Bespin Embedded Guide
Introduction
Important Note
The current Bespin Embedded release is a preview release, and the API has not yet been finalized. Changes from release-to-release are still possible at this stage, and will be noted in the release notes for each release.
The Two Flavors of Bespin Embedded
Bespin is designed to scale up from simple text area replacement to a full-blown, powerful editing environment. This is accomplished through plugins. The Bespin Embedded package comes in two flavors:
- Drop In
- Customizable
With the Drop In flavor, you get a few files that you can include on your server simply. You don't need anything else to use it.
With the Customizable flavor, you are able to tailor which plugins are installed for use with your Bespin.
The instructions on this page tell you how to deploy Bespin on your site, and apply regardless of which flavor of Bespin Embedded you're using. If you are using the Customizable flavor, you can take a look at the building instructions for information on how to change what is built into your Bespin.
Compressed vs. Uncompressed
The Drop In package comes with both compressed and uncompressed JavaScript and CSS files. For live site use, you will likely want to use the compressed JavaScript because it is much smaller than the uncompressed version. If you are trying to troubleshoot a problem, you should use the uncompressed version.
BespinEmbedded.uncompressed.js
is uncompressed. BespinEmbedded.js
is compressed.
I suggest that you have your HTML refer to BespinEmbedded.js and just put the version of the file you need in place at that URL. The examples that follow all make the assumption that you're doing just that.
How to embed Bespin in your site
Level 1: Upgrade an element
The easiest thing to do to get Bespin working on your website is to simply
include the Bespin script in your page, and mark the elements that you wish to
use with Bespin with the class="bespin
attribute. Download the
Bespin Embedded release and put these two files on your web server:
- BespinEmbedded.js
- BespinEmbedded.css
To use Bespin on your page, you would then add lines like the following to the <head> element on your page:
<link href="/path/to/BespinEmbedded.css" rel="stylesheet" type="text/css"> <script src="/path/to/BespinEmbedded.js"></script>
Then, elsewhere on your page, you can transform an element (such as a <div> or <textarea>) into a Bespin editor:
<div class="bespin">Initial contents</div>
There are a number of options to customize how Bespin loads. You can request Bespin to use these as follows:
<div class="bespin" data-bespinoptions='{ "stealFocus":true, "syntax": "js" }'> </div>
data-bespinoptions uses a JSON structure (so make sure you follow the rules about escaping strings).
The element to be upgraded does not have to be a div, though there is a known issue that other element types such as textarea are not working right now.
Bespin does not allow multiple elements in a page to become Bespin editors - there can only be one.
Level 2: Manual Upgrade
Sometimes the element to upgrade might be dynamically created, or you might want
to have Bespin as an option that is only loaded when the user selects a 'Use
Bespin' option. In this case just inserting class="bespin"
after page load
won't work, and you'll need to tell Bespin to use an element:
<script src="/path/to/BespinEmbedded.js"><script> <script> var node = document.getElementById("edit"); bespin.useBespin(node); </script> <textarea id="edit">Initial contents</textarea>
Rather than passing in a node, you can also simply pass in an string identifier as follows:
bespin.useBespin("edit");
And as with level 1 above, you can also use options to customize the display:
bespin.useBespin("edit", { stealFocus: true });
Because this is JavaScript, the strict demands of JSON are not applicable here, where they are when using data-bespinoptions.
Interaction
It is possible to interact with a Bespin instance on a page, to alter contents for example.
When using manual upgrade of an element, the useBespin()
function returns a
promise. The resolved promise has as first argument the environment variable:
bespin.useBespin("edit").then(function(env) { // Get the editor. var editor = env.editor; // Change the value and move to the secound lien. editor.value = "Initial Content\nWith 2 lines"; editor.setLineNumber(2); }, function(error) { throw new Error("Launch failed: " + error); });
When the Bespin was created dynamically (using a div with class="bespin"
), you
can get the Bespin environment
instance from the DOM node as the bespin
variable on the node.
Creating the Bespin dynamically takes some time and the Bespin might not be ready
when the page fires the onLoad
event. Accessing the dynamically created Bespin
is save after the onBespinLoad event is fired:
window.onBespinLoad = function() { var edit = document.getElementById("edit"); // Get the environment variable. var env = edit.bespin; // Get the editor. var editor = env.editor; // Change the value and move to the secound line. editor.value = "Initial Content\nWith 2 lines"; editor.setLineNumber(2); };
It's possible to change any settings (as in those defined by the 'set' command where the command line is available). Note that the same settings apply to all editors on the page. To change a setting use:
env.settings.set("fontsize", 10);
To change the initial context for the syntax highlighter run:
env.editor.syntax = "html";
The complete Bespin editor API is documented elsewhere.
Dimensions
Bespin always has to know the absolute size of the element it's contained in. Because parts of Bespin depend on absolute position and size (mainly the canvas elements) it's necessary to tell Bespin that its container dimension changed. You can do this by:
env.dimensionsChanged();
Where env
is the environment variable of the Bespin that container's size changed.