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CHANGELOG

All notable changes to this project will be documented in this file. If a change is missing an attribution, it may have been made by a Core Contributor.

  • Critical bugfixes or breaking changes are marked using a warning symbol: ⚠️
  • Significant new features or enhancements are marked using the sparkles symbol: ✨

The format is based on Keep a Changelog.

v0.11.1

This release fixes a small regression in the way animations complete. When we introduced the repeat API in v0.9.0, we also introduced more complexity around when animations are considered "done". This resulted in occasional instances where an animation wouldn't reach its exact to state; for example, an opacity animation from 0 to 1 might complete at opacity: 0.99927361. This release fixes that behavior to ensure we reach the exact final to state in both repeated and non-repeated animations.

Fixed

  • ⚠️ All animations reach their exact to state on completion, or from state for odd-numbered repeat counts. PR by @parkerziegler here.

Diff

v0.11.0

This release adds support for a new repeatType API. repeatType describes how repeated animations should run. Valid values are 'loop' and 'mirror'; 'mirror' is the default.

If 'loop' is specified, the animation will run from its from state to its to state, and then "jump" back to the from state to start the animation over. This is akin to animation-direction: normal in CSS animations.

If 'mirror' is specified, the animation will alternate between its from and to values. This is the behavior renature has always had and is the default if repeatType is not specified. It is akin to animation-direction: alternate in CSS animations.

Added

  • The repeatType parameter can now be passed to configure how repeated animations should be run. PR by @parkerziegler here.

Diff

v0.10.2

This release fixes a small bug in the onAnimationComplete implementation. In #122, we accidentally introduced a regression by not passing the onAnimationComplete callback to the internal onComplete function. This release addresses that regression.

Fixed

  • The onAnimationComplete callback is called when an animation completes if supplied by the end user. PR by @parkerziegler here.

Diff

v0.10.1

This release adds in a slight modification to the onFrame API. Previously, onFrame only gave you access to a single value, progress. progress is a decimal number between 0 and 1 representing the progress of an animation, with 0 being the beginning and 1 being the end. useGravity2D was an exception; since this hook animates infinitely by default, progress is not a defined value and was never supplied.

In v0.10.1, you can now access the physics motion vectors (position, velocity, and acceleration) of your animating element inside of the onFrame callback, like so:

const [props] = useFriction<HTMLDivElement>({
  from: {
    transform: 'scale(1) rotate(0deg)',
  },
  to: {
    transform: 'scale(1.5) rotate(720deg)',
  },
  onFrame: (progress, { position, velocity, acceleration }) => {
    // Execute some code on each call to requestAnimationFrame using any of the four values above.
    // For example, we could modify the document body's opacity to match the x component of the velocity vector.
    document.body.style.opacity = velocity[0];
  },
});

For useGravity2D, the API is just slightly different, with no progress argument supplied:

useGravity2D({
  config: {
    attractorMass: 1000000000000,
    moverMass: 10000,
    attractorPosition: [center.left, center.top],
    initialMoverPosition: [center.left, center.top - 100],
    initialMoverVelocity: [1, 0],
    threshold: {
      min: 20,
      max: 100,
    },
    timeScale: 100,
  },
  onFrame: ({ position, velocity, acceleration }) => {
    // Execute some code on each call to requestAnimationFrame!
  },
});

Changed

  • ✨ The onFrame callback now receives the motion vectors of the animating element as arguments. PR by @parkerziegler here.

Diff

v0.10.0

This release adds a new API to support accessible animations in renature. Consumers now have a first-class API for defining the from / to configuration to use if a user has the prefers-reduced-motion: reduce media feature enabled.

To enable accessible animations, add a reducedMotion configuration object with from / to keys in your hook's configuration, like so:

const [props] = useFriction<HTMLDivElement>({
  from: {
    transform: 'scale(1) rotate(0deg)',
  },
  to: {
    transform: 'scale(1.5) rotate(720deg)',
  },
  reducedMotion: {
    from: {
      opacity: 0,
    },
    to: {
      opacity: 1,
    },
  },
});

With this configuration, a user who specifies prefers-reduced-motion: reduce will see opacity animated from 0 to 1. Likewise, a user whose device or operating system does not implement the prefers-reduced-motion media feature will see opacity animated from 0 to 1. In this way, we enable the accessible animation by default. Finally, if a user has prefers-reduced-motion: reduce and no reducedMotion object is specified, the user will see no animation and the animated object will be immediately transitioned to the to state in a single frame update.

Added

  • ✨ The reducedMotion configuration object was added to support accessible animations on useFriction, useFrictionGroup, useGravity, useGravityGroup, and useFluidResistance and useFluidResistanceGroup hooks. PR by @parkerziegler here.

Fixed

  • Storybook was upgraded from v5 to v6. PR by @gingeriffic here.
  • All demos on the /gallery route of the docs site were moved to CodeSandbox. PR by @gingeriffic here.

Diff

v0.9.1

This release fixes bugs uncovered in the new repeat API outlined in #124.

Fixed

  • Specifying an even number for repeat no longer leads to an incorrect "jump" to the to value specified in the hook config. PR by @parkerziegler here.
  • Erroneously specifying a string value for repeat no longer results in an animation extending beyond its bounds. While this will be caught at compile-time by TypeScript users, it's an easy mistake for JavaScript users to make, so we guard against it at runtime. PR by @parkerziegler here.

Diff

v0.9.0

This release introduces a new API to renature hooks — the repeat API.

Previously, the only way to run an animation more than one iteration was to use the infinite parameter, set to true. However, this doesn't work for cases where you want your animation to run a set number of iterations before coming to a smooth stop.

To support this, the repeat parameter replaces the infinite parameter in renature hooks. You can still create an infinite animation by specifying repeat: Infinity, but you can also animate between from and to a set number of times. For example, the following configuration:

const [props] = useFluidResistance<HTMLDivElement>({
  from: {
    boxShadow: '20px 20px 0px teal, -20px -20px 0px orange',
  },
  to: {
    boxShadow: '-20px -20px 0px orange, 20px 20px 0px teal',
  },
  config: {
    mass: 20,
    rho: 20,
    area: 20,
    cDrag: 0.1,
    settle: false,
  },
  repeat: 2,
});

indicates that, after the animating element has finished its first animation cycle (e.g. has animated from the from state to the to state), it should repeat the animation two additional times.

Changed

  • ⚠️ The infinite parameter for renature hooks has been deprecated in favor of repeat. You can now repeat a renature animation declaratively a set number of iterations before stopping. To run an animation infinitely, specify repeat: Infinity. PR by @parkerziegler here.

Diff

v0.8.2

This release is a small, internals-only, performance-related release. It consolidates the core logic of the hooks renature exposes into an internal useForceGroup hook that all hooks compose.

Changed

All hooks now compose the internal-only useForceGroup hook to centralize animation logic. PR by @parkerziegler here.

Diff

v0.8.1

This release fixes a small bug related to the use of the optional index parameter in the controller.set API. controller.set with the index parameter specified now works as documented.

Fixed

  • The controller.set API correctly targets an animating element when called with the index parameter specified. PR by @parkerziegler here.

Diff

v0.8.0

This release adds support for a set method on the controller returned by a renature hook. You can use controller.set to animate an element to any CSS state at any time.

To use the controller.set API, just call controller.set with an object containing the CSS properties you want to animate to. For example, to animate an element to a random scale and opacity value every 2 seconds, you can do the following:

import React, { useEffect, FC } from 'react';
import { useFriction } from 'renature';

export const FrictionSet: FC = () => {
  const [props, controller] = useFriction<HTMLDivElement>({
    from: {
      opacity: 0,
    },
    to: {
      opacity: 1,
    },
    config: {
      mu: 0.5,
      mass: 300,
      initialVelocity: 10,
    },
  });

  useEffect(() => {
    const intervalId = setInterval(() => {
      // Call controller.set with a random scale transform and opacity!
      controller.set({
        transform: `scale(${Math.random()})`,
        opacity: Math.random(),
      });
    }, 2000);

    return () => {
      clearInterval(intervalId);
    };
  }, [controller]);

  return <div className="mover mover--magenta" {...props} />;
};

The controller.set API is an imperative escape hatch to allow for orchestrating more complex animations after the initial declarative animation has run. You can also animate to new states simply by updating the to property of the hook definition.

Added

  • A set method is now available on controller to imperatively animate to a new CSS state. PRs by @parkerziegler here and here.

Fixed

Diff

v0.7.2

This release improves the way renature parses and interpolates CSS transforms. Previously, if you specified multiple transforms in a different order in your from and to configuration, renature would incorrectly interpolate values.

// This would yield unexpected results!
{
  from: {
    transform: 'translateX(10px) skewY(3deg)',
  },
  to: {
    transform: 'skewY(6deg) translateX(20px)'
  }
}

With the above configuration, renature would try to interpolate between the translateX and skewY properties rather than matching translateX and skewY configurations separately. This release adds a fix for this behavior, so you can specify your transforms in any order you like!

Fixed

  • CSS transforms with multiple properties are now matched based on transform property rather than order. PR by @parkerziegler here.

Diff

v0.7.1

This release fixes a subset of issues introduced by the animation caching logic added in v0.7.0. Animations with cached values would not restart from scratch on configuration change due to incorrect cache invalidation logic. This release fixes that behavior, alongside improving TypeScript definitions, optimizating internals, and adding more extensive unit and integration tests.

All changes in this release, with the exception of some TypeScript improvements, are internal and will not affect existing code.

Fixed

  • The animation cache for a renature hook is now cleared on animation end. This allows animations to be restarted on configuration change. PR by @parkerziegler here. Fixes #101.
  • use<Force>Group hooks now properly handle generics to specify the type of HTML or SVG element being animated. Fixed as part of this PR by @parkerziegler here.

Diff

v0.7.0

This release adds better support for interrupted and reactive animations. When an animation is interrupted mid-flight (say, by a change in its to parameter or part of its physics config), it will begin animating from its curernt position to the new target rather than restarting at its from definition. There are no changes to the public API.

Changed

  • Interrupted and reactive animations now start from the cached state of the currently animating object rather than from their from config. PR by @parkerziegler here.

Diff

v0.6.3

This release focuses on an internal migration to ReScript, the new build toolchain for Reason and BuckleScript.

Changed

  • renature now uses ReScript (bs-platform > @8). PR by @parkerziegler here.
  • Enhanced function return types for internals were added in this release. PR by @parkerziegler here.

Diff

v0.6.2

This release fixes issues around the scope of controller. v0.6.0 introduced the ability to animate n elements in a single hook instance. However, when using multiple renature hooks in the same React tree, calling controller.start, controller.stop, and controller.pause applied to all animating elements, not to just the subset of animating elements created by their corresponding hook. This is fixed in v0.6.2 🌟!

Fixed

  • ⚠️ Ensure controller's behavior is scoped to act only on the animating elements created by the corresponding hook. PR by @parkerziegler here.

Diff

v0.6.1

This release includes a critical fix for a bug introduced in v0.6.0. Our Bublé configuration had dangerousForOf transpilation configured, so for...of loops operating on Sets were incorrectly transpiled, causing animations never to run. This release removes compilation of for...of loops since all modern browsers support the syntax for operating on iterable data structures.

Fixed

  • Remove dangerousForOf flag in Bublé config. PR by @parkerziegler here.

Diff

v0.6.0

In this release, we add support for use<Force>Group hooks for all three major forces covered by renature – friction, gravity, and fluid resistance. These hooks allow you to animate n elements in a single call to requestAnimationFrame and to manipulate the physics parameters and configuration applied to each of them.

Added

  • ✨ Add useFrictionGroup, useGravityGroup, and useFluidResistanceGroup hooks. PR by @parkerziegler here.
  • ✨ Add pause method to controller. This allows users to pause an animation without removing the animating node from the tracked set of animating elements. PR by @parkerziegler here.

Fixed

  • Previously, calls to controller.start would always register a new requestAnimationFrame callback even if an existing callback was actively executing. We now check if there's an existing requestAnimationFrame callback registered and, if so, update the data referenced by that callback rather than registering a new callback. This prevents n calls to requestAnimationFrame being queued before each paint.

Diff

v0.5.0

In this release, we add support for the disableHardwareAcceleration parameter to renature hooks. By default, renature will attempt to push compatible animations to the GPU (primarily transform and opacity). If you would like to prevent this behavior, specify disableHardwareAcceleration: true in your hooks configuration.

Added

  • ✨ Add support for GPU compositing of transform animations. PR by @parkerziegler here.

Diff

v0.4.1

In this release, we expose the onFrame and onAnimationComplete APIs for the useGravity hook. These were accidentally missed in the v0.4.0 release 😱.

Fixed

  • Ensure onFrame and onAnimationComplete supplied to useGravity are picked up and applied in the lifecycle of an animation. PR by @parkerziegler here.

Diff

v0.4.0

In this release, we add a few new APIs to renature to fix some pain points identified by community members. The most notable of these are onFrame and onAnimationComplete callbacks that can be provided to renature hooks.

⚠️ There are also some breaking changes in this release. ⚠️ See more details below on how to safely migrate your code.

Added

  • ✨ An onFrame callback can now be provided to renature hooks, which allows you to execute some logic on each call to requestAnimationFrame. The callback is handed a single argument, progress, which is a number between 0 and 1 representing your progress from the from state to the to state. PR by @parkerziegler here.
  • ✨ An onAnimationComplete callback can now be provided to renature hooks, which allows you to execute logic when an animation ends. This behaves similarly to adding a listener on the DOM's native animationend event. If a renature animation is stopped or unmounted before it has completed, this ca llback will not be executed. PR by @parkerziegler here.
  • ✨ Default configs have been added for all hooks. You'll now get a default physics config loaded if you don't specify a config field on your hook! PR by @parkerziegler here.

Changed

  • ⚠️ Breaking Change controller.stop is now the canonical way to stop or pause a renature animation. Previously, if you started an animation by calling controller.start, you could only stop or pause it by accessing a returned stop function.
const { stop } = controller.start();

Now, you can just call controller.stop(). This codifies and simplifies the API – when you want to imperatively start / resume an animation, use controller.start. When you want to stop or pause an animation, whether it was initiated on mount or by controller.start, just use controller.stop. PR by @parkerziegler here.

  • ⚠️ Breaking Change The immediate flag was renamed to pause and the logic behind it is now inverted. If pause is set to true, the animation will not start running until controller.start has been called or if the component re-renders and pause evaluates to false. PR by @parkerziegler here.

Diff

v0.3.0

In this release, we add support for using renature in Node.js environments for server-side rendering. Previously, using renature in server-rendered React applications would result in a runtime error.

Fixed

  • Fallback to Date.now in lieu of performance.now in Node.js environments when tracking frame timestamps in rAF. PR by @parkerziegler here.

Diff

v0.2.1

In this release, we allow users to supply their own value for G, the Universal Gravitational Constant, in the configuration of useGravity and useGraviyt2D hooks. This allows users to achieve similar animation effects without needing to provide extremely large mass values for the mover and attractor.

Added

  • ✨ A user-configurable G parameter for the useGravity and useGravity2D hooks. PR by @parkerziegler here.

Diff

v0.2.0

In this release, we added type support for animating SVG elements, normalize our parser and interpolator structure, and include better support complex CSS properties like transform and box-shadow. We also released a new iteration of our docs site on react-static v7 – live here.

Added

  • Type support for SVG elements. PR by @parkerziegler here.
  • ✨ Add support for box-shadow as an animatable CSS property. PR by @parkerziegler here.

Fixed

  • Normalize parser and interpolator structure and move them to separate directories. PR by @parkerziegler here.
  • Improvements to our docs site and a migration to react-static v7. PR by @parkerziegler here.

Diff

v0.1.0

This release represents the first publish of renature!