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 > > --- > You are currently subscribed to farcry-dev as: [EMAIL PROTECTED] > To unsubscribe send a blank email to [EMAIL PROTECTED] > Aussie Macromedia Developers: http://lists.daemon.com.au/ > --- You are currently subscribed to farcry-dev as: [email protected] To unsubscribe send a blank email to [EMAIL PROTECTED] Aussie Macromedia Developers: http://lists.daemon.com.au/
