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rive-js

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rive-js - npm Package Compare versions

Comparing version 0.7.16 to 0.7.17

3

CHANGELOG.md
# Rive.js Changelog
## 0.7.17
- Adds camelCase parameters, deprecates old ones.
## 0.7.16

@@ -4,0 +7,0 @@ - Fixes issue with strokes rendering when they have 0 thickness/width.

@@ -181,8 +181,36 @@ import * as rc from './rive_canvas.js';

autoplay?: boolean;
onLoad?: EventCallback;
onLoadError?: EventCallback;
onPlay?: EventCallback;
onPause?: EventCallback;
onStop?: EventCallback;
onLoop?: EventCallback;
onStateChange?: EventCallback;
/**
* @deprecated Use `onLoad()` instead
*/
onload?: EventCallback;
/**
* @deprecated Use `onLoadError()` instead
*/
onloaderror?: EventCallback;
/**
* @deprecated Use `onPoad()` instead
*/
onplay?: EventCallback;
/**
* @deprecated Use `onPause()` instead
*/
onpause?: EventCallback;
/**
* @deprecated Use `onStop()` instead
*/
onstop?: EventCallback;
/**
* @deprecated Use `onLoop()` instead
*/
onloop?: EventCallback;
/**
* @deprecated Use `onStateChange()` instead
*/
onstatechange?: EventCallback;

@@ -189,0 +217,0 @@ }

2

package.json
{
"name": "rive-js",
"version": "0.7.16",
"version": "0.7.17",
"description": "Rive's web api.",

@@ -5,0 +5,0 @@ "main": "dist/rive.dev.js",

@@ -71,3 +71,3 @@ ![Build Status](https://github.com/rive-app/rive-wasm/actions/workflows/build.yml/badge.svg)

- 'contain'
- 'Fill'
- 'fill'
- 'fitWidth'

@@ -250,9 +250,9 @@ - 'fitHeight'

Event callbacks currently supported are:
- *onload*: fired when the Rive file is loaded and ready for playback
- *onloaderror*: fired if an error occurred while trying to load a Rive file
- *onplay*: Rive has started playing an animation
- *onpause*: playback has been paused
- *onloop*: one of the playing animations has looped (```LoopEvent```)
- *onstop*: playback has stopped (when the animation completes if not a looping animation)
- *onstatechange*: state has changed in a state machine
- *onLoad*: fired when the Rive file is loaded and ready for playback
- *onLoadError*: fired if an error occurred while trying to load a Rive file
- *onPlay*: Rive has started playing an animation
- *onPause*: playback has been paused
- *onLoop*: one of the playing animations has looped (```LoopEvent```)
- *onStop*: playback has stopped (when the animation completes if not a looping animation)
- *onStateChange*: state has changed in a state machine

@@ -259,0 +259,0 @@ You can unsubscribe from a single callback, all callbacks of a specific type, or every callback using:

@@ -839,8 +839,36 @@ import * as rc from './rive_canvas.js';

autoplay?: boolean,
onLoad?: EventCallback,
onLoadError?: EventCallback,
onPlay?: EventCallback,
onPause?: EventCallback,
onStop?: EventCallback,
onLoop?: EventCallback,
onStateChange?: EventCallback,
/**
* @deprecated Use `onLoad()` instead
*/
onload?: EventCallback,
/**
* @deprecated Use `onLoadError()` instead
*/
onloaderror?: EventCallback,
/**
* @deprecated Use `onPoad()` instead
*/
onplay?: EventCallback,
/**
* @deprecated Use `onPause()` instead
*/
onpause?: EventCallback,
/**
* @deprecated Use `onStop()` instead
*/
onstop?: EventCallback,
/**
* @deprecated Use `onLoop()` instead
*/
onloop?: EventCallback,
/**
* @deprecated Use `onStateChange()` instead
*/
onstatechange?: EventCallback,

@@ -942,9 +970,20 @@ }

this.eventManager = new EventManager();
if (params.onload) this.on(EventType.Load, params.onload);
if (params.onloaderror) this.on(EventType.LoadError, params.onloaderror);
if (params.onplay) this.on(EventType.Play, params.onplay);
if (params.onpause) this.on(EventType.Pause, params.onpause);
if (params.onstop) this.on(EventType.Stop, params.onstop);
if (params.onloop) this.on(EventType.Loop, params.onloop);
if (params.onstatechange) this.on(EventType.StateChange, params.onstatechange);
if (params.onLoad) this.on(EventType.Load, params.onLoad);
if (params.onLoadError) this.on(EventType.LoadError, params.onLoadError);
if (params.onPlay) this.on(EventType.Play, params.onPlay);
if (params.onPause) this.on(EventType.Pause, params.onPause);
if (params.onStop) this.on(EventType.Stop, params.onStop);
if (params.onLoop) this.on(EventType.Loop, params.onLoop);
if (params.onStateChange) this.on(EventType.StateChange, params.onStateChange);
/**
* @deprecated Use camelCase'd versions instead.
*/
if (params.onload && !params.onLoad) this.on(EventType.Load, params.onload);
if (params.onloaderror && !params.onLoadError) this.on(EventType.LoadError, params.onloaderror);
if (params.onplay && !params.onPlay) this.on(EventType.Play, params.onplay);
if (params.onpause && !params.onPause) this.on(EventType.Pause, params.onpause);
if (params.onstop && !params.onStop) this.on(EventType.Stop, params.onstop);
if (params.onloop && !params.onLoop) this.on(EventType.Loop, params.onloop);
if (params.onstatechange && !params.onStateChange) this.on(EventType.StateChange, params.onstatechange);

@@ -951,0 +990,0 @@ // Hook up the task queue

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