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25 KiB
HTML
<!doctype html>
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<title>CodeMirror: Internals</title>
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<meta charset="utf-8"/>
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<link rel=stylesheet href="docs.css">
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<style>dl dl {margin: 0;} .update {color: #d40 !important}</style>
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<script src="activebookmark.js"></script>
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<div id=nav>
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<a href="https://codemirror.net"><h1>CodeMirror</h1><img id=logo src="logo.png"></a>
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<ul>
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<li><a href="../index.html">Home</a>
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<li><a href="manual.html">Manual</a>
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<li><a href="https://github.com/codemirror/codemirror">Code</a>
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</ul>
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<ul>
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<li><a href="#top">Introduction</a></li>
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<li><a href="#approach">General Approach</a></li>
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<li><a href="#input">Input</a></li>
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<li><a href="#selection">Selection</a></li>
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<li><a href="#update">Intelligent Updating</a></li>
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<li><a href="#parse">Parsing</a></li>
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<li><a href="#summary">What Gives?</a></li>
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<li><a href="#btree">Content Representation</a></li>
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<li><a href="#keymap">Key Maps</a></li>
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</ul>
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</div>
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<article>
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<h2 id=top>(Re-) Implementing A Syntax-Highlighting Editor in JavaScript</h2>
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<p style="font-size: 85%" id="intro">
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<strong>Topic:</strong> JavaScript, code editor implementation<br>
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<strong>Author:</strong> Marijn Haverbeke<br>
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<strong>Date:</strong> March 2nd 2011 (updated November 13th 2011)
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</p>
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<p style="padding: 0 3em 0 2em"><strong>Caution</strong>: this text was written briefly after
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version 2 was initially written. It no longer (even including the
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update at the bottom) fully represents the current implementation. I'm
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leaving it here as a historic document. For more up-to-date
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information, look at the entries
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tagged <a href="http://marijnhaverbeke.nl/blog/#cm-internals">cm-internals</a>
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on my blog.</p>
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<p>This is a followup to
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my <a href="https://codemirror.net/story.html">Brutal Odyssey to the
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Dark Side of the DOM Tree</a> story. That one describes the
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mind-bending process of implementing (what would become) CodeMirror 1.
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This one describes the internals of CodeMirror 2, a complete rewrite
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and rethink of the old code base. I wanted to give this piece another
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Hunter Thompson copycat subtitle, but somehow that would be out of
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place—the process this time around was one of straightforward
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engineering, requiring no serious mind-bending whatsoever.</p>
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<p>So, what is wrong with CodeMirror 1? I'd estimate, by mailing list
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activity and general search-engine presence, that it has been
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integrated into about a thousand systems by now. The most prominent
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one, since a few weeks,
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being <a href="http://googlecode.blogspot.com/2011/01/make-quick-fixes-quicker-on-google.html">Google
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code's project hosting</a>. It works, and it's being used widely.</p>
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<p>Still, I did not start replacing it because I was bored. CodeMirror
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1 was heavily reliant on <code>designMode</code>
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or <code>contentEditable</code> (depending on the browser). Neither of
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these are well specified (HTML5 tries
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to <a href="http://www.w3.org/TR/html5/editing.html#contenteditable">specify</a>
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their basics), and, more importantly, they tend to be one of the more
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obscure and buggy areas of browser functionality—CodeMirror, by using
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this functionality in a non-typical way, was constantly running up
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against browser bugs. WebKit wouldn't show an empty line at the end of
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the document, and in some releases would suddenly get unbearably slow.
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Firefox would show the cursor in the wrong place. Internet Explorer
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would insist on linkifying everything that looked like a URL or email
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address, a behaviour that can't be turned off. Some bugs I managed to
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work around (which was often a frustrating, painful process), others,
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such as the Firefox cursor placement, I gave up on, and had to tell
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user after user that they were known problems, but not something I
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could help.</p>
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<p>Also, there is the fact that <code>designMode</code> (which seemed
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to be less buggy than <code>contentEditable</code> in Webkit and
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Firefox, and was thus used by CodeMirror 1 in those browsers) requires
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a frame. Frames are another tricky area. It takes some effort to
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prevent getting tripped up by domain restrictions, they don't
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initialize synchronously, behave strangely in response to the back
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button, and, on several browsers, can't be moved around the DOM
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without having them re-initialize. They did provide a very nice way to
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namespace the library, though—CodeMirror 1 could freely pollute the
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namespace inside the frame.</p>
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<p>Finally, working with an editable document means working with
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selection in arbitrary DOM structures. Internet Explorer (8 and
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before) has an utterly different (and awkward) selection API than all
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of the other browsers, and even among the different implementations of
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<code>document.selection</code>, details about how exactly a selection
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is represented vary quite a bit. Add to that the fact that Opera's
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selection support tended to be very buggy until recently, and you can
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imagine why CodeMirror 1 contains 700 lines of selection-handling
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code.</p>
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<p>And that brings us to the main issue with the CodeMirror 1
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code base: The proportion of browser-bug-workarounds to real
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application code was getting dangerously high. By building on top of a
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few dodgy features, I put the system in a vulnerable position—any
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incompatibility and bugginess in these features, I had to paper over
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with my own code. Not only did I have to do some serious stunt-work to
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get it to work on older browsers (as detailed in the
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previous <a href="https://codemirror.net/story.html">story</a>), things
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also kept breaking in newly released versions, requiring me to come up
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with <em>new</em> scary hacks in order to keep up. This was starting
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to lose its appeal.</p>
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<section id=approach>
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<h2>General Approach</h2>
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<p>What CodeMirror 2 does is try to sidestep most of the hairy hacks
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that came up in version 1. I owe a lot to the
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<a href="http://ace.ajax.org">ACE</a> editor for inspiration on how to
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approach this.</p>
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<p>I absolutely did not want to be completely reliant on key events to
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generate my input. Every JavaScript programmer knows that key event
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information is horrible and incomplete. Some people (most awesomely
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Mihai Bazon with <a href="http://ymacs.org">Ymacs</a>) have been able
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to build more or less functioning editors by directly reading key
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events, but it takes a lot of work (the kind of never-ending, fragile
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work I described earlier), and will never be able to properly support
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things like multi-keystoke international character
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input. <a href="#keymap" class="update">[see below for caveat]</a></p>
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<p>So what I do is focus a hidden textarea, and let the browser
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believe that the user is typing into that. What we show to the user is
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a DOM structure we built to represent his document. If this is updated
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quickly enough, and shows some kind of believable cursor, it feels
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like a real text-input control.</p>
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<p>Another big win is that this DOM representation does not have to
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span the whole document. Some CodeMirror 1 users insisted that they
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needed to put a 30 thousand line XML document into CodeMirror. Putting
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all that into the DOM takes a while, especially since, for some
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reason, an editable DOM tree is slower than a normal one on most
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browsers. If we have full control over what we show, we must only
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ensure that the visible part of the document has been added, and can
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do the rest only when needed. (Fortunately, the <code>onscroll</code>
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event works almost the same on all browsers, and lends itself well to
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displaying things only as they are scrolled into view.)</p>
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</section>
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<section id="input">
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<h2>Input</h2>
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<p>ACE uses its hidden textarea only as a text input shim, and does
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all cursor movement and things like text deletion itself by directly
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handling key events. CodeMirror's way is to let the browser do its
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thing as much as possible, and not, for example, define its own set of
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key bindings. One way to do this would have been to have the whole
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document inside the hidden textarea, and after each key event update
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the display DOM to reflect what's in that textarea.</p>
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<p>That'd be simple, but it is not realistic. For even medium-sized
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document the editor would be constantly munging huge strings, and get
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terribly slow. What CodeMirror 2 does is put the current selection,
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along with an extra line on the top and on the bottom, into the
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textarea.</p>
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<p>This means that the arrow keys (and their ctrl-variations), home,
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end, etcetera, do not have to be handled specially. We just read the
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cursor position in the textarea, and update our cursor to match it.
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Also, copy and paste work pretty much for free, and people get their
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native key bindings, without any special work on my part. For example,
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I have emacs key bindings configured for Chrome and Firefox. There is
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no way for a script to detect this. <a class="update"
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href="#keymap">[no longer the case]</a></p>
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<p>Of course, since only a small part of the document sits in the
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textarea, keys like page up and ctrl-end won't do the right thing.
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CodeMirror is catching those events and handling them itself.</p>
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</section>
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<section id="selection">
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<h2>Selection</h2>
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<p>Getting and setting the selection range of a textarea in modern
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browsers is trivial—you just use the <code>selectionStart</code>
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and <code>selectionEnd</code> properties. On IE you have to do some
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insane stuff with temporary ranges and compensating for the fact that
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moving the selection by a 'character' will treat \r\n as a single
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character, but even there it is possible to build functions that
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reliably set and get the selection range.</p>
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<p>But consider this typical case: When I'm somewhere in my document,
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press shift, and press the up arrow, something gets selected. Then, if
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I, still holding shift, press the up arrow again, the top of my
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selection is adjusted. The selection remembers where its <em>head</em>
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and its <em>anchor</em> are, and moves the head when we shift-move.
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This is a generally accepted property of selections, and done right by
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every editing component built in the past twenty years.</p>
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<p>But not something that the browser selection APIs expose.</p>
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<p>Great. So when someone creates an 'upside-down' selection, the next
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time CodeMirror has to update the textarea, it'll re-create the
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selection as an 'upside-up' selection, with the anchor at the top, and
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the next cursor motion will behave in an unexpected way—our second
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up-arrow press in the example above will not do anything, since it is
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interpreted in exactly the same way as the first.</p>
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<p>No problem. We'll just, ehm, detect that the selection is
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upside-down (you can tell by the way it was created), and then, when
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an upside-down selection is present, and a cursor-moving key is
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pressed in combination with shift, we quickly collapse the selection
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in the textarea to its start, allow the key to take effect, and then
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combine its new head with its old anchor to get the <em>real</em>
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selection.</p>
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<p>In short, scary hacks could not be avoided entirely in CodeMirror
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2.</p>
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<p>And, the observant reader might ask, how do you even know that a
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key combo is a cursor-moving combo, if you claim you support any
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native key bindings? Well, we don't, but we can learn. The editor
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keeps a set known cursor-movement combos (initialized to the
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predictable defaults), and updates this set when it observes that
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pressing a certain key had (only) the effect of moving the cursor.
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This, of course, doesn't work if the first time the key is used was
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for extending an inverted selection, but it works most of the
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time.</p>
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</section>
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<section id="update">
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<h2>Intelligent Updating</h2>
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<p>One thing that always comes up when you have a complicated internal
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state that's reflected in some user-visible external representation
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(in this case, the displayed code and the textarea's content) is
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keeping the two in sync. The naive way is to just update the display
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every time you change your state, but this is not only error prone
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(you'll forget), it also easily leads to duplicate work on big,
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composite operations. Then you start passing around flags indicating
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whether the display should be updated in an attempt to be efficient
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again and, well, at that point you might as well give up completely.</p>
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<p>I did go down that road, but then switched to a much simpler model:
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simply keep track of all the things that have been changed during an
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action, and then, only at the end, use this information to update the
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user-visible display.</p>
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<p>CodeMirror uses a concept of <em>operations</em>, which start by
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calling a specific set-up function that clears the state and end by
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calling another function that reads this state and does the required
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updating. Most event handlers, and all the user-visible methods that
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change state are wrapped like this. There's a method
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called <code>operation</code> that accepts a function, and returns
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another function that wraps the given function as an operation.</p>
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<p>It's trivial to extend this (as CodeMirror does) to detect nesting,
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and, when an operation is started inside an operation, simply
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increment the nesting count, and only do the updating when this count
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reaches zero again.</p>
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<p>If we have a set of changed ranges and know the currently shown
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range, we can (with some awkward code to deal with the fact that
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changes can add and remove lines, so we're dealing with a changing
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coordinate system) construct a map of the ranges that were left
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intact. We can then compare this map with the part of the document
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that's currently visible (based on scroll offset and editor height) to
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determine whether something needs to be updated.</p>
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<p>CodeMirror uses two update algorithms—a full refresh, where it just
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discards the whole part of the DOM that contains the edited text and
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rebuilds it, and a patch algorithm, where it uses the information
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about changed and intact ranges to update only the out-of-date parts
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of the DOM. When more than 30 percent (which is the current heuristic,
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might change) of the lines need to be updated, the full refresh is
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chosen (since it's faster to do than painstakingly finding and
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updating all the changed lines), in the other case it does the
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patching (so that, if you scroll a line or select another character,
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the whole screen doesn't have to be
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re-rendered). <span class="update">[the full-refresh
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algorithm was dropped, it wasn't really faster than the patching
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one]</span></p>
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<p>All updating uses <code>innerHTML</code> rather than direct DOM
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manipulation, since that still seems to be by far the fastest way to
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build documents. There's a per-line function that combines the
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highlighting, <a href="manual.html#markText">marking</a>, and
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selection info for that line into a snippet of HTML. The patch updater
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uses this to reset individual lines, the refresh updater builds an
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HTML chunk for the whole visible document at once, and then uses a
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single <code>innerHTML</code> update to do the refresh.</p>
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</section>
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<section id="parse">
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<h2>Parsers can be Simple</h2>
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<p>When I wrote CodeMirror 1, I
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thought <a href="https://codemirror.net/story.html#parser">interruptable
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parsers</a> were a hugely scary and complicated thing, and I used a
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bunch of heavyweight abstractions to keep this supposed complexity
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under control: parsers
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were <a href="http://bob.pythonmac.org/archives/2005/07/06/iteration-in-javascript/">iterators</a>
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that consumed input from another iterator, and used funny
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closure-resetting tricks to copy and resume themselves.</p>
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<p>This made for a rather nice system, in that parsers formed strictly
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separate modules, and could be composed in predictable ways.
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Unfortunately, it was quite slow (stacking three or four iterators on
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top of each other), and extremely intimidating to people not used to a
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functional programming style.</p>
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<p>With a few small changes, however, we can keep all those
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advantages, but simplify the API and make the whole thing less
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indirect and inefficient. CodeMirror
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2's <a href="manual.html#modeapi">mode API</a> uses explicit state
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objects, and makes the parser/tokenizer a function that simply takes a
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state and a character stream abstraction, advances the stream one
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token, and returns the way the token should be styled. This state may
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be copied, optionally in a mode-defined way, in order to be able to
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continue a parse at a given point. Even someone who's never touched a
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lambda in his life can understand this approach. Additionally, far
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fewer objects are allocated in the course of parsing now.</p>
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<p>The biggest speedup comes from the fact that the parsing no longer
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has to touch the DOM though. In CodeMirror 1, on an older browser, you
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could <em>see</em> the parser work its way through the document,
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managing some twenty lines in each 50-millisecond time slice it got. It
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was reading its input from the DOM, and updating the DOM as it went
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along, which any experienced JavaScript programmer will immediately
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spot as a recipe for slowness. In CodeMirror 2, the parser usually
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finishes the whole document in a single 100-millisecond time slice—it
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manages some 1500 lines during that time on Chrome. All it has to do
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is munge strings, so there is no real reason for it to be slow
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anymore.</p>
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</section>
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<section id="summary">
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<h2>What Gives?</h2>
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<p>Given all this, what can you expect from CodeMirror 2?</p>
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<ul>
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<li><strong>Small.</strong> the base library is
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some <span class="update">45k</span> when minified
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now, <span class="update">17k</span> when gzipped. It's smaller than
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its own logo.</li>
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<li><strong>Lightweight.</strong> CodeMirror 2 initializes very
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quickly, and does almost no work when it is not focused. This means
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you can treat it almost like a textarea, have multiple instances on a
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page without trouble.</li>
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<li><strong>Huge document support.</strong> Since highlighting is
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really fast, and no DOM structure is being built for non-visible
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content, you don't have to worry about locking up your browser when a
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user enters a megabyte-sized document.</li>
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<li><strong>Extended API.</strong> Some things kept coming up in the
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mailing list, such as marking pieces of text or lines, which were
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extremely hard to do with CodeMirror 1. The new version has proper
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support for these built in.</li>
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<li><strong>Tab support.</strong> Tabs inside editable documents were,
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for some reason, a no-go. At least six different people announced they
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were going to add tab support to CodeMirror 1, none survived (I mean,
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none delivered a working version). CodeMirror 2 no longer removes tabs
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from your document.</li>
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<li><strong>Sane styling.</strong> <code>iframe</code> nodes aren't
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really known for respecting document flow. Now that an editor instance
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is a plain <code>div</code> element, it is much easier to size it to
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fit the surrounding elements. You don't even have to make it scroll if
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you do not <a href="../demo/resize.html">want to</a>.</li>
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</ul>
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<p>On the downside, a CodeMirror 2 instance is <em>not</em> a native
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editable component. Though it does its best to emulate such a
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component as much as possible, there is functionality that browsers
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just do not allow us to hook into. Doing select-all from the context
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menu, for example, is not currently detected by CodeMirror.</p>
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<p id="changes" style="margin-top: 2em;"><span style="font-weight:
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bold">[Updates from November 13th 2011]</span> Recently, I've made
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some changes to the codebase that cause some of the text above to no
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longer be current. I've left the text intact, but added markers at the
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passages that are now inaccurate. The new situation is described
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below.</p>
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</section>
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<section id="btree">
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<h2>Content Representation</h2>
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<p>The original implementation of CodeMirror 2 represented the
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document as a flat array of line objects. This worked well—splicing
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arrays will require the part of the array after the splice to be
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moved, but this is basically just a simple <code>memmove</code> of a
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bunch of pointers, so it is cheap even for huge documents.</p>
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<p>However, I recently added line wrapping and code folding (line
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collapsing, basically). Once lines start taking up a non-constant
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amount of vertical space, looking up a line by vertical position
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(which is needed when someone clicks the document, and to determine
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the visible part of the document during scrolling) can only be done
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with a linear scan through the whole array, summing up line heights as
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you go. Seeing how I've been going out of my way to make big documents
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fast, this is not acceptable.</p>
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<p>The new representation is based on a B-tree. The leaves of the tree
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contain arrays of line objects, with a fixed minimum and maximum size,
|
|
and the non-leaf nodes simply hold arrays of child nodes. Each node
|
|
stores both the amount of lines that live below them and the vertical
|
|
space taken up by these lines. This allows the tree to be indexed both
|
|
by line number and by vertical position, and all access has
|
|
logarithmic complexity in relation to the document size.</p>
|
|
|
|
<p>I gave line objects and tree nodes parent pointers, to the node
|
|
above them. When a line has to update its height, it can simply walk
|
|
these pointers to the top of the tree, adding or subtracting the
|
|
difference in height from each node it encounters. The parent pointers
|
|
also make it cheaper (in complexity terms, the difference is probably
|
|
tiny in normal-sized documents) to find the current line number when
|
|
given a line object. In the old approach, the whole document array had
|
|
to be searched. Now, we can just walk up the tree and count the sizes
|
|
of the nodes coming before us at each level.</p>
|
|
|
|
<p>I chose B-trees, not regular binary trees, mostly because they
|
|
allow for very fast bulk insertions and deletions. When there is a big
|
|
change to a document, it typically involves adding, deleting, or
|
|
replacing a chunk of subsequent lines. In a regular balanced tree, all
|
|
these inserts or deletes would have to be done separately, which could
|
|
be really expensive. In a B-tree, to insert a chunk, you just walk
|
|
down the tree once to find where it should go, insert them all in one
|
|
shot, and then break up the node if needed. This breaking up might
|
|
involve breaking up nodes further up, but only requires a single pass
|
|
back up the tree. For deletion, I'm somewhat lax in keeping things
|
|
balanced—I just collapse nodes into a leaf when their child count goes
|
|
below a given number. This means that there are some weird editing
|
|
patterns that may result in a seriously unbalanced tree, but even such
|
|
an unbalanced tree will perform well, unless you spend a day making
|
|
strangely repeating edits to a really big document.</p>
|
|
</section>
|
|
<section id="keymap">
|
|
<h2>Keymaps</h2>
|
|
|
|
<p><a href="#approach">Above</a>, I claimed that directly catching key
|
|
events for things like cursor movement is impractical because it
|
|
requires some browser-specific kludges. I then proceeded to explain
|
|
some awful <a href="#selection">hacks</a> that were needed to make it
|
|
possible for the selection changes to be detected through the
|
|
textarea. In fact, the second hack is about as bad as the first.</p>
|
|
|
|
<p>On top of that, in the presence of user-configurable tab sizes and
|
|
collapsed and wrapped lines, lining up cursor movement in the textarea
|
|
with what's visible on the screen becomes a nightmare. Thus, I've
|
|
decided to move to a model where the textarea's selection is no longer
|
|
depended on.</p>
|
|
|
|
<p>So I moved to a model where all cursor movement is handled by my
|
|
own code. This adds support for a goal column, proper interaction of
|
|
cursor movement with collapsed lines, and makes it possible for
|
|
vertical movement to move through wrapped lines properly, instead of
|
|
just treating them like non-wrapped lines.</p>
|
|
|
|
<p>The key event handlers now translate the key event into a string,
|
|
something like <code>Ctrl-Home</code> or <code>Shift-Cmd-R</code>, and
|
|
use that string to look up an action to perform. To make keybinding
|
|
customizable, this lookup goes through
|
|
a <a href="manual.html#option_keyMap">table</a>, using a scheme that
|
|
allows such tables to be chained together (for example, the default
|
|
Mac bindings fall through to a table named 'emacsy', which defines
|
|
basic Emacs-style bindings like <code>Ctrl-F</code>, and which is also
|
|
used by the custom Emacs bindings).</p>
|
|
|
|
<p>A new
|
|
option <a href="manual.html#option_extraKeys"><code>extraKeys</code></a>
|
|
allows ad-hoc keybindings to be defined in a much nicer way than what
|
|
was possible with the
|
|
old <a href="manual.html#option_onKeyEvent"><code>onKeyEvent</code></a>
|
|
callback. You simply provide an object mapping key identifiers to
|
|
functions, instead of painstakingly looking at raw key events.</p>
|
|
|
|
<p>Built-in commands map to strings, rather than functions, for
|
|
example <code>"goLineUp"</code> is the default action bound to the up
|
|
arrow key. This allows new keymaps to refer to them without
|
|
duplicating any code. New commands can be defined by assigning to
|
|
the <code>CodeMirror.commands</code> object, which maps such commands
|
|
to functions.</p>
|
|
|
|
<p>The hidden textarea now only holds the current selection, with no
|
|
extra characters around it. This has a nice advantage: polling for
|
|
input becomes much, much faster. If there's a big selection, this text
|
|
does not have to be read from the textarea every time—when we poll,
|
|
just noticing that something is still selected is enough to tell us
|
|
that no new text was typed.</p>
|
|
|
|
<p>The reason that cheap polling is important is that many browsers do
|
|
not fire useful events on IME (input method engine) input, which is
|
|
the thing where people inputting a language like Japanese or Chinese
|
|
use multiple keystrokes to create a character or sequence of
|
|
characters. Most modern browsers fire <code>input</code> when the
|
|
composing is finished, but many don't fire anything when the character
|
|
is updated <em>during</em> composition. So we poll, whenever the
|
|
editor is focused, to provide immediate updates of the display.</p>
|
|
|
|
</section>
|
|
</article>
|