Free and Open source Web Builder Framework. Next generation tool for building templates without coding
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Getting Started

This guide is a step-by-step introduction for everyone who wants to start creating its own builder with GrapesJS. This is not a complete guide of all functionalities but just a concise overview of most common modules. Let's see how to create a completely customized page builder from scratch. The last demo of this page represents the final result

Import the library

Before start using GrapesJS you have to import it inside your project, so let's import its latest version

<link rel="stylesheet" href="//unpkg.com/grapesjs/dist/css/grapes.min.css">
<script src="//unpkg.com/grapesjs"></script>
<!--
If you need plugins, put them below the main grapesjs script
<script src="/path/to/some/plugin.min.js"></script>
-->

or if you're in node environment

import 'grapesjs/dist/css/grapes.min.css';
import grapesjs from 'grapesjs';
// If you need plugins, put them below the main grapesjs script
// import 'grapesjs-some-plugin';

Start from the canvas

The first step is to define the interface of our editor and for this purpose we gonna start from basic HTML layouts. Finding a common structure for the UI of any project is not an easy task that's why GrapesJS prefers to keep this process as simple as possible, by providing just few helpers but letting the user define the whole interface, this guarantees maximum flexibility. The main part of the GrapesJS editor is the canvas, this is where you gonna create the whole structure of your templates and you definitely can't miss it. Let's try to initiate the editor with just the canvas and no panels.

<<< @/docs/.vuepress/components/demos/DemoCanvasOnly.html <<< @/docs/.vuepress/components/demos/DemoCanvasOnly.js <<< @/docs/.vuepress/components/demos/DemoCanvasOnly.css

With just the canvas you're already able to move, copy and delete components from the structure (when you select components in the canvas, the toolbar is shown). For now we just see the example template taken from the container. Let's see now how can we create and drag custom blocks into our canvas.

Add Blocks

The block in GrapesJS is just a reusable piece of HTML that you can drop in the canvas. A block can be an image, a button, or an entire section with videos, forms and iframes. Let's start from creating another container and append inside it few basic blocks which we can later use to build more complex structures.

<div id="gjs">
  ...
</div>
<div id="blocks"></div>
const editor = grapesjs.init({
  // ...
  blockManager: {
    appendTo: '#blocks',
    blocks: [
      {
        id: 'section', // id is mandatory
        label: '<b>Section</b>', // You can use HTML/SVG inside labels
        attributes: { class:'gjs-block-section' },
        content: `<section>
          <h1>This is a simple title</h1>
          <div>This is just a Lorem text: Lorem ipsum dolor sit amet</div>
        </section>`,
      }, {
        id: 'text',
        label: 'Text',
        content: '<div data-gjs-type="text">Insert your text here</div>',
      }, {
        id: 'image',
        label: 'Image',
        // Select the component once it's dropped
        select: true,
        // You can pass components as a JSON instead of a simple HTML string,
        // in this case we also use a defined component type `image`
        content: { type: 'image' },
        // This triggers `active` event on dropped components and the `image`
        // reacts by opening the AssetManager
        activate: true,
      }
    ]
  },
});
.gjs-block {
  width: auto;
  height: auto;
  min-height: auto;
}

As you see we add our blocks via the initial configuration, which is ok, but obviously there might be the case you would like to add them dynamically, in this case you have to use the Block Manager API

editor.BlockManager.add('my-block-id', {
  label: '...',
  category: '...',
  // ...
})

::: tip If you want to get more about blocks we suggest to read its dedicated page: Block Manager Module :::

Define Components

Technically, once you drop your HTML block inside the canvas each element of the content is transformed in GrapesJS Component, which is an object containing informations about how the element is rendered in the canvas (managed in the View) and how it might look its final code (created by the properties in the Model). Generally, all Model properties are reflected in the View, so, for example, if you add a new attribute to the model, not only it will be available in the export code (will see later how to get it) but also the element you see in the canvas is updated with new attributes. While this is a common behavior what it's cool about Components that you can create a totally decoupled view and show to the user whatever you desire (so not necessary reflecting the model). For example, by dragging a placeholder text you can fetch and show instead a dynamic content. If want to get more about Custom Components and how to create and extend them, we recommend to check out Component Manager Module.

GrapesJS comes along with few built-in Components which enable different core features once rendered in canvas. Just to mention few of them, by double clicking on the image component you will see show up the default Asset Manager, which you can customize or integrate you own, by double clicking on the text component you're able to edit it via the built-in Rich Text Editor, which is also customizable and replaceable.

As we have seen before you can create Blocks directly as Components

editor.BlockManager.add('my-block-id', {
  // ...
  content: {
    tagName: 'div',
    draggable: false,
    attributes: { 'some-attribute': 'some-value' },
    components: [
      {
        tagName: 'span',
        content: '<b>Some static content</b>',
      }, {
        tagName: 'div',
        // use `content` for static strings, `components` string will be parsed
        // and transformed in Components
        components: '<span>HTML at some point</span>',
      }      
    ]
  }
})

::: tip Check the Components API and see how to interact with components dynamically :::

An example on how to select some inner component and replace its children with new contents

// The wrapper is the root Component
const wrapper = editor.DomComponents.getWrapper();
const myComponent = wrapper.find('div.my-component')[0];
myComponent.components().forEach(component => /* ... do something ... */);
myComponent.components('<div>New content</div>');

Panels & Buttons

Now that we have a canvas and custom blocks let's see how to create a new custom panel with some buttons inside (using Panels API) which trigger commands (the core one or custom).

<div class="panel__top">
    <div class="panel__basic-actions"></div>
</div>
<div id="gjs">
  ...
</div>
<div id="blocks"></div>
.panel__top {
  padding: 0;
  width: 100%;
  display: flex;
  position: initial;
  justify-content: center;
  justify-content: space-between;
}
.panel__basic-actions {
  position: initial;
}
editor.Panels.addPanel({
  id: 'panel-top',
  el: '.panel__top',
});
editor.Panels.addPanel({
  id: 'basic-actions',
  el: '.panel__basic-actions',
  buttons: [
    {
      id: 'visibility',
      active: true, // active by default
      className: 'btn-toggle-borders',
      label: '<u>B</u>',
      command: 'sw-visibility', // Built-in command
    }, {
      id: 'export',
      className: 'btn-open-export',
      label: 'Exp',
      command: 'export-template',
      context: 'export-template', // For grouping context of buttons from the same panel
    }, {
      id: 'show-json',
      className: 'btn-show-json',
      label: 'JSON',
      context: 'show-json',
      command(editor) {
        editor.Modal.setTitle('Components JSON')
          .setContent(`<textarea style="width:100%; height: 250px;">
            ${JSON.stringify(editor.getComponents())}
          </textarea>`)
          .open();
      },
    }
  ],
});

So, we have defined where to render the panel with el: '#basic-panel' and then for each button we added a command property. The command could be the id, an object with run and stop functions or simply a single function. Try to use Commands when possible, they allow you to track actions globally and execute also callbacks before and after their execution (you can even interrupt them).

editor.on('run:export-template:before', opts => {
  console.log('Before the command run');
  if (0 /* some condition */) {
    opts.abort = 1;
  }
});
editor.on('run:export-template', () => console.log('After the command run'));
editor.on('abort:export-template', () => console.log('Command aborted'));

::: tip Check the Panels API to see all the available methods :::

Layers

Another utility tool you might find useful when working with web elements is a layer manger. It's just a tree overview of the structure nodes and enables you to manage it easier. To enable it you just have to specify where you want to render it

<div class="panel__top">
    <div class="panel__basic-actions"></div>
</div>
<div class="editor-row">
  <div class="editor-canvas">
    <div id="gjs">...</div>
  </div>
  <div class="panel__right">
    <div class="layers-container"></div>
  </div>
</div>
<div id="blocks"></div>

<<< @/docs/.vuepress/components/demos/DemoLayers.css

const editor = grapesjs.init({
  // ...
  layerManager: {
    appendTo: '.layers-container'
  },
  // We define a default panel as a sidebar to contain layers
  panels: {
    defaults: [{
      id: 'layers',
      el: '.panel__right',
      // Make the panel resizable
      resizable: {
        maxDim: 350,
        minDim: 200,
        tc: 0, // Top handler
        cl: 1, // Left handler
        cr: 0, // Right handler
        bc: 0, // Bottom handler
        // Being a flex child we need to change `flex-basis` property
        // instead of the `width` (default)
        keyWidth: 'flex-basis',
      },
    }]
  }
});

Style Manager

Once you have defined the structure of the template probably the next step is the ability to style it. To meet this need GrapesJS includes the Style Manager module which is composed by CSS style properties and sectors. To make it more clear, let's see how to define a basic set.

Let's start from adding one more panel inside the panel__right and another one in panel__top which will contain a Layer/Style Manager switcher

<div class="panel__top">
    <div class="panel__basic-actions"></div>
    <div class="panel__switcher"></div>
</div>
...
  <div class="panel__right">
    <div class="layers-container"></div>
    <div class="styles-container"></div>
  </div>
...
.panel__switcher {
  position: initial;
}
const editor = grapesjs.init({
  // ...
  panels: {
    defaults: [
      // ...
      {
        id: 'panel-switcher',
        el: '.panel__switcher',
        buttons: [{
            id: 'show-layers',
            active: true,
            label: 'Layers',
            command: 'show-layers',
            // Once activated disable the possibility to turn it off
            togglable: false,
          }, {
            id: 'show-style',
            active: true,
            label: 'Styles',
            command: 'show-styles',
            togglable: false,
        }],
      }
    ]
  },
  // The Selector Manager allows to assign classes and
  // different states (eg. :hover) on components.
  // Generally, it's used in conjunction with Style Manager
  // but it's not mandatory
  selectorManager: {
    appendTo: '.styles-container'
  },
  styleManager: {
    appendTo: '.styles-container',
    sectors: [{
        name: 'Dimension',
        open: false,
        // Use built-in properties
        buildProps: ['width', 'min-height', 'padding'],
        // Use `properties` to define/override single property
        properties: [
          {
            // Type of the input,
            // options: integer | radio | select | color | slider | file | composite | stack
            type: 'integer',
            name: 'The width', // Label for the property
            property: 'width', // CSS property (if buildProps contains it will be extended)
            units: ['px', '%'], // Units, available only for 'integer' types
            defaults: 'auto', // Default value
            min: 0, // Min value, available only for 'integer' types
          }
        ]
      },{
        name: 'Extra',
        open: false,
        buildProps: ['background-color', 'box-shadow', 'custom-prop'],
        properties: [
          {
            id: 'custom-prop',
            name: 'Custom Label',
            property: 'font-size',
            type: 'select',
            defaults: '32px',
            // List of options, available only for 'select' and 'radio'  types
            options: [
              { value: '12px', name: 'Tiny' },
              { value: '18px', name: 'Medium' },
              { value: '32px', name: 'Big' },
            ],
         }
        ]
      }]
  },
});

// Define commands
editor.Commands.add('show-layers', {
  getRowEl(editor) { return editor.getContainer().closest('.editor-row'); },
  getLayersEl(row) { return row.querySelector('.layers-container') },

  run(editor, sender) {
    const lmEl = this.getLayersEl(this.getRowEl(editor));
    lmEl.style.display = '';
  },
  stop(editor, sender) {
    const lmEl = this.getLayersEl(this.getRowEl(editor));
    lmEl.style.display = 'none';
  },
});
editor.Commands.add('show-styles', {
  getRowEl(editor) { return editor.getContainer().closest('.editor-row'); },
  getStyleEl(row) { return row.querySelector('.styles-container') },

  run(editor, sender) {
    const smEl = this.getStyleEl(this.getRowEl(editor));
    smEl.style.display = '';
  },
  stop(editor, sender) {
    const smEl = this.getStyleEl(this.getRowEl(editor));
    smEl.style.display = 'none';
  },
});

Inside Style Manager definition we use buildProps which helps us create common properties from available built-in objects then in properties we can override same objects (eg. passing another name to change the label) identified by property name. As you can see from custom-prop example it's a matter of defining the CSS property and the input type. We suggest to check a more complete example of Style Manager properties usage from the webpage preset demo

::: tip Check the Style Manager API to see how to update sectors and properties dynamically :::

Traits

Most of the time you would style your components and place them somewhere in the structure, but sometimes your components might need custom attributes or even custom behaviors and for this need you can make use of traits. A common use of traits is the ability to update HTML element attributes (eg. placeholder for inputs or alt for images) but you can also define your own custom traits, access the selected Component model and do whatever you want. For this guide, we just gonna show you how to render available traits, for more details on how to extend them we suggest to read the Trait Manager Module page.

Let's create a new container for traits, tell the editor where to render it and update the sidebar switcher

...
  <div class="panel__right">
    <div class="layers-container"></div>
    <div class="styles-container"></div>
    <div class="traits-container"></div>
  </div>
...
const editor = grapesjs.init({
  // ...
  panels: {
    defaults: [
      // ...
      {
        id: 'panel-switcher',
        el: '.panel__switcher',
        buttons: [
          // ...
          {
            id: 'show-traits',
            active: true,
            label: 'Traits',
            command: 'show-traits',
            togglable: false,
        }],
      }
    ]
  },
  traitManager: {
    appendTo: '.traits-container',
  },
});

// Define command
// ...
editor.Commands.add('show-traits', {
  getTraitsEl(editor) {
    const row = editor.getContainer().closest('.editor-row');
    return row.querySelector('.traits-container');
  },
  run(editor, sender) {
    this.getTraitsEl(editor).style.display = '';
  },
  stop(editor, sender) {
    this.getTraitsEl(editor).style.display = 'none';
  },
});

Now if you switch to the Trait panel and select some of the inner component you should see its default traits.

Responsive templates

GrapesJS implements also a module which allows you to work with responsive templates easily. Let's see how to define different devices and some button for device switching

<div class="panel__top">
    <div class="panel__basic-actions"></div>
    <div class="panel__devices"></div>
    <div class="panel__switcher"></div>
</div>
...
.panel__devices {
  position: initial;
}
const editor = grapesjs.init({
  // ...
  deviceManager: {
    devices: [{
        name: 'Desktop',
        width: '', // default size
      }, {
        name: 'Mobile',
        width: '320px', // this value will be used on canvas width
        widthMedia: '480px', // this value will be used in CSS @media
    }]
  },
  // ...
  panels: {
    defaults: [
      // ...
      {
        id: 'panel-devices',
        el: '.panel__devices',
        buttons: [{
            id: 'device-desktop',
            label: 'D',
            command: 'set-device-desktop',
            active: true,
            togglable: false,
          }, {
            id: 'device-mobile',
            label: 'M',
            command: 'set-device-mobile',
            togglable: false,
        }],
      }
    ]
  },
});

// Commands
editor.Commands.add('set-device-desktop', {
  run: editor => editor.setDevice('Desktop')
});
editor.Commands.add('set-device-mobile', {
  run: editor => editor.setDevice('Mobile')
});

As you can see from the commands definition we just use the editor.setDevice method to change the size of the viewport. In case you need to trigger some action on device change you can setup a listener like this:

editor.on('change:device', () => console.log('Current device: ', editor.getDevice()));

What about the mobile-first approach? You can achieve it by changing your configurations in this way:

const editor = grapesjs.init({
  // ...
  mediaCondition: 'min-width', // default is `max-width`
  deviceManager: {
    devices: [{
        name: 'Mobile',
        width: '320',
        widthMedia: '',
      }, {
        name: 'Desktop',
        width: '',
        widthMedia:'1024',
    }]
  },
  // ...
});

// Set initial device as Mobile
editor.setDevice('Mobile');

::: tip Check the Device Manager API to get all available methods :::

Store & load data

Once you finished with defining you builder interface the next step would be to setup the storing and loading process. GrapesJS implements 2 simple type of storages inside its Storage Manager, the local (by using localStorage, active by default) and the remote one. Those are enough to cover most of the cases, but it's also possible to add new implementations (grapesjs-indexeddb is a good example). Let's see how the default options looks like

grapesjs.init({
    // ...
    storageManager: {
      id: 'gjs-',             // Prefix identifier that will be used inside storing and loading
      type: 'local',          // Type of the storage
      autosave: true,         // Store data automatically
      autoload: true,         // Autoload stored data on init
      stepsBeforeSave: 1,     // If autosave enabled, indicates how many changes are necessary before store method is triggered
      storeComponents: true,  // Enable/Disable storing of components in JSON format
      storeStyles: true,      // Enable/Disable storing of rules in JSON format
      storeHtml: true,        // Enable/Disable storing of components as HTML string
      storeCss: true,         // Enable/Disable storing of rules as CSS string
    }
});

Worth noting the default id parameter which adds a prefix for all keys to store. If you check the localStorage inside the devtool panel you'll see something like { 'gjs-components': '....' ...} in this way it prevents the risk of collisions.

Let's check also the configuration required to setup the remote storage

grapesjs.init({
    // ...
    storageManager: {
      type: 'remote',
      stepsBeforeSave: 10,
      urlStore: 'http://store/endpoint',
      urlLoad: 'http://load/endpoint',
      params: {}, // Custom parameters to pass with the remote storage request, eg. CSRF token
      headers: {}, // Custom headers for the remote storage request
    }
});

As you might noticed, we've left some default option unchanged, increased changes necessary for autosave triggering and passed remote endpoints. If you prefer you could also disable the autosaving and do it by yourself using some custom command

// ...
  storageManager: {
    type: 'remote',
    autosave: false,
    // ...
  },
  // ...
  commands: {
    defaults: [
      // ...
      {
        id: 'store-data',
        run(editor) {
          editor.store();
        },
      }
    ]
  }
// ...

To get a better overview of the Storage Manager, how correctly you should store/load the template and how to define new storages you have to read the Storage Manager Module page

Theming

One last step that might actually improve a lot your editor personality is how it's look visually. To achieve an easy theming we have adapted an atomic design for this purpose. To customize the main palette of colors all you have to do is to change few CSS rules or if you include GrapesJS styles via SCSS you can make use of its internal variables and declare yours before the import

// Put your variables before the grapesjs style import

// Palette variables
$primaryColor: #444;
$secondaryColor: #ddd;
$tertiaryColor: #804f7b;
$quaternaryColor: #d278c9;

// ...

@import "grapesjs/src/styles/scss/main.scss";

In case of a simple CSS you just have to put your rules after the GrapesJS styles. To complete our builder let's customize its color palette and to make it more visually "readable" we gonna replace all button labels with SVG icons

/* We can remove the border we've set at the beginnig */
#gjs {
  border: none;
}
/* Theming */

/* Primary color for the background */
.gjs-one-bg {
  background-color: #78366a;
}

/* Secondary color for the text color */
.gjs-two-color {
  color: rgba(255, 255, 255, 0.7);
}

/* Tertiary color for the background */
.gjs-three-bg {
  background-color: #ec5896;
  color: white;
}

/* Quaternary color for the text color */
.gjs-four-color,
.gjs-four-color-h:hover {
  color: #ec5896;
}

and here is our final result