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https://github.com/OscarGodson/EpicEditor

EpicEditor is an embeddable JavaScript Markdown editor with split fullscreen editing, live previewing, automatic draft saving, offline support, and more. For developers, it offers a robust API, can be easily themed, and allows you to swap out the bundled Markdown parser with anything you throw at it.
https://github.com/OscarGodson/EpicEditor

Last synced: 26 days ago
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EpicEditor is an embeddable JavaScript Markdown editor with split fullscreen editing, live previewing, automatic draft saving, offline support, and more. For developers, it offers a robust API, can be easily themed, and allows you to swap out the bundled Markdown parser with anything you throw at it.

Lists

README

        

# ⚠️ DEPRECATION WARNING

This repository is no longer actively maintained.

# ![EpicEditor](http://epiceditor.com/docs/images/epiceditor-logo.png)

## An Embeddable JavaScript Markdown Editor

EpicEditor is an embeddable JavaScript [Markdown](http://daringfireball.net/projects/markdown/) editor with split fullscreen editing, live previewing, automatic draft saving, offline support, and more. For developers, it offers a robust API, can be easily themed, and allows you to swap out the bundled Markdown parser with anything you throw at it.

## Why

Because, WYSIWYGs suck. Markdown is quickly becoming the replacement. [GitHub](http://github.com), [Stackoverflow](http://stackoverflow.com), and even blogging apps like [Posterous](http://posterous.com) are now supporting Markdown. EpicEditor allows you to create a Markdown editor with a single line of JavaScript:

```javascript
var editor = new EpicEditor().load();
```

## Quick Start

EpicEditor is easy to implement. Add the script and assets to your page, provide a target container and call `load()`.

### Step 1: Download

[Download the latest release](http://epiceditor.com) or clone the repo:

```bash
$ git clone [email protected]:OscarGodson/EpicEditor
```

### Step 2: Install

Copy `EpicEditor/epiceditor/` onto your webserver, for example to `/static/lib/epiceditor`.

```bash
$ scp -r EpicEditor/epiceditor you@webserver:public_html/static/lib/
```

You can of course customize this step for your directory layout.

### Step 3: Create your container element

```html


```

Alternately, wrap an existing textarea to load the contents into the EpicEditor instance.

```html


```

### Step 4: Add the `epiceditor.js` file

```html

```

### Step 5: Init EpicEditor

EpicEditor needs to know where to find its themes, so it needs to be told its install directory at init.
```javascript
var editor = new EpicEditor({basePath: '/static/lib/epiceditor'}).load();
```

## API

### EpicEditor([_options_])

The `EpicEditor` constructor creates a new editor instance. Customize the instance by passing the `options` parameter. The example below uses all options and their defaults:

```javascript
var opts = {
container: 'epiceditor',
textarea: null,
basePath: 'epiceditor',
clientSideStorage: true,
localStorageName: 'epiceditor',
useNativeFullscreen: true,
parser: marked,
file: {
name: 'epiceditor',
defaultContent: '',
autoSave: 100
},
theme: {
base: '/themes/base/epiceditor.css',
preview: '/themes/preview/preview-dark.css',
editor: '/themes/editor/epic-dark.css'
},
button: {
preview: true,
fullscreen: true,
bar: "auto"
},
focusOnLoad: false,
shortcut: {
modifier: 18,
fullscreen: 70,
preview: 80
},
string: {
togglePreview: 'Toggle Preview Mode',
toggleEdit: 'Toggle Edit Mode',
toggleFullscreen: 'Enter Fullscreen'
},
autogrow: false
}
var editor = new EpicEditor(opts);
```

### Options


Option
Description
Default


container
The ID (string) or element (object) of the target container in which you want the editor to appear.
epiceditor


textarea
The ID (string) or element (object) of a textarea you would like to sync the editor's content with. On page load if there is content in the textarea, the editor will use that as its content.



basePath
The base path of the directory containing the /themes.
epiceditor


clientSideStorage
Setting this to false will disable localStorage.
true


localStorageName
The name to use for the localStorage object.
epiceditor


useNativeFullscreen
Set to false to always use faux fullscreen (the same as what is used for unsupported browsers).
true


parser
[Marked](https://github.com/chjj/marked) is the only parser built into EpicEditor, but you can customize or toggle this by passing a parsing function to this option. For example:
parser: MyCustomParser.parse
marked


focusOnLoad
If true, editor will focus on load.
false


file.name
If no file exists with this name a new one will be made, otherwise the existing will be opened.
container ID


file.defaultContent
The content to show if no content exists for a file. NOTE: if the textarea option is used, the textarea's value will take precedence over defaultContent.



file.autoSave
How often to auto save the file in milliseconds. Set to false to turn it off.
100


theme.base
The base styles such as the utility bar with the buttons.
themes/base/epiceditor.css


theme.editor
The theme for the editor which is the area you type into.
themes/editor/epic-dark.css


theme.preview
The theme for the previewer.
themes/preview/github.css


button
If set to false will remove all buttons.
All buttons set to true.


button.preview
If set to false will remove the preview button.
true


button.fullscreen
If set to false will remove the fullscreen button.
true


button.bar
If true or "show", any defined buttons will always be visible. If false or "hide", any defined buttons will never be visible. If "auto", buttons will usually be hidden, but shown if whenever the mouse is moved.
"auto"


shortcut.modifier
The key to hold while holding the other shortcut keys to trigger a key combo.
18 (alt key)


shortcut.fullscreen
The shortcut to open fullscreen.
70 (f key)


shortcut.preview
The shortcut to toggle the previewer.
80 (p key)


string.togglePreview
The tooltip text that appears when hovering the preview icon.
Toggle Preview Mode


string.toggleEdit
The tooltip text that appears when hovering the edit icon.
Toggle Edit Mode


string.toggleFullscreen
The tooltip text that appears when hovering the fullscreen icon.
Enter Fullscreen


autogrow
Whether to autogrow EpicEditor to fit its contents. If autogrow is desired one can either specify true, meaning to use default autogrow settings, or an object to define custom settings
false


autogrow.minHeight
The minimum height (in pixels) that the editor should ever shrink to. This may also take a function that returns the desired minHeight if this is not a constant, or a falsey value if no minimum is desired
80


autogrow.maxHeight
The maximum height (in pixels) that the editor should ever grow to. This may also take a function that returns the desired maxHeight if this is not a constant, or a falsey value if no maximum is desired
false


autogrow.scroll
Whether the page should scroll to keep the caret in the same vertical place while autogrowing (recommended for mobile in particular)
true

### load([_callback_])

Loads the editor by inserting it into the DOM by creating an `iframe`. Will trigger the `load` event, or you can provide a callback.

```javascript
editor.load(function () {
console.log("Editor loaded.")
});
```

### unload([_callback_])

Unloads the editor by removing the `iframe`. Keeps any options and file contents so you can easily call `.load()` again. Will trigger the `unload` event, or you can provide a callback.

```javascript
editor.unload(function () {
console.log("Editor unloaded.")
});
```

### getElement(_element_)

Grabs an editor element for easy DOM manipulation. See the Themes section below for more on the layout of EpicEditor elements.

* `container`: The element given at setup in the options.
* `wrapper`: The wrapping `

` containing the 2 editor and previewer iframes.
* `wrapperIframe`: The iframe containing the `wrapper` element.
* `editor`: The #document of the editor iframe (i.e. you could do `editor.getElement('editor').body`).
* `editorIframe`: The iframe containing the `editor` element.
* `previewer`: The #document of the previewer iframe (i.e. you could do `editor.getElement('previewer').body`).
* `previewerIframe`: The iframe containing the `previewer` element.

```javascript
someBtn.onclick = function () {
console.log(editor.getElement('editor').body.innerHTML); // Returns the editor's content
}
```

### is(_state_)

Returns a boolean for the requested state. Useful when you need to know if the editor is loaded yet for example. Below is a list of supported states:

* `loaded`
* `unloaded`
* `edit`
* `preview`
* `fullscreen`

```javascript
fullscreenBtn.onclick = function () {
if (!editor.is('loaded')) { return; }
editor.enterFullscreen();
}
```

### open(_filename_)

Opens a client side storage file into the editor.

**Note:** This does _not_ open files on your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

```javascript
openFileBtn.onclick = function () {
editor.open('some-file'); // Opens a file when the user clicks this button
}
```

### importFile([_filename_],[_content_])

Imports a string of content into a client side storage file. If the file already exists, it will be overwritten. Useful if you want to inject a bunch of content via AJAX. Will also run `.open()` after import automatically.

**Note:** This does _not_ import files on your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

```javascript
importFileBtn.onclick = function () {
editor.importFile('some-file',"#Imported markdown\nFancy, huh?"); //Imports a file when the user clicks this button
}
```

### exportFile([_filename_],[_type_])

Returns the plain text of the client side storage file, or if given a `type`, will return the content in the specified type. If you leave both parameters `null` it will return the current document's content in plain text. The supported export file types are:

**Note:** This does _not_ export files to your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

* text (default)
* html
* json (includes metadata)
* raw (warning: this is browser specific!)

```javascript
syncWithServerBtn.onclick = function () {
var theContent = editor.exportFile();
saveToServerAjaxCall('/save', {data:theContent}, function () {
console.log('Data was saved to the database.');
});
}
```

### rename(_oldName_, _newName_)

Renames a client side storage file.

**Note:** This does _not_ rename files on your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

```javascript
renameFileBtn.onclick = function () {
var newName = prompt('What do you want to rename this file to?');
editor.rename('old-filename.md', newName); //Prompts a user and renames a file on button click
}
```

### save()

Manually saves a file to client side storage (localStorage by default). EpicEditor will save continuously every 100ms by default, but if you set `autoSave` in the options to `false` or to longer intervals it's useful to manually save.

**Note:** This does _not_ save files to your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

```javascript
saveFileBtn.onclick = function () {
editor.save();
}
```

### remove(_name_)

Deletes a client side storage file.

**Note:** This does _not_ remove files from your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

```javascript
removeFileBtn.onclick = function () {
editor.remove('example.md');
}
```

### getFiles([_name_], [_excludeContent_])

If no `name` is given it returns an object containing the names and metadata of all client side storage file objects. If a `name` is specified it will return just the metadata of that single file object. If `excludeContent` is true, it will remove the content from the returned object. This is useful when you just want a list of files or get some meta data. If `excludeContent` is false (default), it'll return a `content` property per file in plain text format.

**Note:** This does _not_ get files from your server or machine (yet). This simply looks in localStorage where EpicEditor stores drafts.

```javascript
var files = editor.getFiles();
for (x in files) {
console.log('File: ' + x); //Returns the name of each file
};
```

### on(_event_, _handler_)

Sets up an event handler (callback) for a specified event. For all event types, see the Events section below.

```javascript
editor.on('unload', function () {
console.log('Editor was removed');
});
```

### emit(_event_)

Fires an event programatically. Similar to jQuery's `.trigger()`

```javascript
editor.emit('unload'); // Triggers the handler provided in the "on" method above
```

### removeListener(_event_, [_handler_])

Allows you to remove all listeners for an event, or just the specified one.

```javascript
editor.removeListener('unload'); //The handler above would no longer fire
```

### preview()

Puts the editor into preview mode.

```javascript
previewBtn.onclick = function () {
editor.preview();
}
```

### edit()

Puts the editor into edit mode.

```javascript
editBtn.onclick = function () {
editor.edit();
}
```

### focus()

Puts focus on the editor or previewer (whichever is visible). Works just like
doing plain old JavaScript and input focus like `someInput.focus()`. The
benefit of using this method however, is that it handles cross browser issues
and also will focus on the visible view (edit or preview).

```
showEditorBtn.onclick = function () {
editorWrapper.style.display = 'block'; // switch from being hidden from the user
editor.focus(); // Focus and allow user to start editing right away
}
```

### enterFullscreen([callback])

Puts the editor into fullscreen mode. A callback will be fired after the entering fullscreen animation completes. Some browsers
will be nearly instant while others, mainly Chrome, take 750ms before this event is fired. If already in fullscreen, the
callback will fire immediately.

**Note:** due to browser security restrictions, calling `enterFullscreen` programmatically
like this will not trigger native fullscreen. Native fullscreen can only be triggered by a user interaction like mousedown or keyup.

```javascript
enterFullscreenBtn.onclick = function () {
editor.enterFullscreen(function () {
console.log('Welcome to fullscreen mode!');
});
}
```
### exitFullscreen([callback])

Closes fullscreen mode. A callback will be fired after the exiting fullscreen animation completes. If already not in fullscreen, the
callback will fire immediately.

```javascript
exitFullscreenBtn.onclick = function () {
editor.exitFullscreen(function () {
console.log('Finished closing fullscreen!');
});
}
```

### reflow([type], [callback])

`reflow()` allows you to "reflow" the editor in it's container. For example, let's say you increased
the height of your wrapping element and want the editor to resize too. You could call `reflow`
and the editor will resize to fit. You can pass it one of two strings as the first parameter to
constrain the reflow to either `width` or `height`.

It also provides you with a callback parameter if you'd like to do something after the resize is finished.
The callback will return the new width and/or height in an object. Additionally, you can also listen for
the `reflow` event. This will also give you back the new size.

**Note:** If you call `reflow()` or `reflow('width')` and you have a fluid width container
EpicEditor will no longer be fluid because doing a reflow on the width sets an inline style on the editor.

```javascript
// For an editor that takes up the whole browser window:
window.onresize = function () {
editor.reflow();
}

// Constrain the reflow to just height:
someDiv.resizeHeightHandle = function () {
editor.reflow('height');
}

// Same as the first example, but this has a callback
window.onresize = function () {
editor.reflow(function (data) {
console.log('width: ', data.width, ' ', 'height: ', data.height);
});
}
```

## Events

You can hook into specific events in EpicEditor with on() such as when a file is
created, removed, or updated. Below is a complete list of currently supported events and their description.


Event Name
Description


create
Fires whenever a new file is created.


read
Fires whenever a file is read.


update
Fires whenever a file is updated.


remove
Fires whenever a file is deleted.


load
Fires when the editor loads via load().


unload
Fires whenever the editor is unloaded via unload()


preview
Fires whenever the previewer is opened (excluding fullscreen) via preview() or the preview button.


edit
Fires whenever the editor is opened (excluding fullscreen) via edit() or the edit button.


fullscreenenter
Fires whenever the editor opens in fullscreen via fullscreen() or the fullscreen button.


fullscreenexit
Fires whenever the editor closes in fullscreen via fullscreen() or the fullscreen button.


save
Fires whenever save() is called manually, or implicitly by ```importFile``` or ```open```.


autosave
Fires whenever the autoSave interval fires, and the file contents have been updated since the last save.


open
Fires whenever a file is opened or loads automatically by EpicEditor or when open() is called.


reflow
Fires whenever reflow() is called. Will return the new dimensions in the callback. Will also fire every time there is a resize from autogrow.

## Themes

Theming is easy in EpicEditor. There are three different ``s which means styles wont leak between the "chrome" of
EpicEditor, previewer, or editor. Each one is like it's own web page. In the `themes` directory you'll see `base`, `preview`, and
`editor`. The base styles are for the "chrome" of the editor which contains elements such as the utility bar containing the icons.
The editor is the styles for the contents of editor `` and the preview styles are applied to the preview ``.

The HTML of a generated editor (excluding contents) looks like this:

```html








































```

Unlike the "chrome" of `base` or `editor`, the theming of the `preview` is done by CSS class so that
you can reuse EpicEditor's theme to make your rendered page match your previewed.

First, include your chosen theme on every page:
```html

```
(you may need to adjust the path)

Mark your rendered content with `.epiceditor-preview`:
```html

...

```

## Custom Parsers

EpicEditor is set up to allow you to use any parser that accepts and returns a string. This means you can use any flavor of Markdown, process Textile, or even create a simple HTML editor/previewer (`parser: false`). The possibilities are endless. Just make the parser available and pass its parsing function to the EpicEditor setting and you should be all set. You can output plain text or HTML. Here's an example of a parser that could remove "bad words" from the preview:

```js
var editor = new EpicEditor({
parser: function (str) {
var blacklist = ['foo', 'bar', 'baz'];
return str.split(' ').map(function (word) {
// If the word exists, replace with asterisks
if (blacklist.indexOf(word) > -1) {
return '****'
}
return word;
}).join(' ');
}
}).load();
```

Here's a [Wiki to HTML](http://remysharp.com/2008/04/01/wiki-to-html-using-javascript/) parser by Remy Sharp used with EpicEditor:

```js
var editor = new EpicEditor({
parser: function (str) {
return str.wiki2html();
}
}).load();
```

For even more customization and optimization you can replace the default built-in processor on build. Running `jake build parser=path/to/parser.js` will override the default Marked build and replace it with your custom script.

## Support

If you're having any problems with EpicEditor feel free to open a [new ticket](http://github.com/OscarGodson/EpicEditor/issues/new). Go ahead and ask us anything and we'll try to help however we can. You can also see if there's someone available at the #epiceditor IRC channel on irc.freenode.net. If you need a little more help with implementing EpicEditor on your site we've teamed up with [CodersClan](http://codersclan.net) to offer support:

## Contributing

Contributions are greatly encouraged and appreciated. For more on ways to contribute please check the wiki: [Contributing Guide](https://github.com/OscarGodson/EpicEditor/wiki/Contributing).

## Credits

EpicEditor relies on [Marked](https://github.com/chjj/marked) to parse markdown and is brought to you in part by [Oscar Godson](http://twitter.com/oscargodson) and [John Donahue](http://twitter.com/johnmdonahue). Special thanks to [Adam Bickford](http://twitter.com/adam_bickford) for the bug fixes and being the QA for pull requests. Lastly, huge thanks to [Sebastian Nitu](http://twitter.com/sebnitu) for the amazing logo and doc styles.