Comments (10)
this is a great idea. i think we're looking into keeping everything tucked into the "ender" key so we're not populating packages with too many non-nodish things. with that said, we want to support the ability to pass in an options hash ...
"ender": {
main: "path/to/main.js"
, "other": "stuff"
, "assets": "path/to/assets"
}
from ender.
I was looking through the package.json spec and actually i think the best place to put this particular thing would be the directories key... so it would look like:
{
"name": "fat",
"version": "0.0.1",
"authors": ["Jacob Thornton <@fat>"],
"keywords": ["ender", "events", "event"],
"main": "./fat.js",
"ender": "./src/bridge.js",
"directories": {
"assets": "src/assets"
}
}
from ender.
That looks good to me with a couple questions:
- Does ender just assume you want the assets directory packaged up?
- Is this flexible enough? What if I've got two assets directories I want packaged up?
from ender.
does ender just asume you want the assets directory packaged up?
perhaps..
$ ender build foo bar --noassets
or
$ ender build foo bar --includeassets
what if i've got two assets directories i want packaged up?
"directories": {
"assets": ["src/a/assets", "src/b/assets"]
}
from ender.
That's a good question... i'm starting to think we should limit the options (so we don't get options crazy like git). Less to learn i think is nice... What if we just pause the build process when we encounter an assets dir? We could ask if a user wants to include the dir for a specific package and we could also ask where they would like to put it.
from ender.
I'd rather be scriptable and option crazy, than non-scriptable.
$ ender build foo --noassets
Would be my vote (or maybe --nobooty
but I digress). Seems like if a script has assets, and ender is building, you should get the assets by default.
from ender.
the other question is, where do those assets go? how does one publish them? (because they won't be able to live on NPM)
from ender.
yeah they do/will... thats why we would use the directories key... we would just have to relocate them somewhere...
from ender.
Same issue here? #84
from ender.
ref #131
from ender.
Related Issues (20)
- Multiple ender add with the same package creates a weird build command.
- ender add fails when build is not run before HOT 1
- "ender compile" produces broken ender-app.js HOT 4
- Ender 1.1.0 no longer installs through npm HOT 1
- `refresh` command doesn't actually update modules HOT 3
- Ender 1.1.0 no longer includes auto-integration HOT 1
- AMD Loading Ender HOT 2
- Ender breaks requirejs optimiser. HOT 7
- Maintaining the selector property when passing an ender object as argument HOT 3
- Crash on Safari HOT 9
- Compiling Ender with underscore module results in "Uncaught TypeError: undefined is not a function"
- including relative dependencies + multiple directories
- Website is down HOT 3
- Ender cli - "ender info" fails when local packages are added as path like "package-folder/" HOT 1
- Use with WebPack HOT 1
- The package tap does not satisfy its siblings' peerDependencies requirements! HOT 3
- Is Ender mature or abandon? HOT 3
- Building alternative version of my lib
- Udacity
- Broken ender.min.js HOT 1
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from ender.