li><li><ahref="/galaxy/triggers/turn-camera-mouse-rotation-on-off/">Turn Camera Mouse Rotation On/Off</a> - When this is turned on, it will make a player's drag-scroll camera movements rotate the camera in a free look fashion rather than drag the camera</li><li><ahref="/galaxy/triggers/set-camera-mouse-rotation-speed/">Set Camera Mouse Rotation Speed</a> - Sets the yaw or pitch sensitivity of the camera when camera mouse rotation is turned on</li><li><ahref="/galaxy/triggers/turn-camera-height-displacement-on-off/">Turn Camera Height Displacement On/Off</a> - When this is enabled, and the camera is following a flying unit, the camera will adjust its height to ensure the flying unit stays visible when the camera zooms in</li><li><ahref="/galaxy/triggers/turn-camera-height-smoothing-on-off/">Turn Camera Height Smoothing On/Off</a> - When this is enabled, the camera will transition between terrain height changes smoothly</li><li><ahref="/galaxy/triggers/turn-camera-vertical-field-of-view/">Turn Camera Vertical Field Of View On/Off</a> - By default, the horizontal screen space is preserved between aspect ratios, and the vertical space gets cropped or expanded as necessary</li></ul></li><li><spanclass="folder">Utility</span><ul><li><ahref="/galaxy/triggers/camera-moves/">Camera Moves</a> - This event fires when the specified player moves the camera</li><li><ahref="/galaxy/triggers/camera-move-reason/">Camera Move Reason</a> - Returns the source of the last camera movement</li><li><ahref="/galaxy/triggers/apply-camera-property/">Apply Camera Property</a> - Applies a specified camera property such as Depth of Field to a camera object</li><li><ahref="/galaxy/triggers/camera-object-property/">Camera Object Property</a> - Returns the value of the specified Property for the chosen Camera Object</li><li><ahref="/galaxy/triggers/set-camera-object-property/">Set Camera Object Property</a> - Sets a camera object property</li><li><ahref="/galaxy/triggers/camera-object-target/">Camera Object Target</a> - Returns the camera object target</li><li><ahref="/galaxy/triggers/set-camera-object-target/">Set Camera Object Target</a> - Sets a camera object to a selected point</li><li><ahref="/galaxy/triggers/copy-of-camera-object/">Copy Of Camera Object</a> - Returns a copy of a set camera object</li></ul></li><li><spanclass="folder">Support</span><ul><li><ahref="/galaxy/triggers/presets/camera-use-target-option/"class="preset">Camera Use Target Option</a> - </li><li><ahref="/galaxy/triggers/presets/default-model-camera/"class="preset">Default Model Camera</a> - </li><li><ahref="/galaxy/triggers/presets/zoom-camera-distance/"class="preset">Zoom Camera Distance</a> - </li><li><ahref="/galaxy/triggers/presets/camera-follow-option/"class="preset">Camera Follow Option</a> - </li><li><ahref="/galaxy/triggers/presets/camera-object-property-type/"class="preset">Camera Object Property Type</a> - </li><li><ahref="/galaxy/triggers/presets/no-camera-object/"class="preset">No Camera Object</a> - </li><li><ahref="/galaxy/triggers/presets/no-model-camera/"class="preset">No Model Camera</a> - </li><li><ahref="/galaxy/triggers/presets/camera-direction/"class="preset">Camera Direction</a> - </li><li><ahref="/galaxy/triggers/presets/camera-position/"class="preset">Camera Position</a> - </li><li><ahref="/galaxy/triggers/presets/camera-move-reason/"class="preset">Camera Move Reason</a> - </li><li><ahref="/galaxy/triggers/presets/camera-velocity/"class="preset">Camera Velocity</a> - </li><li><ahref="/galaxy/triggers/presets/camera-keep-target-option/"class="preset">Camera Keep Target Option</a> - </li><li><ahref="/galaxy/triggers/presets/camera-rotation/"class="preset">Camera Rotation</a> - </li></ul></li><linkrel="stylesheet"href="http://fooo.fr/~vjeux/sc2/editor-wiki/script/jquery.treeview.css"/><scriptsrc="http://fooo.fr/~vjeux/sc2/editor-wiki/script/jquery.js"type="text/javascript"></script><scriptsrc="http://fooo.fr/~vjeux/sc2/editor-wiki/script/jquery.cookie.js"type="text/javascript"></script><scriptsrc="http://fooo.fr/~vjeux/sc2/editor-wiki/script/jquery.treeview.js"type="text/javascript"></script><script>$("#trigger-category").treeview({animated: "fast", collapsed: true, persist: "cookie"});</script>
its just an Unordered list.... pretty simple to generate that
at first you will see it load looking like a normal page...
If you have java script running you should see it reduce it to a small Tree Structured list with "clickable" nodes that expand and show the sub nodes..
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I don't know what kind of tree layout u mean. define it pls
and why do we need plain html?
the tree layout is the "tree style list" where you click a node and it shows your the sub nodes.
Personally I like it, but I think it makes it harder to read. I believe its just a simple jquery java script ... not sure if thats a custom script Vjeux wrote.
But that script has a bug in it, where it screws up the HTML that follows it.
So if you add any content to the page the formatting is way off.
never said you couldnt generate it avagato...... its actually quite simple IMHO
but the point of this new wiki related forum area is for us to discuss .... how to design this content in the future....... Im really undecided on whether to continue using that "tree view" or to do them with the standard layout. But getting everybodies opinion on what they would like to see on the layout would be better then having to rewrite your program over and and over.
I mean if you really wanna write it over and over go right a head .....
its just an Unordered list.... pretty simple to generate that
@avogatro: Go
Here is an example of what were talking about.....
http://wiki.sc2mapster.com/galaxy/triggers/category-camera/
at first you will see it load looking like a normal page...
If you have java script running you should see it reduce it to a small Tree Structured list with "clickable" nodes that expand and show the sub nodes..
you should prolly hold off avogatro....
that test page you have there is one serious wall of test.... let some of the mods chime in on this.....
The reason Html is used for the tree thing is beacuase you can specify classID and className for the Java Script to process.
the tree layout is the "tree style list" where you click a node and it shows your the sub nodes.
Personally I like it, but I think it makes it harder to read. I believe its just a simple jquery java script ... not sure if thats a custom script Vjeux wrote.
But that script has a bug in it, where it screws up the HTML that follows it.
So if you add any content to the page the formatting is way off.
@Abion47: Go
You want to reduce it why?