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https://github.com/finger563/webgme-codeeditor

Collaborative code editor visualizer for WebGME
https://github.com/finger563/webgme-codeeditor

code editor webgme webgme-codeeditor webgme-component

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Collaborative code editor visualizer for WebGME

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README

        

# 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.