The GenericNav tag generates the Farcry navigation.
If you are curious how it is setup see:
genericNav tag: \farcry\core\tags\webskin\genericNav.cfm
When you study the parameters and comments made inside this or any other tag, you get a good idea of what is possible with it.
If your project is setup with the default skeleton Mollio the genericNav CSS is located at:
genericNav CSS: \project\www\css\main.css (search for #nav)
Other then regular navigation you also can use it to create a sitemap.
<!--- sitemap navigation ---> <skin:genericNav navID="#application.navid.home#" depth="2" id="sitemap" bActive="true" bIncludeHome="true">
In this example depth="2" is used, which means that the hierarchy or level of expansion will go to level 2, adjust when needed.
Here the id is set to sitemap (instead of the Mollio default id="nav"), that points to the following CSS:
/* ============================= sitemap ====================== */ #sitemap li.active { font-weight:bold; decoration:none} #sitemap li.active li {font-weight:bold}
Of course you can do whatever you want with the CSS, this is just an example.
Like in the default Mollio setup bActive and bIncludeHome are set to ="true", as also in the sitemap it's a good idea to show visitors where they are (bActive) and therefore also include the home item (bIncludeHome).
So it is as simple as grabbing the genericNav code and assign a different CSS id that points to some rules you want to apply.
Although a good insight to how it works, there is already a existing sitemap tag which you can find through:
\farcry\core\tags\webskin\sitemap.cfm
Include it by:
Error rendering macro 'code': Invalid value specified for parameter 'lang'<!--- sitemap navigation ---> <skin:sitemap>
Of course don't forget to include the webskin tag library by:
Error rendering macro 'code': Invalid value specified for parameter 'lang'<cfimport taglib="/farcry/core/tags/webskin" prefix="skin" />