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runtime extension of a GMF editor with additional elements [message #816939] Fri, 09 March 2012 07:47
Roger Druback is currently offline Roger Druback
Messages: 6
Registered: March 2012
Junior Member
Hello,

I am quite new to GMF but I tried to read my way in but now it's the point where I need some expert advice.

What I am trying to do is to utilize GMF extension points to add elements to an existing GMF editor. So the existing GMF editor would get "decorated" by my new plugin without any knowledge of it (cannot touch existing sourcecode or generation process).

I found tutorials how to decorate existing elements with some image but what I have in mind is to allow the placing of objects from an external emf model instance. This means, after loading my "decoration plugin", the existing editor would provide some additional palette tool which would access some model instance file and place a selected object into the editing area. Moreover the placed objects should be "linked" in some way to the elements standardly created with the existing editor. This "link" should be persisted within an instance of an additional metamodel which the existing editor would be unaware of.

I think if it is possible at all I would need to extend the existing editor to bypass its linked output file and access my additional "link" file regarding my newly loaded external objects and their link to "standard" object instances.

So what I would like to know:

Is it feasible to edit two model instance files (relying on different metamodels, one is opaquely accessing the other) inside one GMF editor which is extended at runtime.

Plus saving(later loading Wink ) the results into two different files (the first one should be unchanged as if the editor has not been decorated at all and the second one should store the relations of both models).

Are there better ways to do this? Maybe a GMF editor should not be extended to edit two metamodel instances at all?



Thanks everybody who made it through my posting Smile
regards Roger
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