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webgme-codeeditor

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Code Editor Visualizer for webgme using CodeMirror

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# webgme-codeeditor [![license](https://img.shields.io/github/license/mashape/apistatus.svg?maxAge=2592000)](https://opensource.org/licenses/MIT) [![Documentation](https://img.shields.io/badge/documentation-wiki-blue.svg?style=flat-square)](https://github.com/finger563/webgme-codeeditor/wiki) [![npm](https://img.shields.io/npm/v/webgme-codeeditor.svg)](https://www.npmjs.com/package/webgme-codeeditor) [![npm](https://img.shields.io/npm/dm/webgme-codeeditor.svg)](https://www.npmjs.com/package/webgme-codeeditor) [![npm](https://img.shields.io/npm/dt/webgme-codeeditor.svg)](https://www.npmjs.com/package/webgme-codeeditor) [![code-editor.collaborative-design.org](https://img.shields.io/website-up-down-green-red/https/code-editor.collaborative-design.org/profile/login.svg?label=code-editor.collaborative-design.org)](https://code-editor.collaborative-design.org) [![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg)](https://paypal.me/finger563) The WebGME CodeEditor is a multi-line text editor component for the WebGME collaborative web-based modeling environment [WebGME](https://webgme.org), [WebGME Github](https://github.com/webgme/webgme). Please see the [WIKI](https://github.com/finger563/webgme-codeeditor/wiki) for further information, including links to relevant Youtube Videos and specific pages about development process and such. The CodeEditor is built upon [CodeMirror](http://codemirror.net) and [FancyTree](https://github.com/mar10/fancytree). and provides a reusable way to define the different multi-line attributes for each of the meta-types in your WebGME domain, as well as what syntax highlighting and other properties those attributes should support, e.g. `c++` or `javascript`. Features: * **Syntax highlighting** for all languages (modes) supported by CodeMirror * Some **code completion** options depending on language * **Keybinding** support for `vim`, `sublime text`, and `emacs` style keybindings, saved per user + per project * **Editor theme-ing**, saved per user + per project * **Code Folding** (depending on the text grouping in the mode * **A tree browser** for easily navigating between different attributes across different nodes of your WebGME project. * A **diff view** showing the changes you've made that are not committed. * Collaborative **simultaneous editing** showing where each person is in the attribute, what they've highlighted, etc. * Total **revert capability** or reverting of individual line changes * User configuration of **line-wrapping** * Full-screen **distraction free editing** mode (press `F11` when the text editor has focus) * Full interoperability with WebGME's split-panel view. Note: for `mode` documentation, see [CodeMirror Modes](http://codemirror.net/mode/index.html). ## Adding the CodeEditor as a WebGME Component to your Project Install instructions are below, after which you simply have to enable the `CodeEditor Visualizer` as a valid visualizer in the META of the nodes you wish it to be active on. ### Installing With WebGME-CLI To add the CodeEditor to your WebGME deployment, simply use the `webgme-cli` to install it: ``` bash webgme import viz CodeEditor webgme-codeeditor ``` Which will install the CodeEditor and then use `bower` to install the CodeMirror and other dependencies. ### Installing With NPM You can also use npm to install it by running: ```bash npm install --save webgme-codeeditor ``` You will need to inform webgme where to load the CodeEditor from, by editing the `config/config.webgme.js` to have: ```json config.requirejsPaths = { "panels/CodeEditor": "./node_modules/webgme-codeeditor/src/visualizers/panels/CodeEditor", "widgets/CodeEditor": "./node_modules/webgme-codeeditor/src/visualizers/widgets/CodeEditor" }; ``` added to your `config.requirejsPaths`. You will also need to tell WebGME that it is a visualizer, by adding it your 'src/visualizers/Visualizers.json`: ```json { "id": "CodeEditor", "title": "CodeEditor", "panel": "panels/CodeEditor/CodeEditorPanel", "DEBUG_ONLY": false } ``` Finally you will need to add it to your `webgme-setup.json`: ```json "dependencies": { "visualizers": { "CodeEditor": { "src": "panels/CodeEditor/CodeEditorPanel", "title": "CodeEditor", "panel": "src/visualizers/panels/CodeEditor", "secondary": false, "widget": "src/visualizers/widgets/CodeEditor", "project": "webgme-codeeditor" } }, ``` ## Configuring the CodeEditor for your Project / Domain After you've added the CodeEditor to your project, you can configure it just like any other WebGME component. Some example options are provided below. When the CodeEditor is active on a WebGME node, it loads the node and its children, up to a depth of `config.loadDepth`, while simultaneously looking upwards for a root node of meta-type `config.RootType`. Any nodes it loads whose type matches any of the types in `config.excludeTypes` will be discarded, along with their children. If you configure the `config.loadDepth` to be `-1`, the CodeEditor visualizer will load the full subtree. ### Example configuration This configuration can be found in [components.json](./config/components.json). ``` json { "CodeEditor": { "theme": "default", "enableThemeSelection": true, "keyBinding": "sublime", "enableKeybindingSelection": true, "lineWrapping": false, "enableLineWrappingToggle": true, "autoSaveInterval": "2000", "defaultSyntax": "gfm", "rootTypes": ["Project"], "excludeTypes": ["ExcludeType"], "loadDepth": 5, "syntaxToModeMap": { "gfm": {"name":"gfm", "icon": "glyphicon glyphicon-file"}, "C++": {"name":"text/x-c++src", "useCPP": true}, "JSON": {"name":"application/json"}, "Python": {"name":"text/x-python"} }, "attrToSyntaxMap": { "CodeObject": { "Markdown": "gfm", "C++": "C++", "JSON": "JSON", "Python": "Python" } }, "attrToInfoMap": { "CodeObject": { "docstring": [ "## CodeObject Documentation", "this is some documentation for the code object itself.", "", "it will be appended to the documentation for all of CodeObject's attributes." ], "attributes": { "Markdown": [ "## Markdown Code Attribute", "This code attribute should be formatted with [Markdown](https://en.wikipedia.org/wiki/Markdown)" ], "C++": "## C++ Code Attrubute\nThis is c++ code.\n NOTICE HOW YOU CAN USE EMBEDDED NEWLINES OR ARRAYS", "JSON": "Simple doc string here.", "Python": "Useless doc string." } } }, "nameTemplateMap": { "CodeObject": "CodeObject:{{{name}}}" } } } ``` ## Examples ![Using the CodeEditor](https://raw.githubusercontent.com/wiki/finger563/webgme-codeeditor/images/code-editor-1.gif) ## Running the example in this repository First, install the webgme-codeeditor following: - [NodeJS](https://nodejs.org/en/) (LTS recommended) - [MongoDB](https://www.mongodb.com/) Second, start mongodb locally by running the `mongod` executable in your mongodb installation (you may need to create a `data` directory or set `--dbpath`). Then, run `npm start` from the project root to start . Finally, navigate to `http://localhost:9000` to start using webgme-codeeditor! The seed project [test](./src/seeds/test.webgmex) can be used as the base of a project to show how the CodeEditor works.