The skins available in the default build of fossil seem to be mislabelled.
When I select the one labelled "plain grey, no logo", I get a plain grey
theme with a big lighter-grey box that occupies 3/4 of the top
(left-aligned) with a logo in the middle. "khaki, no logo" is what it says
on the box.
I seem to have stumbled onto a logical contradiction in the fossil setup
and was wondering if folks could help:
1. Turn HTML wiki markup on in the Admin. Now and
don't work because everything is HTML.
2. Put some python code in expecting it to get left alone [1,2,3,4].
3. Find out that, no, fos
On Sun, Jul 25, 2010 at 05:09, Zed A. Shaw wrote:
>
> I've tweaked a few little things here and there but overall a very
> nicely done. Thanks again Peter.
>
A modest contribution. Thank you for creating some of the stuff I have
been using over the years.
If the markup could be extracted from t
Looking more into the skinning issue, it looks to me like the file skins.c
contains a bunch of stuff that could be generated trivially from a script of
some sort. Is there any interest in me making the skinning system more
flexible so it's easier to add a new skin by basically just checking in
thr
On Sun, Jul 25, 2010 at 13:39, Michael Richter wrote:
> Is there any interest in me making the skinning system more
> flexible so it's easier to add a new skin by basically just checking in
> three files under a new directory? The idea would be something like this:
That would be brilliant! As yo
I guess your proposal is related to the ticket I filed here:
http://fossil-scm.org/index.html/tktview?name=49395d4e70
Although it looks like the proposal is moving towards a templating
system I believe it will make changes easier. Right now people have to
submit patches of C code for trivial UI ch
On Sun, Jul 25, 2010 at 7:39 AM, Michael Richter wrote:
> Looking more into the skinning issue, it looks to me like the file skins.c
> contains a bunch of stuff that could be generated trivially from a script of
> some sort. Is there any interest in me making the skinning system more
> flexible s
On Sun, Jul 25, 2010 at 07:39:28PM +0800, Michael Richter wrote:
> Looking more into the skinning issue, it looks to me like the file skins.c
> contains a bunch of stuff that could be generated trivially from a script of
> some sort. Is there any interest in me making the skinning system more
> fl
On Sun, Jul 25, 2010 at 1:25 PM, Zed A. Shaw wrote:
> On Sun, Jul 25, 2010 at 07:39:28PM +0800, Michael Richter wrote:
> > Looking more into the skinning issue, it looks to me like the file
> skins.c
> > contains a bunch of stuff that could be generated trivially from a script
> of
> > some sort.
Alright so I'm going through the code for wiki_convert and thinking
about the problems I've been having with using HTML for wiki, but having
that setting bleed into all inputs in the system.
I think I have a simple solution, but let me know what people think:
1. The setting to use HTML for the wi
I really, really do not like the Use-HTML-Wiki switch and I rue the day that
I ever allowed that into the code. I have no desire to make the situation
worse by making the Use-HTML-Wiki switch even more complicated.
What Use-HTML-Wiki really comes down to is yet another "wiki mode".
Everybody (me
On Sun, Jul 25, 2010 at 05:47:56PM -0400, Richard Hipp wrote:
> For embedded documentation, file that end in .html or .htm are rendered as
> pure HTML with no interpretation and with no header or footer added. File
> that end in ".wiki" are rendered using Fossil wiki. Files that end in
> ".creole
On Sun, Jul 25, 2010 at 04:13:47PM -0700, Zed A. Shaw wrote:
> Actually, none of this is necessary if you solve this one simple
> problem:
>
> .html will not have the header and active login state of a user, so I
> have to use "wiki", but wiki then has its own set of problems.
Ok, so I've been ab
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