f1
v8.0.0
Published
A stateful ui library
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Readme
f1
F1 is a stateful ui library. F1 is the "core" for modules such as:
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
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
$ npm run example-f1
Example chief
$ npm run example-chief
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.