Hack around some code-block formatting errors.

By default, mkdocs uses "highlight.js" to apply syntax-highlighting
to code blocks. Left to its own devices, highlight.js will guess the
language being used in the code block, apply the "hljs" CSS class
(so the code block will be given a nice border, a sensible font-size,
etc.) and apply the appropriate formatting markup. If it guesses wrongly,
you can give a language hint on the opening line of the block.

If you use a language that highlight.js does not recognise, or
the special name "nohighlight", highlight.js will leave the block
alone. Unfortunately, in mkdocs' default theme, that means it will be
formatted like *inline* code, with a border and background that wraps
behind each line of the block.

In order to make a code-block that looks like a code-block, you have
to carefully pick a language that highlight.js has heard of, but whose
syntax is sufficiently different from whatever's in the block that no
unwanted highlighting will occur.

This seems to be fixed in the readthedocs theme that comes with mkdocs
0.16.1, but ReadTheDocs doesn't actually seem to be using that version. :/
This commit is contained in:
Tim Allen 2017-11-11 18:22:08 +11:00
parent e9d2d56df9
commit 56cb9c01a5

View File

@ -8,7 +8,7 @@ higan would create a game folder named `dkc3.sfc`,
and inside it store the game data as `program.rom`
and the save data as `save.ram`:
```text
```python
+- Super Famicom
|
+- dkc3.sfc
@ -27,7 +27,7 @@ For example,
if another emulator loaded the game `dkc3.sfc`
it might store the save data in `dkc3.srm`:
```text
```python
+- Super Famicom
|
+- dkc3.sfc