aalbaharnah / react-native-redash

A Utility Library for React Native Reanimated and Gesture Handler

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redash

CircleCI npm version

Utility library for React Native Gesture Handler and Reanimated. As seen on the “Can it be done in React Native?” YouTube series.

Usage

yarn add react-native-redash
import { atan2 } from "react-native-redash";

atan2(y, x);

Components

<ReText>

Component that displays an animation value as text.

Example usage:

<ReText text={new Value("hello world!")} textColor={"blue"} />

SVG

parsePath(SVGPath: String): ReanimatedPath

Given an SVG Path, returns a denormalized object of values that can be used for animations on that path. From the perspective of the user, the returned value should be considered a black box. Here is an example below:

// We get the data from the SVG Path denormalized a way that can be handled with Reanimated
const path = parsePath(d);
const { y, x } = getPointAtLength(path, length);

getPointAtLength(path): { x: Node, y: Node }

Implementation of getPointAtLength for Reanimated.

// We get the data from the SVG Path denormalized a way that can be handled with Reanimated
const path = parsePath(d);
const { y, x } = getPointAtLength(path, length);

interpolatePath(value: Node, { inputRange, outputRange }): path

Interpolate from one SVG point to the other, this function assumes that each path has the same number of points.

  const phone1 = "M 18 149C 18 149 25 149 25 149 25 14...";
  const d = interpolatePath(slider, {
    inputRange: [0, width, width * 2],
    outputRange: [phone1, phone2, phone3]
  });
  return (
      <Svg style={styles.svg} viewBox="0 0 100 300">
        <AnimatedPath fill="black" {...{ d }} />
      </Svg>
  );

bInterpolatePath(progress, path1, path2): path

Interpolate from one SVG point to the other, this function assumes that each path has the same number of points.

const rhino = "M 217.765 29.683 C 225.855 29.683 ";
const elephant = "M 223.174 43.413 ...";
return (
    <>
      <Animated.Code>
        {() =>
          set(
            progress,
            timing(clock, progress, {
              to: 1,
              duration: 2000,
              easing: Easing.linear
            })
          )
        }
      </Animated.Code>
      <Svg style={styles.container} viewBox="0 0 409 280">
        <AnimatedPath
          d={bInterpolatePath(progress, rhino, elephant)}
          fill="#7d8f9b"
        />
      </Svg>
    </>
  );

getLengthAtX(path: ReanimatedPath, x: Node): Node

Convenience function for bezier curves where there is really only ever one "y" value associated with one "x" value. This function works by finding the roots of the cubic bezier curve so it might be too compute-intensive to calculate for each frame.

Math

toRad(node: Node): Node

Transforms an angle from degrees to radians.

(deg: Node) => Node;

toDeg(node: Node): Node

Transforms an angle from radians to degrees.

toDeg(rad: Node) => Node

min(...nodes: Node[]): Node

Takes one or more nodes as input and returns the minimum of all the node's values. This is equivalent to Animated.min but with support for more than two parameters.

min(...args: Node[]) => Node

max(...nodes: Node[]): Node

Takes one or more nodes as input and returns the maximum of all the node's values. This is equivalent to Animated.min but with support for more than two parameters.

max(...args: Node[]) => Node

clamp(node: Node, lowerBound: Adaptable, upperBound: Adaptable)

Clamps a node with a lower and upper bound.

clamp(new Value(-1), 0, 100); // 0
clamp(new Value(1), 0, 100); // 1
clamp(new Value(101), 0, 100); // 100

approximates(value: Node, approximatesTo: Node, precision = 0.001): number

Returns 1 if the difference between the two values is less than precision. Otherwise returns 0. Default value for the precision is 0.001.

atan(node: Node): Node

Returns the arc-tangent of the value in radians of the given node. We provide this function in case you are using a version of reanimated that doesn't ship atan. Beware that this function is not as precise at Math.atan() nor Animated.atan().

atan(rad: Node) => Node

atan2(node: Node): Node

Returns the angle in the plane (in radians) between the positive x-axis and the ray from (0,0) to the point (x,y), atan2(y,x).

atan2(y: Node, x Node) => Node

acos(node: Node): Node

Returns the arc-cosine of the value in radians of the given node. We provide this function in case you are using a version of reanimated that doesn't ship acos.

acos(y: Node, x Node) => Node

asin(node: Node): Node

Returns the arc-sinus of the value in radians of the given node. We provide this function in case you are using a version of reanimated that doesn't ship cos.

asin(y: Node, x Node) => Node

cubicBezier(t: Node, p0: Node, p1: Node, p2: Node, p3: Node): Node

Returns the coordinate of a cubic bezier curve. t is the length of the curve from 0 to 1. cubicBezier(0, p0, p1, p2, p3) equals p0 and cubicBezier(1, p0, p1, p2, p3) equals p3. p0 and p3 are respectively the starting and ending point of the curve. p1 and p2 are the control points.

String

string

Tagged template for animated string values.

const { x, y } = { x: new Value(0), y: new Value(0) };
const d = string`M0,0 ${x},${y}`;
return <AnimatedPath {...{d}} />;

Array

get(nodes: Adaptable[], index:Adaptable, notFound: Node): Node

Returns the node from the list of nodes at the specified index. If not, it returns the notFound node.

get(values: Node[], index: Node, notFound: Node) => Node

find(nodes: Node[], predicate: (v: Node) => Node, notFound: Node): Node

Iterates over the node's list, returning the first element predicate returns true for. The predicate is invoked with the value argument.

find(values: Node[], predicate: (Node) => Node, notFound: Node) => Node

contains(nodes: Node[], value: Node) : number

Returns 1 if the node's value is contained in the array of nodes, 0 otherwise.

contains(values: Node[], value: Node) => Node

Animations

useTransition(state: any, source: Node, destination: Node, duration: number, easing: EasingFunction): Node

Returns an animation value that follows a Reanimated transition (see related issue). The value equals source at the beginning of the transition and destination at the end of the transition. This is useful on iOS only because on Android, you can transition on the transform property.

timing({ clock?: Clock, from?: Node, to?: Node, duration?: Node, easing?: EasingFunction }): Node

Convenience function to run a timing animation.

Example usage:

timing({
  duration: 10 * 1000,
  from: 0
  to: 1,
  easing: Easing.linear,
});

loop({ clock: Clock, duration: Node, easing: EasingFunction: boomerang? = false, autoStart? = true })

Returns an animated node that goes from 0 to 1 during the time set by duration continuously. If the boomerang option is set to true, the animation goes from 0 to 1 and then from 1 to 0 in the next cycle.

Example usage:

const progress = new Value(0);
set(progress, runLoop(400, Easing.linear);

delay(node: Node, duration: number)

Evaluate an animation node after a certain amount of time. duration is in milliseconds.

Example usage:

delay(set(value, 1), 250)

decay({ clock: Clock, value: Node, velocity: Node, deceleration: number} ): Node

Convenience function to run a decay animation.

decay({ clock: Clock, value: Node, velocity: Node, deceleration: number} ): Node

spring({ clock: Clock, value: Node, velocity: Node, deceleration: number} ): Node

Convenience function to run a spring animation.

decay({ clock: Clock, value: Node, velocity: Node, config: SpringConfig }): Node

bInterpolate(node: Node, from: Node, to: Node): Node

Interpolate the node from 0 to 1 without clamping.

interpolateColor(node: Node, { inputRange, outputRange }: ColorInterpolationConfig, [colorSpace = "rgb"]): Node

Interpolate colors based on an animation value and its value range.

interpolateColor(value: Node, { inputRange: number[], outputRange: Colors }, colorSpace?: "hsv" | "rgb"): Node

Example Usage:

const from = {
  r: 197,
  g: 43,
  b: 39,
};
const to = {
  r: 225,
  g: 176,
  b: 68,
};

// Interpolate in default color space (HSV)
interpolateColor(x, [0, 1], [from, to]);

// Interpolate in RGB color space
interpolateColor(x, [0, 1], [from, to], "rgb");

bInterpolateColor(node, color1, color2, [colorSpace = "rgb"])

Interpolate the node from 0 to 1 without clamping.

snapPoint(point, velocity, points)

Select a point based on a node value and its velocity.

Transformations

translateZ(prespective, z)

Convert a translateZ transformation into a scale transformation.

translateZ(perspective: Node, z: Node)

transformOrigin(x, y, transformations)

Changes the origin of the transformations.

transformOrigin(x: Node, y: Node, transformations: AnimatedTransform): Node[]

Example:

<View
  style={{
    transform: transformOrigin(cx, cy, { rotateX })
  }}
/>

Example usage with transform.

const perspective = 800;
const z = new Value(100);
//...
transform: [{ perspective }, translateZ(perspective, z)];

Gestures

onScroll({ x: Node, y: Node }): EventNode

Returns a reanimated event handler for the ScrollView.

onScroll(contentOffset: { x?: Node; y?: Node; }) => EventNode

Example usage for a vertical ScrollView.

<Animated.ScrollView onScroll={onScroll({ y: new Value(0) })} vertical />

And for a horizontal one.

<Animated.ScrollView onScroll={onScroll({ x: new Value(0) })} horizontal />

onGestureEvent(nativeEvent)

Returns a reanimated event handler for any Gesture handler event handler.

Example usage for a vertical PanGestureHandler.

const translationX = new Value(0);
const state = new Value(State.UNDETERMINED);
const gestureEvent = onGestureEvent({ translationX, state }) 
return (
  <PanGestureHandler {...gestureEvent} />
);

panGestureHandler()

const {
  gestureEvent,
  state
  translationX,
  velocityX,
  translationY,
  velocityY
} = panGestureHandler();
return (
  <PanGestureHandler {...gestureEvent} />
);

horizontalPanGestureHandler()

const {
  gestureEvent,
  state
  translationX,
  velocityX,
} = horizontalPanGestureHandler();
return (
  <PanGestureHandler {...gestureEvent} />
);

verticalPanGestureHandler()

const {
  gestureEvent,
  state
  translationY,
  velocityY,
} = verticalPanGestureHandler();
return (
  <PanGestureHandler {...gestureEvent} />
);

panGestureHandler()

const {gestureEvent, translationX, translationY} = panGestureHandler();
return (
  <PanGestureHandler {...gestureEvent} />
);

withSpring({ value: Node, velocity: Node, state: Value, offset: Node, config, snapPoints: Node[], onSnap: (value) => void }): Node

Decorates animated value to spring when the gesture ends.

const translateX = withSpring({
  value: translationX,
  velocity: velocityX,
  state,
  snapPoints,
  onSnap
});

withDecay({ value: Node, velocity: Node, state: Value, offset: Node, deceleration }): Node

Decorates animated value to decay when the gesture ends.

const translateX = withDecay({
  value: translationX,
  velocity: velocityX,
  state: gestureState,
  offset: offsetX
});

withOffset(value: Node, state: Node, offset: Node = 0): Node

Decorates animated value to save previous offset of pan

constructor(props) {
  const dragX = new Value(0);
  const panState = new Value(0);

  this.handlePan = event([
    {
      nativeEvent: {
        translationX: dragX,
        state: panState,
      },
    },
  ]);

  this.X = withOffset(dragX, panState);
}

preserveMultiplicativeOffset(value: Node, state: Node): Node

Decorates animated value to save previous offset of pinch

constructor(props) {
  const scale = new Value(1);
  const scaleState = new Value(0);

  this.handleZoom = event([
    {
      nativeEvent: {
        scale,
        state: panState,
      },
    },
  ]);

  this.X = preserveMultiplicativeOffset(scale, scaleState);
}

spring( translation: Node, state: Node, snapPoint: Node, defaultOffset = 0, springConfig?): Node

Decorates animated value to spring after pan

constructor(props) {
  const dragX = new Value(0);
  const panState = new Value(0);
  const snapPoint = new Value(100);

  this.handlePan = event([
    {
      nativeEvent: {
        state: panState,
        velocityX,
      },
    },
  ]);

  this.X = spring(dragX, panState, snapPoint);
}

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A Utility Library for React Native Reanimated and Gesture Handler

License:MIT License


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