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f1

v8.0.0

Published

A stateful ui library

Downloads

298

Readme

f1

experimental

F1 is a stateful ui library. F1 is the "core" for modules such as:

Chief Example Preview

Table Of Contents

Two parts of f1

There are two parts to this module f1 and chief.

f1

Designed to build complete UI animations.

First define states/the look of the piece of ui.

After designing the look you define transitions/animations for the piece of ui.

Since f1 is designed to target many platforms you will also need to define parers which transfers the designed look to the target being animated.

chief

Designed to control f1 ui instances. So let's assume you have a "page" of a site you can have chief control ui pieces's states by calling their go functions.

Usage

NPM

Example

There are two small examples for f1 and Chief. They exist in the example/folder in the f1 repo. You can run the examples locally via npm scripts.

Each example is commented to explain as much as possible and can be easily modified and played around with when running via npm scripts mentioned below.

Example f1

F1 Example Preview

$ npm run example-f1

Source can be viewed here

Example chief

Chief Example Preview

$ npm run example-chief

Source can be viewed here

API Documentation

var ui = require('f1')([opts])

To construct an f1 instance you can pass in an optional settings object. The following are properties you can pass in settings:

{
  // an object which contains all elements/items that you will be animating
  // eg. bgElement could be a <div> if working with the DOM
  targets: { 
    bg: bgElement 
  }, 

  // all states for the ui
  // states contain ui piece which "hook" up to targets
  // eg out.bg defines what targets.bg will look like in the out state
  states: { 
    out: {
      bg: { alpha: 0 } 
    },

    idle: {
      bg: { alpha: 1 }
    }
  },

  // an array which defines the transitions for the ui
  transitions: [
    // this ui can go from out to idle and idle to out
    { from: 'out', to: 'idle', bi: true} 
  ],

  // An Object contains init and update functions. These will be used
  // to initialize your ui elements and apply state to targets during update.
  // Parsers are defined to make `f1` work on any platform eg. React, DOM,
  // Canvas, SVG, Three.js, etc.
  // 
  // Above in states we define alpha this could be passed 
  // to the DOM's style.opacity for instance
  parsers: {
    init: [ initPosition ],
    update: [ applyPosition ]
  },

  // callback called whenever f1 reaches a state
  onState: listenerState, 

  // callback called whenever f1 is updating
  onUpdate: listenerUpdater 
}

ui.targets(targets)

define which items are going to be animated. Pass in an object which will look something like this:

var ui = require('f1')();

ui.targets( {
  itemToAnimate1: find('#itemToAnimate1'),
  itemToAnimate2: find('#itemToAnimate2')
});

The Object being passed in should have variable names which will associate to data which will be defined when setting up states in the ui.states method. In this case itemToAnimate1 and itemToAnimate2 should be also defined in ui.states.

The values of the targets object can be for instance DOM elements if working with the DOM or Three.js THREE.Mesh if working with Three.js.

ui.states(states)

defines the states which this f1 instance will use.

States are defined as objects. It could look something like this:

var ui = require('f1')();

ui.states( {

out: {
  itemToAnimate1: {
    variableToAnimate: 0
  },

  itemToAnimate2: {
    variableToAnimate: 0
  }
},

idle: {
  itemToAnimate1: {
    variableToAnimate: 1
  },

  itemToAnimate2: {
    variableToAnimate: 2
  }
}
});

Above two states would be created: out and idle. Both would animate two objects: itemToAnimate1 and itemToAnimate2. And in both of those objects the property variableToAnimate is defined. So if we were to transition from out to idle in itemToAnimate1 variableToAnimate would transition from 0 to 1 and in itemToAnimate2 from 0 to 2.

States can also be defined by passing in objects for instance the above could be changed to look like this:

var ui = require('f1')();

ui.states( {
  out: function(stateName) {
    console.log(stateName); // "out"

    return {
      itemToAnimate1: {
        variableToAnimate: 0
      },

      itemToAnimate2: {
        variableToAnimate: 0
      }
    };
  },

  idle: function(stateName) {
    console.log(stateName); // "idle"

    return {
      itemToAnimate1: {
        variableToAnimate: 1
      },

      itemToAnimate2: {
        variableToAnimate: 2
      }
    };
  }
});

The above can be handy when there are many items which states must be defined for instance a menu with many buttons.

ui.transitions(transitions)

defines how this f1 instance can animate between states.

For instance if we had two states out and idle you could define your transitions like this:

var ui = require('f1')();

ui.transitions( [
  { from: 'idle', to: 'rollOver', animation: { duration: 0.25 } },
  { from: 'rollOver', to: 'idle', animation: { duration: 0.1 } }
]);

Note that transitions are not bi-directional. If you'd like to create a bi-directional transition use bi: true:

var ui = require('f1')();

ui.transitions( [
  { from: 'idle', to: 'rollOver', bi: true, animation: { duration: 0.25 } }
]);

If you simply just defined from and to and omitted the animation Object a default animation would be applied between states. This default transition will have a duration of 0.5 seconds and use a Linear ease.

If you want to modify the animation duration and ease you can define your transitions like this:

var eases = require('eases');
var ui = require('f1')();

ui.transitions( [
  { 
    from: 'idle', 
    to: 'rollOver', 
    animation: { 
      duration: 0.25,
      ease: eases.quadOut
    } 
  },
  { 
    from: 'rollOver', 
    to: 'idle', 
    animation: { 
      duration: 0.1 
      ease: eases.expoOut
    } 
  }
]);

Defining your transitions using the above syntax will cause all properties to animate using the duration and ease defined.

Ease functions should take a t or time value between 0-1 and return a modified time value between 0-1. Typically you might use the eases module.

You can also animate ui properties individually:

var eases = require('eases');
var ui = require('f1')();

ui.transitions( [
  {
    from: 'out',
    to: 'idle',
    animation: { 
      duration: 1, ease: eases.expoOut,

      position: { duration: 0.5, delay: 0.5, ease: eases.quadOut },
      alpha: { duration: 0.5 }
    }
  },
  {
    from: 'idle',
    to: 'out',
    animation: { duration: 0.5, ease: eases.expoIn }
  }
]);

In the above example every property besides position and alpha will have a duration of one second using eases.quadOut ease. position will have a duration of 0.5 seconds and will be delayed 0.5 seconds and will use the eases.quadOut easing function. alpha will simply have a duration of 0.5 seconds.

For advanced transitions you can pass in a function instead like so:


ui.transitions( [
  {
    from: 'out',
    to: 'idle',
    animation: { 
      duration: 1, ease: eases.expoOut,
      alpha: function(time, start, end) {
        return (end - start) * time + start;
      }
    }
  },
  {
    from: 'idle',
    to: 'out',
    animation: { duration: 0.5, ease: eases.expoIn }
  }
]);

The animation is the same as in the previous example however alpha will be calculated using a custom transition function.

ui.parsers(parserDefinition)

f1 can target many different platforms. How it does this is by using parsers which can target different platforms. Parsers apply calculated state objects to targets.

If working with the DOM for instance your state could define values which will be applied by the parser to the DOM elements style object. (see the f1 example)

When calling parsers pass in an Object that can contain variables init, and update. Both should contain Array's of functions which will be used to either init or update ui.

init functions will receive: states definition, targets definition, and transitions definition. init will only be called once when the f1 instance will inited.

Example:

function initPosition(states, targets, transitions) {
  // usesPosition would check if the position property is used
  // by states if so initialize targets to be able to do something
  // with position
  if(usesPosition(states)) {
    // do whatever is needed to targets
    // if the position property is used
  }
}

update functions will receive: target and state. Where target could be for instance a dom element and state is the currently calculated state.

Example:

function updatePosition(target, state) {
  target.style.left = state.position[ 0 ] + 'px';
  target.style.top = state.position[ 1 ] + 'px';
}

It should be noted that parsers can be called multiple times with different definitions and init and update functions will be merged.

ui.init(initState)

Initializes f1. init will throw errors if required parameters such as states, transitions, targets, and parsers are missing. The initState for the f1 instance should be passed in as string.

ui.go(state, [cb])

Will tell f1 to animate to another state. Calling go will cause f1 to calculate a path defined through transitions to the state which was passed to it.

An optional callback can be passed which is called once f1 has reached that state.

ui.go(state, [cb])

Will tell f1 to immediately jump to another state. If an animation is in progress that animation is stopped immediately.

ui.update()

Will force f1 to update. This is useful if updating a state values dynamically by mouse movement or using some other method.

Call ui.update to ensure the state gets applied through parsers to targets.

var page = require('f1/chief')([opts])

chief is designed to control f1 instances so it's ideal for creating "pages" or ui components which merge many other ui components.

require('f1/chief') is a function that you can optionally pass options/settings to. It should be noted that all options have an associated function. You can pass in the following:

{
  // ui and chief instances this chief instance will control
  // it should be noted that one chief instance can 
  // control another chief instance
  targets: {
    ui1: f1Instance,
    ui2: f1Instance,
    ui3: chiefInstance,
  },
  
  // define the states in which all above ui instances per state
  states: {
    out: {
      ui1: 'out',
      ui2: 'out',
      ui3: 'out'
    },

    idle: {
      ui1: 'idle',
      ui2: 'idle',
      ui3: 'idle'
    }
  },
  
  // defines transitions between chief's states
  // it should be noted you can apply delay's when defining
  // animations.
  transitions: [
    { 
      from: 'out', to: 'idle', bi: true, animation: {
        ui3: { delay: 0.5 }
      }
    }
  ]
}

page.targets(targets)

targets is an Object that will define what ui/f1 instances chief will control. It should be noted that chiefs can control other chiefs.

The targets arguments might look like this:

targets: {
  ui1: f1Instance,
  ui2: f1Instance,
  ui3: chiefInstance,
}

page.states(states)

states is an Object that will define what state the associated targets should be in as the chief instance changes states.

An example states arguments:

states: {
  out: {
    ui1: 'out',
    ui2: 'out',
    ui3: 'out'
  },

  idle: {
    ui1: 'idle',
    ui2: 'idle',
    ui3: 'idle'
  }
}

page.transitions(transitions)

transitions is an Array that will define how chief will be abe to traverse/navigate through states.

Example transitions argument:

[
  { 
    from: 'out', to: 'idle', bi: true, animation: {
      ui3: { delay: 0.5 }
    }
  }
]

page.init(initState)

init will simply initialize chief to be in a state.

page.go(state, [cb])

go will tell chief to animate to a state.

License

MIT, see LICENSE.md for details.