use-gif
TypeScript icon, indicating that this package has built-in type declarations

1.0.1 • Public • Published

use-gif

React hook for creating client-side GIFs from DOM animations.


⚠️ This library is experimental and is not recommended to be used in production.

Demo

Work in progress... Try coming back later.

Usage

Installation:

npm install --save use-gif

Hook:

const { start, render, abort, progress, status, isRendering, isProcessing, result } = useGif(ref, options, callback);

- Recording a GIF:

This library works by first recording the animation you want to convert to a GIF and then rendering, it uses html2canvas under the hood to capture the elements by first looking at the available information on each node, this means it may not be a 100% accurate representation and you're the one responsible for how the end result will look.

For this reason you must give the most information possible about an element's style & animations, CSS animations must include proper animation-* properties separately (animation-name, animation-fill-mode, animation-duration...) as the animation shorthand may cause rendering issues. For more information please visit html2canvas's documentation.

This library is powered by Promises, for older browser support please consider using a polyfill.

import React from "react"
import useGif from "use-gif"

const App = () => {
    const ref = useRef(null);
    const { start, render, abort } = useGif(ref, { background: "#fff" },
        // callback function
        async (result) => {
                console.log("result object:", resul
            // open gif in browser
            window.open((await result).url);
        }
    );

    // handle start and rendering...

    return (
        <div ref={ref} className="bounce-animation">
            Hey! I am bouncing!
        </div>
    )
}

Output:

Output

Anything inside the ref will be part of the GIF's output, for any rendering issues please visit html2canvas's documentation.

- Advanced Usage:

Recording videos are also possible: You can combine this library with FileSaver and download your GIF result.

import React from "react"
import useGif from "use-gif"
import { saveAs } from 'file-saver';

import demoVideo from "./video.mp4";

const App = () => {
    const ref = useRef(null);
    const { start, render, abort } = useGif(
        ref,
        {
            framerate: 15,
            quality: 10,
            background: "#fff",
            releaseMemory: false,
            debugMode: true,
        },
        async (result) => {
            saveAs(result.blobFormat, "myGif.gif")
        }
    );

    return (
        <div>
            <div ref={ref} className="wrapper">
                <video src={demoVideo} style={{ width: "500px", height: "500px" }} autoplay muted loop>
            </div>
            <button onClick={start}>Start Recording</button>
            <button onClick={render}>Render Recording</button>
            <button onClick={abort}>Abort Recording</button>
        </div>
    )
}

You can also provide a duration to start() which will automatically render your GIF after the provided time (in miliseconds) has passed:

    const { start, abort, status } = useGif(ref, options,
        async (result) => {
            saveAs(result.blobFormat, "myGif.gif")
        }
    );

    return (
        <div ref={ref} className="wrapper">
            <video src={demoVideo} style={{ width: "500px", height: "500px" }} autoplay muted loop>
            <button onClick={() => start(10000)}>
        </div>
    )

If you don't like having a callback function to access your result, you can also use the { result } state.

const { result } = useGif(ref, options) 

useEffect(() => {
    console.log(result)
}, [result])

- User Feedback:

The hook provides two ways of reacting UI:

isRecording and isRendering provide two booleans states that are available at any given moment:

if (!isRecording && !isRendering) {
    return <span>Try recording a GIF.</span>
}

if (isRecording) {
    return <span>Your GIF is being recorded, smile!</span>
}

if (isRendering) {
    return <span>Your GIF is being processed.</span>
}

if (result) {
    return <img src={result.url} alt="" />
}

// ...

If booleans aren't your thing, the status property returns a string which can be either "Idle", "Recording" or "Processing".

const { status, result } = useGif(ref)

if (status === "Idle") {
    return <span>Try recording a GIF.</span>
}

if (status === "Recording") {
    return <span>Your GIF is being recorded, smile!</span>
}

if (status === "Processing") {
    return <span>Your GIF is being processed.</span>
}

if (result) {
    return <img src={result.url} alt="" />
}

// ...

- Override:

You can override html2canvas settings with the overrideHtml2Canvas property

const { start, render, abort } = useGif(
    ref,
    {
        // ...
        overrideHtml2Canvas: {
            allowTaint: false,
        }
    },
);

Options

useGif hook options

Name Default Description
framerate 15 GIF's framerate, limit is 50 due to .gif limitations
quality 10 Pixel sample interval, lower is better
loop true Loop GIF
background transparent Background color
width auto Output image width
height auto Output image height
releaseMemory true Will revoke result URL after 5 seconds
smoothing true Whether to smooth GIF's frames
debugMode false Prints extra information to Console
overrideHtml2Canvas {} Override default html2canvas options

This library depends on html2canvas and gif.js

Released under MIT license.

Package Sidebar

Install

npm i use-gif

Weekly Downloads

1

Version

1.0.1

License

MIT

Unpacked Size

35.8 kB

Total Files

13

Last publish

Collaborators

  • rortan