gif-tsx v0.1.5
gif-tsx
A simple TypeScript-first React GIF player library. Ships with best practices like:
ESM module specification for tree-shaking
Strict type-checking
gif-tsx offers total flexibility when it comes to writing a GIF player
component. Because controls are exposed via a reusable hook, the consumer is
given complete creative freedom when it comes to defining what the GIF player
should do and how it should look.
Install
Install with your choice of package manager.
NPM
npm install gif-tsx --saveYarn
yarn add gif-tsxGetting started
The useGifController hook is the core of this library, and returns a GIF
controller bound to a canvas element which plays a GIF.
Let's start by writing a basic GifPlayer component. We will first need to
import our dependencies:
import React, { useRef } from "react";
import { useGifController } from "gif-tsx";And then, we need to provide two things.
A URL to load our GIF from.
A ref to a
canvaselement that will be rendered after we load our GIF.
To load a custom GIF (i.e. not one served remotely), you must add the GIF to
your public/ directory which is configured by your bundler (e.g. Webpack,
Snowpack, or Vite). If you are using Vite, it is as simple as moving your GIF to
the public/ directory at the project root.
Then, we handle the error, loading, and resolved states accordingly, and
we're all good to go!
function GifPlayer() {
const canvasRef = useRef<HTMLCanvasElement>(null);
const controller = useGifController("/earth.gif", canvasRef);
// handle loading state
if (controller.state === "loading") {
// `controller` has type `GifControllerLoading`
return null;
}
// handle error state
if (controller.state === "error") {
// `controller` has type `GifControllerError`
console.error(controller.errorMessage);
return null;
}
// `controller` has type `GifControllerResolved`
const { canvasProps, play, pause } = controller;
return (
<div>
<canvas {...canvasProps} ref={canvasRef} />
<button alt="play" onClick={play} />
<button alt="pause" onClick={pause}>
</div>
);
}API
useGifController
The useGifController hook accepts 3 parameters:
url: string-- The URL of the GIF to play. This can be a local or remote URL. For example, it can be/earth.gififearth.gifis served by the local server, orhttps://foo.bar/earth.gififearth.gifis served byfoo.bar.canvasRef: React.RefObject<HTMLCanvasElement>-- A ref bound to thecanvaselement returned in the resolved state.autoplay: boolean = false(optional, defaults tofalse) -- Whether to begin playing the GIF as soon as the GIF resolves.
useGifController has 3 possible states, exposed by the GifController.state
property.
loading: The GIF is currently being fetched and processed.error: There was an error fetching or processing the GIF. The GIF controller exposes an error message onGifController.errorMessage.resolved: The GIF was fetched and processed successfully. The GIF player controls are only exposed in this state.
The component calling useGifController should handle the states separately.
Assuming you've handled the loading and error states accordingly, the
following controls are exposed by the GIF controller.
canvasProps: HTMLCanvasElementProps-- Props to pass to thecanvaselement. Includes the idealwidthandheight.playing: boolean-- Whether the GIF is currently playing.play: () => void-- Callback which begins playing the GIF.pause: () => void-- Callback which pauses the GIF.restart: () => void-- Callback which resets the GIF back to the first frame. Does not affect playback state.frameIndex: number-- The current frame, 0-indexed.renderFrame: (frameIndex: number) => void-- Callback which accepts an argumentframeIndex: numberthat renders the frame at frame indexframeIndex.renderNextFrame: () => void-- Callback which renders the next frame of the GIF.renderPreviousFrame: () => void-- Callback which renders the previous frame of the GIF.width: number-- Width of the loaded GIF.height: number-- Height of the loaded GIF.
License
MIT. See LICENSE file in project root.