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🐕 Barking up the DOM tree. A modular, progressive, and beautiful Markdown and HTML editor

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woofmark

Barking up the DOM tree. A modular, progressive, and beautiful Markdown and HTML editor

Browser support includes every sane browser and IE9+.

Features

  • Small and focused
  • Progressive, enhance a raw <textarea>
  • Markdown, HTML, and WYSIWYG input modes
  • Text selection persists even across input modes!
  • Built in Undo and Redo
  • Entirely customizable styles
  • Bring your own parsers

Screenshot in the wild

woofmark-stompflow

Look and feel is meant to blend into your designs

Install

You can get it on npm.

npm install woofmark --save

Or bower, too.

bower install woofmark --save

woofmark.find(textarea)

Returns an editor object associated with a woofmark instance, or null if none exists for the textarea yet. When woofmark(textarea, options?) is called, woofmark.find will be used to look up an existing instance, which gets immediately returned.

woofmark(textarea, options?)

Adds rich editing capabilities to a textarea element. Returns an editor object.

options.parseMarkdown

A method that's called by woofmark whenever it needs to parse Markdown into HTML. This way, editing user input is decoupled from a Markdown parser. We suggest you use megamark to parse Markdown. This parser is used whenever the editor switches from Markdown mode into HTML or WYSIWYG mode.

woofmark(textarea, {
  parseMarkdown: require('megamark')
});

For optimal consistency, your parseMarkdown method should match whatever Markdown parsing you do on the server-side.

options.parseHTML

A method that's called by woofmark whenever it needs to parse HTML or a DOM tree into Markdown. This way, editing user input is decoupled from a DOM parser. We suggest you use domador to parse HTML and DOM. This parser is used whenever the editor switches to Markdown mode, and also when .value() is called while in the HTML or WYSIWYG modes.

woofmark(textarea, {
  parseHTML: require('domador')
});

If you're implementing your own parseHTML method, note that woofmark will call parseHTML with either a DOM element or a Markdown string.

While the parseHTML method will never map HTML back to the original Markdown in 100% cases, (because you can't really know if the original source was plain HTML or Markdown), it should strive to detokenize whatever special tokens you may allow in parseMarkdown, so that the user isn't met with inconsistent output when switching between the different editing modes.

A test of sufficiently good-citizen behavior can be found below. This is code for "Once an input Markdown string is parsed into HTML and back into Markdown, any further back-and-forth conversions should return the same output." Ensuring consistent back-and-forth is ensuring humans aren't confused when switching modes in the editor.

var parsed = parseHTML(parseMarkdown(original));
assert.equal(parseHTML(parseMarkdown(parsed)), parsed);

As an example, consider the following piece of Markdown:

Hey @bevacqua I _love_ [woofmark](https://github.com/bevacqua/woofmark)!

Without any custom Markdown hooks, it would translate to HTML similar to the following:

<p>Hey @bevacqua I <em>love</em> <a href="https://github.com/bevacqua/woofmark">woofmark</a>!</p>

However, suppose we were to add a tokenizer in our megamark configuration, like below:

woofmark(textarea, {
  parseMarkdown: function (input) {
    return require('megamark')(input, {
      tokenizers: [{
        token: /(^|\s)@([A-z]+)\b/g,
        transform: function (all, separator, id) {
          return separator + '<a href="/users/' + id '">@' + id + '</a>';
        }
      }]
    });
  },
  parseHTML: require('domador')
});

Our HTML output would now look slightly different.

<p>Hey <a href="/users/bevacqua">@bevacqua</a> I <em>love</em> <a href="https://github.com/bevacqua/woofmark">woofmark</a>!</p>

The problem is that parseHTML doesn't know about the tokenizer, so if you were to convert the HTML back into Markdown, you'd get:

Hey [@bevacqua](/users/bevacqua) I _love_ [woofmark](https://github.com/bevacqua/woofmark)!

The solution is to let parseHTML "know" about the tokenizer, so to speak. In the example below, domador is now aware that links that start with @ should be converted back into something like @bevacqua.

woofmark(textarea, {
  parseMarkdown: function (input) {
    return require('megamark')(input, {
      tokenizers: [{
        token: /(^|\s)@([A-z]+)\b/g,
        transform: function (all, separator, id) {
          return separator + '<a href="/users/' + id '">@' + id + '</a>';
        }
      }]
    });
  },
  parseHTML: function (input) {
    return require('domador')(input, {
      transform: function (el) {
        if (el.tagName === 'A' && el.innerHTML[0] === '@') {
          return el.innerHTML;
        }
      }
    });
  }
});

This kind of nudge to the Markdown compiler is particularly useful in simpler use cases where you'd want to preserve HTML elements entirely when they have CSS classes, as well.

options.fencing

Prefers to wrap code blocks in "fences" (GitHub style) instead of indenting code blocks using four spaces. Defaults to true.

options.markdown

Enables Markdown user input mode. Defaults to true.

options.html

Enables HTML user input mode. Defaults to true.

options.wysiwyg

Enables WYSIWYG user input mode. Defaults to true.

options.defaultMode

Sets the default mode for the editor.

options.storage

Enables this particular instance woofmark to remember the user's preferred input mode. If enabled, the type of input mode will be persisted across browser refreshes using localStorage. You can pass in true if you'd like all instances to share the same localStorage property name, but you can also pass in the property name you want to use, directly. Useful for grouping preferences as you see fit.

Note that the mode saved by storage is always preferred over the default mode.

options.render.modes

This option can be set to a method that determines how to fill the Markdown, HTML, and WYSIWYG mode buttons. The method will be called once for each of them.

Example
woofmark(textarea, {
  render: {
    modes: function (button, id) {
      button.className = 'woofmark-mode-' + id;
    }
  }
});

options.render.commands

Same as options.render.modes but for command buttons. Called once on each button.

options.images

If you wish to set up file uploads, in addition to letting the user just paste a link to an image (which is always enabled), you can configure options.images like below.

{
  // http method to use, defaults to PUT
  method: 'PUT',

  // endpoint where the images will be uploaded to, required
  url: '/uploads',

  // optional text describing the kind of files that can be uploaded
  restriction: 'GIF, JPG, and PNG images',

  // what to call the FormData field?
  key: 'woofmark_upload',

  // should return whether `e.dataTransfer.files[i]` is valid, defaults to a `true` operation
  validate: function isItAnImageFile (file) {
    return /^image\/(gif|png|p?jpe?g)$/i.test(file.type);
  }
}

options.attachments

Virtually the same as images, except an anchor <a> tag will be used instead of an image <img> tag.

options.xhr

If you want to use either options.images or options.attachments for file uploads, you'll have to tell woofmark how to communicate with the servers. You can use the xhr module for this, or anything that exposes a similar API.

{
  xhr: require('xhr')
}

The server will receive the file upload as req.files[key] (Express). Afterwards you should respond with the following:

  • Status code between 200 and 299 if the upload succeeded
  • A JSON object in the response body, containing an href and a title

Example:

{
  "href": "http://localhost:9000/img/2015060123502510300.png",
  "title": "Screen Shot 2015-06-01 at 21.44.35 (43.82 KB)"
}

editor

The editor API allows you to interact with woofmark editor instances. This is what you get back from woofmark(textarea, options) or woofmark.find(textarea).

editor.addCommand(combo, fn)

Binds a keyboard key combination such as cmd+shift+b to a method using kanye. Please note that you should always use cmd rather than ctrl. In non-OSX environments it'll be properly mapped to ctrl. When the combo is entered, fn(e, mode, chunks) will be called.

  • e is the original event object
  • mode can be markdown, html, or wysiwyg
  • chunks is a chunks object, describing the current state of the editor

In addition, fn is given a this context similar to that of Grunt tasks, where you can choose to do nothing and the command is assumed to be synchronous, or you can call this.async() and get back a done callback like in the example below.

editor.addCommand('cmd+j', function jump (e, mode, chunks) {
  var done = this.async();
  // TODO: async operation
  done();
});

When the command finishes, the editor will recover focus, and whatever changes where made to the chunks object will be applied to the editor. All commands performed by woofmark work this way, so please take a look at the source code if you want to implement your own commands.

editor.addCommandButton(id, combo?, fn)

Adds a button to the editor using an id and an event handler. When the button is pressed, fn(e, mode, chunks) will be called with the same arguments as the ones passed if using editor.addCommand(combo, fn).

You can optionally pass in a combo, in which case editor.addCommand(combo, fn) will be called, in addition to creating the command button.

editor.runCommand(fn)

If you just want to run a command without setting up a keyboard shortcut or a button, you can use this method. Note that there won't be any e event argument in this case, you'll only get mode, chunks passed to fn. You can still run the command asynchronously using this.async().

editor.parseMarkdown()

This is the same method passed as an option.

editor.parseHTML()

This is the same method passed as an option.

editor.destroy()

Destroys the editor instance, removing all event handlers. The editor is reverted to markdown mode, and assigned the proper Markdown source code if needed. Then we go back to being a plain old and dull <textarea> element.

editor.value()

Returns the current Markdown value for the editor.

editor.editable

If options.wysiwyg then this will be the contentEditable <div>. Otherwise it'll be set to null.

editor.mode

The current mode for the editor. Can be markdown, html, or wysiwyg.

editor.setMode(mode)

Sets the current mode of the editor.

editor.showLinkDialog()

Shows the insert link dialog as if the button to insert a link had been clicked.

editor.showImageDialog()

Shows the insert image dialog as if the button to insert a image had been clicked.

editor.showAttachmentDialog()

Shows the insert attachment dialog as if the button to insert a attachment had been clicked.

chunks

Describes the current state of the editor. This is the context you get on command event handlers such as the method passed to editor.runCommand. Please ignore undocumented functionality in the chunks object.

chunks.selection

The currently selected piece of text in the editor, regardless of input mode.

chunks.before

The text that comes before chunks.selection in the editor.

chunks.after

The text that comes after chunks.selection in the editor.

chunks.scrollTop

The current scrollTop for the element. Useful to restore later in action history navigation.

chunks.trim(remove?)

Moves whitespace on either end of chunks.selection to chunks.before and chunks.after respectively. If remove has been set to true, the whitespace in the selection is discarded instead.

woofmark.strings

To enable localization, woofmark.strings exposes all user-facing messages used in woofmark. Make sure not to replace woofmark.strings with a new object, as a reference to it is cached during module load.

License

MIT

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🐕 Barking up the DOM tree. A modular, progressive, and beautiful Markdown and HTML editor

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