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Did a ton of HTML clean-up in src/ and the Luadoc templates to be 100…

…% standards-compliant.

Henceforth, bobbens is banned from editing HTML.
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1 parent 70b39bb commit 74674cb0996c838fcbd0d1d11a766cda587ad464 @Deiz Deiz committed Mar 29, 2012
@@ -1,10 +1,10 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
-<html>
+<html xmlns="http://www.w3.org/1999/xhtml">
<head>
+ <meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<title>Reference</title>
<link rel="stylesheet" href="<%=luadoc.doclet.html.link('luadoc.css', 'files/'..file_doc.name)%>" type="text/css" />
- <!--meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/-->
</head>
<body>
@@ -53,7 +53,7 @@
<%for _, func_name in ipairs(file_doc.functions) do
local func_data = file_doc.functions[func_name]%>
<tr>
- <td class="name" nowrap><%=func_data.private and "local " or ""%><a href="#<%=func_name%>"><%=func_name%></a>&nbsp;(<%=table.concat(func_data.param, ", ")%>)</td>
+ <td class="name"><%=func_data.private and "local " or ""%><a href="#<%=func_name%>"><%=func_name%></a>&nbsp;(<%=table.concat(func_data.param, ", ")%>)</td>
<td class="summary"><%=func_data.summary%></td>
</tr>
<%end%>
@@ -66,7 +66,7 @@
<table class="table_list">
<%for _, tab_name in ipairs(file_doc.tables) do%>
<tr>
- <td class="name" nowrap><a href="#<%=tab_name%>"><%=tab_name%></a></td>
+ <td class="name"><a href="#<%=tab_name%>"><%=tab_name%></a></td>
<td class="summary"><%=file_doc.tables[tab_name].summary%></td>
</tr>
<%end%>
@@ -33,7 +33,7 @@ end
<h3>Usage</h3>
<ul>
<%for _, usage in ipairs(func.usage) do%>
- <li><code><%= usage %></code>
+ <li><code><%= usage %></code></li>
<%end%>
</ul>
<%end%>
@@ -46,7 +46,7 @@ end
<h3>Return values:</h3>
<ol>
<%for _, ret in ipairs(func.ret) do%>
- <li><%= ret %>
+ <li><%= ret %></li>
<%end%>
</ol>
<%end%>
@@ -60,8 +60,8 @@ end
<ul>
<%for i = 1, #func.see do%>
<li><a href="#<%=module_doc.name.."."..func.see[i]%>">
- <%=module_doc.name.."."..func.see[i]%>
- </a>
+ <%=module_doc.name.."."..func.see[i]%></a>
+ </li>
<%end%>
</ul>
<%end%>
@@ -1,10 +1,10 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
-<html>
+<html xmlns="http://www.w3.org/1999/xhtml">
<head>
+ <meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<title>Naev Lua API</title>
<link rel="stylesheet" href="<%=luadoc.doclet.html.link("luadoc.css")%>" type="text/css" />
- <!--meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/-->
</head>
<body>
@@ -200,12 +200,31 @@ div.header, div.footer { margin-left: 0em; }
}
a { font-weight:bold; color: #004080; text-decoration: underline; }
- #main { background-color: #ffffff; border-left: 0px; }
- #container { margin-left: 2%; margin-right: 2%; background-color: #ffffff; }
+ #main
+ {
+ background-color: #ffffff;
+ border-left: 0px;
+ }
+
+ #container
+ {
+ margin-left: 2%;
+ margin-right: 2%;
+ background-color: #ffffff;
+ }
- #content { margin-left: 0px; padding: 1em; border-left: 0px; border-right: 0px; background-color: #ffffff; }
+ #content
+ {
+ margin-left: 0px;
+ padding: 1em;
+ border-left: 0px;
+ border-right: 0px;
+ background-color: #ffffff;
+ }
- #navigation { display: none;
+ #navigation
+ {
+ display: none;
}
pre.example {
font-family: "Andale Mono", monospace;
@@ -221,7 +240,11 @@ table.module_list td
border-style: solid;
border-color: #cccccc;
}
-table.module_list td.name { background-color: #f0f0f0; }
+table.module_list td.name
+{
+ background-color: #f0f0f0;
+ white-space: nowrap;
+}
table.module_list td.summary { width: 100%; }
table.file_list
@@ -238,7 +261,10 @@ table.file_list td
border-style: solid;
border-color: #cccccc;
}
-table.file_list td.name { background-color: #f0f0f0; }
+table.file_list td.name {
+ background-color: #f0f0f0;
+ white-space: nowrap;
+}
table.file_list td.summary { width: 100%; }
@@ -256,7 +282,11 @@ table.function_list td
border-style: solid;
border-color: #cccccc;
}
-table.function_list td.name { background-color: #f0f0f0; }
+table.function_list td.name
+{
+ background-color: #f0f0f0;
+ white-space: nowrap;
+}
table.function_list td.summary { width: 100%; }
@@ -1,10 +1,10 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
-<html>
+<html xmlns="http://www.w3.org/1999/xhtml">
<head>
+ <meta http-equiv="Content-Type" content="text/html;charset=utf-8" />
<title>Naev Lua API: <%=module_doc.name%></title>
<link rel="stylesheet" href="<%=luadoc.doclet.html.link('luadoc.css', 'modules/'..module_doc.name)%>" type="text/css" />
- <!--meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/-->
</head>
<body>
@@ -28,7 +28,7 @@
<h1>Module <code><%=module_doc.name%></code></h1>
-<p><%=module_doc.description%></p>
+<div><%=module_doc.description%></div>
<%if module_doc.author then%>
<p><b><%= #module_doc.author>1 and "Authors" or "Author" %>:</b>
<table class="authors_list">
@@ -51,7 +51,7 @@
<%for _, func_name in ipairs(module_doc.functions) do
local func_data = module_doc.functions[func_name]%>
<tr>
- <td class="name" nowrap><%=func_data.private and "local " or ""%><a href="#<%=func_name%>"><%=func_name%></a>&nbsp;(<%=table.concat(module_doc.functions[func_name].param, ", ")%>)</td>
+ <td class="name"><%=func_data.private and "local " or ""%><a href="#<%=func_name%>"><%=func_name%></a>&nbsp;(<%=table.concat(module_doc.functions[func_name].param, ", ")%>)</td>
<td class="summary"><%=module_doc.functions[func_name].summary%></td>
</tr>
<%end%>
@@ -64,7 +64,7 @@
<table class="table_list">
<%for _, tab_name in ipairs(module_doc.tables) do%>
<tr>
- <td class="name" nowrap><a href="#<%=tab_name%>"><%=tab_name%></a></td>
+ <td class="name"><a href="#<%=tab_name%>"><%=tab_name%></a></td>
<td class="summary"><%=module_doc.tables[tab_name].summary%></td>
</tr>
<%end%>
View
@@ -604,17 +604,17 @@ static int hook_safe( lua_State *L )
*
* You can hook to different actions. Currently hook system only supports:<br />
* <ul>
- * <li> "death" : triggered when pilot dies (before marked as dead). <br />
- * <li> "exploded" : triggered when pilot has died and the final explosion has begun. <br />
- * <li> "board" : triggered when pilot is boarded.<br />
- * <li> "disable" : triggered when pilot is disabled (with disable set).<br />
- * <li> "undisable" : triggered when pilot recovers from being disabled.<br />
- * <li> "jump" : triggered when pilot jumps to hyperspace (before he actually jumps out).<br />
- * <li> "hail" : triggered when pilot is hailed.<br />
- * <li> "land" : triggered when pilot is landing (right when starting land descent).<br />
- * <li> "attacked" : triggered when the pilot is attacked. <br />
- * <li> "idle" : triggered when the pilot becomes idle in manual control.<br />
- * <li> "lockon" : triggered when the pilot locked on a missile on it's target.<br />
+ * <li> "death" : triggered when pilot dies (before marked as dead). </li>
+ * <li> "exploded" : triggered when pilot has died and the final explosion has begun. </li>
+ * <li> "board" : triggered when pilot is boarded.</li>
+ * <li> "disable" : triggered when pilot is disabled (with disable set).</li>
+ * <li> "undisable" : triggered when pilot recovers from being disabled.</li>
+ * <li> "jump" : triggered when pilot jumps to hyperspace (before he actually jumps out).</li>
+ * <li> "hail" : triggered when pilot is hailed.</li>
+ * <li> "land" : triggered when pilot is landing (right when starting land descent).</li>
+ * <li> "attacked" : triggered when the pilot is attacked. </li>
+ * <li> "idle" : triggered when the pilot becomes idle in manual control.</li>
+ * <li> "lockon" : triggered when the pilot locked on a missile on it's target.</li>
* </ul>
* <br />
* If you pass nil as pilot, it will set it as a global hook that will jump for all pilots.<br />
View
@@ -1086,30 +1086,30 @@ static int pilotL_nav( lua_State *L )
*
* The weapon sets have the following structure: <br />
* <ul>
- * <li> name: name of the set. <br />
- * <li> cooldown: [0:1] value indicating if ready to shoot (1 is ready). <br />
- * <li> ammo: Name of the ammo or nil if not applicable. <br />
- * <li> left: Absolute ammo left or nil if not applicable. <br />
- * <li> left_p: Relative ammo left [0:1] or nil if not applicable <br />
- * <li> lockon: Lockon [0:1] for seeker weapons or nil if not applicable. <br />
- * <li> in_arc: Whether or not the target is in targetting arc or nil if not applicable. <br />
- * <li> level: Level of the weapon (1 is primary, 2 is secondary). <br />
- * <li> temp: Temperature of the weapon. <br />
- * <li> type: Type of the weapon. <br />
- * <li> dtype: Damage type of the weapon. <br />
- * <li> track: Tracking level of the weapon. <br />
+ * <li> name: name of the set. </li>
+ * <li> cooldown: [0:1] value indicating if ready to shoot (1 is ready). </li>
+ * <li> ammo: Name of the ammo or nil if not applicable. </li>
+ * <li> left: Absolute ammo left or nil if not applicable. </li>
+ * <li> left_p: Relative ammo left [0:1] or nil if not applicable </li>
+ * <li> lockon: Lockon [0:1] for seeker weapons or nil if not applicable. </li>
+ * <li> in_arc: Whether or not the target is in targetting arc or nil if not applicable. </li>
+ * <li> level: Level of the weapon (1 is primary, 2 is secondary). </li>
+ * <li> temp: Temperature of the weapon. </li>
+ * <li> type: Type of the weapon. </li>
+ * <li> dtype: Damage type of the weapon. </li>
+ * <li> track: Tracking level of the weapon. </li>
* </ul>
*
* An example would be:
- * <pre><code>
+ * @code
* ws_name, ws = p:weapset( true )
* print( "Weapnset Name: " .. ws_name )
* for _,w in ipairs(ws) do
* print( "Name: " .. w.name )
* print( "Cooldown: " .. tostring(cooldown) )
* print( "Level: " .. tostring(level) )
* end
- * </code></pre>
+ * @endcode
*
* @usage set_name, slots = p:weapset( true ) -- Gets info for all active weapons
* @usage set_name, slots = p:weapset() -- Get info about the current set
@@ -1316,22 +1316,22 @@ static int pilotL_weapset( lua_State *L )
*
* The active outfits have the following structure: <br />
* <ul>
- * <li> name: Name of the set. <br />
- * <li> type: Type of the outfit. <br />
- * <li> state: State of the outfit, which can be one of { "off", "warmup", "on", "cooldown" }. <br />
- * <li> duration: Set only if state is "on". Indicates duration value (0 = just finished, 1 = just on). <br />
- * <li> cooldown: Set only if state is "cooldown". Indicates cooldown value (0 = just ending, 1 = just started cooling down). <br />
+ * <li> name: Name of the set. </li>
+ * <li> type: Type of the outfit. </li>
+ * <li> state: State of the outfit, which can be one of { "off", "warmup", "on", "cooldown" }. </li>
+ * <li> duration: Set only if state is "on". Indicates duration value (0 = just finished, 1 = just on). </li>
+ * <li> cooldown: Set only if state is "cooldown". Indicates cooldown value (0 = just ending, 1 = just started cooling down). </li>
* </ul>
*
* An example would be:
- * <pre><code>
+ * @code
* act_outfits = p:actives()
* print( "Weapnset Name: " .. ws_name )
* for _,o in ipairs(act_outfits) do
* print( "Name: " .. o.name )
* print( "State: " .. o.state )
* end
- * </code></pre>
+ * @endcode
*
* @usage act_outfits = p:actives() -- Gets the table of active outfits
*
@@ -2634,22 +2634,22 @@ lua_rawset( L, -3 )
*
* Some of the stats are:<br />
* <ul>
- * <li> cpu <br />
- * <li> cpu_max <br />
- * <li> fuel <br />
- * <li> fuel_max <br />
- * <li> mass <br />
- * <li> thrust <br />
- * <li> speed <br />
- * <li> speed_max <br />
- * <li> turn <br />
- * <li> armour <br />
- * <li> shield <br />
- * <li> energy <br />
- * <li> armour_regen <br />
- * <li> shield_regen <br />
- * <li> energy_regen <br />
- * <li> jump_delay <br />
+ * <li> cpu </li>
+ * <li> cpu_max </li>
+ * <li> fuel </li>
+ * <li> fuel_max </li>
+ * <li> mass </li>
+ * <li> thrust </li>
+ * <li> speed </li>
+ * <li> speed_max </li>
+ * <li> turn </li>
+ * <li> armour </li>
+ * <li> shield </li>
+ * <li> energy </li>
+ * <li> armour_regen </li>
+ * <li> shield_regen </li>
+ * <li> energy_regen </li>
+ * <li> jump_delay </li>
* </ul>
*
* @usage stats = p:stats() print(stats.armour)
@@ -2821,9 +2821,9 @@ static int pilotL_cargoRm( lua_State *L )
*
* The list has the following members:<br />
* <ul>
- * <li><b>name:</b> name of the cargo.
- * <li><b>q:</b> quantity of the cargo.
- * <li><b>m:</b> true if cargo is for a mission.
+ * <li><b>name:</b> name of the cargo.</li>
+ * <li><b>q:</b> quantity of the cargo.</li>
+ * <li><b>m:</b> true if cargo is for a mission.</li>
* </ul>
*
* @usage for _,v in ipairs(pilot.cargoList(player.pilot())) do print( string.format("%s: %d", v.name, v.q ) ) end
@@ -2923,8 +2923,8 @@ static const struct pL_flag pL_flags[] = {
*
* Valid flags are:<br/>
* <ul>
- * <li> hailing: pilot is hailing the player.<br/>
- * <li> boardable: pilot is boardable while active.<br/>
+ * <li> hailing: pilot is hailing the player.</li>
+ * <li> boardable: pilot is boardable while active.</li>
* </ul>
* @luaparam p Pilot to get flags of.
* @luareturn Table with flag names an index, boolean as value.
View
@@ -500,9 +500,9 @@ static int playerL_autonavDest( lua_State *L )
*
* Possible options are:<br/>
* <ul>
- * <li>abort : (string) autonav abort message
- * <li>no2x : (boolean) whether to prevent the player from engaging double-speed, default false
- * <li>gui : (boolean) enables the player's gui, default disabled
+ * <li>abort : (string) autonav abort message</li>
+ * <li>no2x : (boolean) whether to prevent the player from engaging double-speed, default false</li>
+ * <li>gui : (boolean) enables the player's gui, default disabled</li>
* </ul>
*
* @usage player.cinematics( true, { gui = true } ) -- Enables cinematics without hiding gui.

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