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* origin/ed/chore-update-contributing: contributing.md: removed interface dev instructions from root-level doc, integrated into existing interface-specific doc contributing.md: added more pre-req detail to the beginning of the edit contributing.md: Added a new section outlining how to develop urbit's interface Signed-off-by: Jared Tobin <jared@tlon.io>
135 lines
5.0 KiB
Markdown
135 lines
5.0 KiB
Markdown
## Introduction
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Thanks for your interest in contributing to the Urbit interface. This section
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specifically focuses on Landscape development. Landscape lets you integrate your
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ship with front-end web applications accessed through the browser. It has a core
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set of applications that accept contributions.
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Related to Landscape is [Gall][gall], the Arvo vane that controls userspace
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applications. Landscape applications will usually make good use of Gall, but
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it's not strictly required if a Landscape application is not interacting with
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ships directly.
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Create a development ship, then once your ship is running, mount to Unix with
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`|mount %`. This will create a folder named 'home' in your pier in Unix. The
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'home' desk contains the working state of your ship -- like a Git repository,
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when you want to make a change to it, `|commit %home`.
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## Contributing to Landscape applications
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[nix](https://github.com/NixOS/nix) and `git-lfs` should be installed at
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this point, and have been used to `make build` the project.
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Designing interfaces within urbit/urbit additionally requires that the [instructions](https://urbit.org/using/develop/#creating-a-development-ship) for fake `~zod` initialization have been followed.
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Once your fake ship is running and you see
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```
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~zod:dojo>
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```
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in your console, be sure to 'mount' your ship's working state (what we call 'desks') to your local machine via the
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`|mount %` command. This will ensure that code you modify locally can be
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committed to your ship and initialized.
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To begin developing Urbit's frontend, you'll need to sync your
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currently-running fake ship with the urbit/urbit repo's code. Find the
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`urbitrc-sample` file found at `urbit/pkg/interface/urbitrc-sample` (in this folder). Open it
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using your preferred code editor and you should see the following:
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```
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module.exports = {
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URBIT_PIERS: [
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"/Users/user/ships/zod/home",
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]
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};
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```
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Edit the path between quotes `/Users/user/ships/zod/home` with wherever your
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fake ship is located on your machine. This zod location path *must* end in `../home` to correctly intitalize
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any code you write. Any code edited within the `urbit/urbit`will now be able to be synced to your running
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ship, and previewed in the browser.
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To set up urbit's Javascript environment, you'll need node (ideally installed
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via [nvm](https://github.com/nvm-sh/nvm)) and gulp, which will be installed
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via node.
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Perform the following steps to get the above set up for urbit's apps:
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```
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## go to urbit's interface directory and install the required tooling
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cd urbit/pkg/interface
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npm install
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npm install -g gulp
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## assuming you are still in `urbit/pkg/interface`,
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## open a single app directory, and watch it for changes
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cd contacts/
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gulp watch
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```
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Any changes made to any files within the `/contacts` directory will now
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trigger a gulp rebuild when saved. To sync these changes to your running
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ship, enter dojo and input the following:
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```
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|commit %home
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```
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Your urbit should take a moment to process the changes, and will emit a
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`>=`. Refreshing your browser will display the newly-rendered interface.
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Once you are done editing code, and wish to commit changes to git, stop
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`gulp watch` and run `gulp bundle-prod` to ensure you are only
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committing 1 minified line of compiled js and not 3000+.
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An additional note:
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As compiled Javascript is not present in the urbit/urbit repository,
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you'll need to run `.sh/build-interface` in order to see changes that
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have been committed to any given branch you might be working on. It's
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always a good idea to run the above command before starting development
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to ensure you can see collaborators' changes.
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Please also ensure your pull request fits our standards for
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[Git hygiene][contributing].
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[contributing]: /CONTRIBUTING.md#git-practice
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[arvo]: /pkg/arvo
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[interface]:/pkg/interface
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## Linting
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The Urbit interface uses Eslint to lint the JavaScript code. To install the
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linter and for usage through the command, do the following:
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```bash
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$ cd ./pkg/interface
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$ npm install
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$ npm run lint
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```
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To use the linter, run npm scripts
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```bash
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$ npm run lint # lints all files in `interface`
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$ npm run lint-file ./chat/**/*.js # lints all .js files in `interface/chat`
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$ npm run lint-file ./chat/src/index.js # lints a single chosen file
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```
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### Gall
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Presently, Gall documentation is still in [progress][gall], but a good
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reference. For examples of Landscape apps that use Gall, see the code for
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[Chat][chat] and [Publish][publish].
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## Creating your own applications
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If you'd like to create your own application for Landscape, the easiest way to
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get started is using the [create-landscape-app][cla] repository template. It
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provides a brief wizard when you run it with `npm start`, and has good
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documentation for its everyday use -- just create a repo [using its
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template][template], install and then start it, and you'll soon be up and
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running.
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[cla]: https://github.com/urbit/create-landscape-app
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[template]: https://github.com/urbit/create-landscape-app/generate
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[gall]: https://urbit.org/docs/learn/arvo/gall/
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[chat]: /pkg/arvo/app/chat.hoon
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[publish]: /pkg/arvo/app/publish.hoon |