I totally agree. Off the top of my head, I'm thinking we could create
a base editor class in the core. Say...richtexteditor.cfc. This would
be an abstract class, meaning it would be used to create other
editors. Then we could create a new class for each editor Farcry
currently supports. So for example fckeditor.cfc would extend
richtexteditor.cfc. So what if you want to add a new editor that is
not supported in the core? We'll you could create a new class for your
editor of choice, make sure it extends richtexteditor.cfc in the core
and then simply drop it into your project codebase. Upon reinit the
core would pickup the new editor class in the project codebase and add
it as an option. Walla!

Sorry if this isn't very clear, just thinking with my fingers.

~tom

On Thu, 24 Feb 2005 20:12:16 -0500, Nathan Mische <[EMAIL PROTECTED]> wrote:
> Just as a quick followup, I'm interested in how we may be able implement rich
> text editors in more of a plug-in type of fashion. This would allow
> new editors to be dropped into the core and existing editors updated
> separately from the main code base. I _think_ this has been on the
> list for quite a while (someone please correct me if I'm wrong), so
> I'm going to start looking into if/how we may be able to do it.
> 
> If anyone has any ideas please feel free to let me know...
> 
> Best,
> 
> --Nathan
> 
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