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Tom MacWright
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iD - friendly JavaScript editor for OpenStreetMap
=================================================
# iD - friendly JavaScript editor for OpenStreetMap
Basics
------
* iD is a JavaScript-based [OpenStreetMap](http://www.openstreetmap.us/) editor.
## Basics
* iD is a JavaScript-based [OpenStreetMap](http://www.openstreetmap.org/) editor.
* It's intentionally simple. This is not a 90% editor -
not even a 70% editor. It should let you do the most basic tasks while
not breaking other people's data. Nothing more. (Same goes for the code,
so go easy on the abstraction. :) )
* Speaking of percentages, it's about 1% complete.
* The licence of iD is [WTFPL](http://sam.zoy.org/wtfpl/), though obviously, if you want to dual-license
any contributions that's cool.
Architecture
------------
## Architecture
* iD uses [d3js](http://d3js.org/) for graphics & managing databindings to the
map. There's a tiny tiled-map core, but the majority of the action is in
@@ -22,48 +17,55 @@ Architecture
in Javascript that can be transformed by actions and serialized back into
[changesets](http://wiki.openstreetmap.org/wiki/Changeset)
Getting started
---------------
* Fork it and start playing!
* Read the [live docs](http://www.geowiki.com/docs/), generated from source every hour.
## Getting started
* Fork this project. We eagerly accept pull requests.
* See [open issues in the issue tracker if you're looking for something to do](https://github.com/systemed/iD/issues?state=open)
* All the code is in js/iD.
To run the code locally, just fork this project and run it from a local webserver.
With a Mac, you can enable Web Sharing and drop this in your website directory.
How it works
------------
The code works similarly to [Potlatch 2](http://wiki.openstreetmap.org/wiki/Potlatch_2),
but with a bit less abstraction. So, we have:
If you have Python handy, just `cd` into `iD` and run
* Connection: stores, fetches and saves data. (iD/Connection.js)
* Entity (Node, Way, Relation): the data objects. (iD/Entity.js)
* EntityUI (NodeUI, WayUI): the rendered graphic elements. (iD/renderer/...)
* Map: the displayed map on which EntityUIs are rendered. (iD/renderer/Map.js)
* Controller: the heart of the app, which does its work via...
* ControllerState: the current UI mode. ControllerStates decide what to do in
response to mouse/keyboard events. (iD/controller/...)
* UndoableAction: the code to actually change the data, as fired by
ControllerStates. (iD/actions/...)
python -m SimpleHTTPServer
The UI is much more modal than Potlatch 2. In particular there's a "draw shape"
mode (the "Add road or shape" button) and an "edit object" mode. The directory
structure of iD/controller reflects this.
## How it works
As well as the [live docs](http://www.geowiki.com/docs/), you'll find
various notes and comments in the docs/ folder. Feel free to add to these.
The code inherits many elements from the [Potlatch 2](http://wiki.openstreetmap.org/wiki/Potlatch_2)
and [JOSM](http://josm.openstreetmap.de/) editors.
We store technical notes in [NOTES.md](https://github.com/systemed/iD/blob/master/NOTES.md). The
basic architecture is as follows:
Getting started
---------------
Most of the interesting code is in the ControllerStates, which live in
iD/controller/. Each one corresponds to a UI mode (e.g. "drawing a way").
Its EntityMouseEvent method takes the user's mouse event (e.g. "clicked on
a node"), carries out any actions, and returns the new ControllerState
(which might just be 'this', i.e. carry on with the current state).
* Map: vector rendering, panning behaviors & zoom/center state
* Tiles: receives map centers & draw tiles as a background for iD
* Connection: requests `/map` data from osm, parses this data and delivers it to the Graph
* Graph: stores a javascript object of `id -> osm object`
* History: stores multiple graphs which represent undo states
Relationships:
Coding tips
-----------
* Map has-a Tiles
* Map has-a Connection
* Map has-a History
* History has-many Graphs
Come on in, the water's lovely. More help? Ping RichardF on IRC
(irc.oftc.net, in #osm-dev or #osm), on the OSM mailing lists or at
## Coding tips
This project has a few basic guidelines for incoming code. The cardinal rules are:
1. Soft tabs only
2. Everything should pass [jshint](http://www.jshint.com/) without warning
3. Never write bugs
(you can write bugs). If you need a style guide, [AirBNB has a decent one.](https://github.com/airbnb/javascript)
Come on in, the water's lovely. More help? Ping RichardF or tmcw on IRC
(`irc.oftc.net`, in `#osm-dev` or `#osm`), on the OSM mailing lists or at
richard@systemeD.net.
## License
iD is available under the [WTFPL](http://sam.zoy.org/wtfpl/), though obviously, if you want to dual-license
any contributions that's cool. It includes [d3js](http://d3js.org/), which BSD-licensed.

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