Bespin Plugin Guide
Introduction
Bespin is built around a small core with most additional functionality placed in plugins. The driving goals behind plugins are:
- Allow lazy loading of functionality
- Be very easy to use
- Make it possible to update the editor without page reloads
The ability to load functionality lazily is very important, because we expect that Bespin will have a large number of features, only some of which any given person is likely to use at one time. The simplest example of this is syntax highlighters: maybe you write JavaScript most of the time, but someone else is developing Ruby code. If you only use JavaScript, that's the only syntax highlighter that will get loaded into your browser. And there are many more examples possible.
The Basics
A plugin consists of metadata and everything else. When you log into Bespin, the metadata for all of your plugins is loaded. Everything else (JavaScript, CSS, images, etc.) is loaded as needed. At its simplest, a plugin is a single .js file that contains a special section for the metadata. Here's a trivial example:
"define metadata"; ({}); "end"; exports.someFunction = function() { };
Clearly, this example doesn't do anything useful. The first step in making a plugin do something is to define the appropriate metadata.
Bespin plugins feature extensions that plug into extension points. As an example of this, the simple syntax highlighter defines an extension point called "syntax.simple.highlighter". The JavaScript highlighter is one extension that plugs into that extension point. The metadata for the JavaScript highlighter looks like this:
{ "depends": [ "SyntaxManager" ], "provides": [ { "ep": "syntax", "name": "js", "pointer": "#JSSyntax" } ] }
The metadata is an object specified in JSON format. provides
is a list of
extensions that are provided by this plugin. Each one of the extensions is
given as an object with one attribute that is always there: "ep". ep
is the
extension point that the extension is for. In the example above, you can see
that the plugin is providing an extension for the "syntax" extension point. The
other metadata for the extension is specific to the extension point.
pointer
is a common piece of metadata. Since this is pure JSON, and we want
to lazily load the code anyhow, a pointer is a string that tells Bespin where
to find the object that the extended code is going to need to perform the
necessary work (in this case, the JavaScript syntax highlighting). A pointer is
given in this format: plugin:path/to/module/in/plugin#memberInModule
. The
example above is about as simple as it gets. It's pointing to an object called
JSSyntax
in the "package module" of the plugin (see more about the package
module below). The name
and extensions
metadata are specific to the
syntax
extension point.
The depends
list in the metadata is a list of the names of plugins upon which
this plugin depends. Bespin will ensure that those plugins are loaded before
this one. In the example above, the JavaScript highlighter plugin depends on
the SyntaxManager, which is itself a plugin.
Plugin File Structure
A plugin can be a single .js file with it's metadata bordered by directives that are contained in strings. Here's an example:
"define metadata"; ({}); "end";
You must start the metadata with "define metadata";
and end it with "end";
.
The metadata itself is contained in an object. JavaScript does not allow you to
put a bare object in a program, so you can either enclose the object in
parentheses (as above) or set it to a variable. Bespin can handle either of
those formats.
Often, a single file is not going to be enough. When you move beyond a single
file, a plugin is defined as a directory with a plugin.json
file in it. In a
single file plugin, the "package module" is the plugin .js file. In a plugin
directory, the "package module" is a file called "index.js".
Plugin Reloading
A key feature of the Bespin user experience is the ability to edit plugins from within Bespin and have the changes take effect immediately. Many types of Bespin plugins, such as syntax highlighters, don't have any UI which makes them easy to reload. If you write a plugin that has UI or any other resources that need to be cleaned up, you can point Bespin at a function to run before the plugin is to be reloaded. Here's an example:
"define metadata"; ({ "reloadPointer": "#cleanup" }); "end"; exports.cleanup = function() { // remove the UI from the DOM, parent view, etc. };
CSS, Images and Other Files
Without any additional configuration, you can include CSS files the provide styles for the UI elements in your plugins. To do so, you create a resources directory with the CSS files at the top level of that directory.
You can also include images in your plugins. Create an images directory under resources and put your images in there. In your CSS file, you can use relative links to refer to the images. For example, if you have a directory structure like this:
resources/ mystyles.css images/ bg.png data/ us_states.json
you can refer to bg.png from mystyles.css like so:
background-image: url(images/bg.png)
By arranging your stylesheets and images this way, your plugin will work properly in both a live Bespin site context and an Embedded Bespin context. The dryice build tool automatically combines stylesheets from the included plugins and following this directory structure is important for ensuring that the images still work once the plugin is embedded.
If you need access to a file via JavaScript, you can get to it using the
getResourceURL
method on the plugin catalog object. If you need to look
up the us_states.json file from the example above, you can get its URL
like this:
var catalog = require("bespin:plugins").catalog; var statesURL = catalog.getResourceURL("MyPluginName") + "data/us_states.json";
getResourceURL
returns the URL to access the resources directory of the
plugin named. Usually, you'll only want to access the resources of your own
plugin.
How To Learn More
We will be expanding on the plugin development docs over time. In the meantime, it's worth noting that all of Bespin's major functionality is implemented as plugins. In a checkout of the bespinclient repository, take a look at the plugins/supported directory for the bulk of Bespin's code.