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Rive React
React Runtime for Rive.
A wrapper around Rive.js, providing full control over the js runtime while making it super simple to use in React applications.
Detailed runtime documentation can be found in Rive's help center.
Create and ship interactive animations to any platform
Rive is a real-time interactive design and animation tool. Use our collaborative editor to create motion graphics that respond to different states and user inputs. Then load your animations into apps, games, and websites with our lightweight open-source runtimes.
Installation
npm i --save rive-react
Note: This library is using React hooks so the minimum version required for both react and react-dom is 16.8.0.
Migrating from v 0.0.x to 1.x.x
Starting in v 1.0.0, we've migrated from wrapping around the @rive-app/canvas
runtime (which uses the CanvasRendereringContext2D
renderer) to the @rive-app/webgl
runtime (which uses the WebGL renderer). The high-level API doesn't require any change to upgrade, but there are some notes to consider about the backing renderer.
The backing WebGL
runtime allows for best performance across all devices, as well as support for some features that are not supported in the canvas
renderer runtime. To allow the react
runtime to support some of the newer features in Rive, we needed to switch the rive-react
backing runtime to @rive-app/webgl
.
One note about this switch is that some browsers may limit the number of concurrent WebGL contexts. For example, Chrome may only support up to 16 contexts concurrently. We pass a property called useOffscreenRenderer
set to true to the backing runtime when instantiating Rive by default, which helps to manage the lifecycle of the canvas
with a single offscreen WebGL
context, even if there are many Rive animations on the screen (i.e 16+). If you need a single WebGL
context per Rive animation/instance, pass in the useOffscreenRenderer
property set to false
in the useRive
options, or as a prop in the default export component from this runtime. See below for an example:
const {rive, RiveComponent} = useRive({
src: 'foo.riv',
}, {
useOffscreenRenderer: true,
});
return (
<Rive src="foo.riv" useOffscreenRenderer={false} />
);
Usage
Component
Rive React provides a basic component as it's default import for displaying simple animations.
import Rive from 'rive-react';
function Example() {
return <Rive src="loader.riv" />;
}
export default Example;
Props
src
: File path or URL to the .riv file to display.artboard
: (optional) Name to display.animations
: (optional) Name or list of names of animtions to play.layout
: (optional) Layout object to define how animations are displayed on the canvas. See Rive.js for more details.- All attributes and eventHandlers that can be passed to a
div
element can also be passed to the Rive
component and used in the same manner.
useRive Hook
For more advanced usage, the useRive
hook is provided. The hook will return a component and a Rive.js Rive
object which gives you control of the current rive file.
import { useRive } from 'rive-react';
function Example() {
const params = {
src: 'loader.riv',
autoplay: false,
};
const { RiveComponent, rive } = useRive(params);
return (
<RiveComponent
onMouseEnter={() => rive && rive.play()}
onMouseLeave={() => rive && rive.pause()}
/>
);
}
export default Example;
Parameters
riveParams
: Set of parameters that are passed to the Rive.js Rive
class constructor. null
and undefined
can be passed to conditionally display the .riv file.opts
: Rive React specific options.
Return Values
RiveComponent
: A Component that can be used to display your .riv file. This component accepts the same attributes and event handlers as a div
element.rive
: A Rive.js Rive
object. This will return as null until the .riv file has fully loaded.canvas
: HTMLCanvasElement object, on which the .riv file is rendering.setCanvasRef
: A callback ref that can be passed to your own canvas element, if you wish to have control over the rendering of the Canvas element.setContainerRef
: A callback ref that can be passed to a container element that wraps the canvas element, if you which to have control over the rendering of the container element.
For the vast majority of use cases, you can just the returned RiveComponent
and don't need to worry about setCanvasRef
and setContainerRef
.
riveParams
src?
: (optional) File path or URL to the .riv file to use. One of src
or buffer
must be provided.buffer?
: (optional) ArrayBuffer containing the raw bytes from a .riv file. One of src
or buffer
must be provided.artboard?
: (optional) Name of the artboard to use.animations?
: (optional) Name or list of names of animations to play.stateMachines?
: (optional) Name of list of names of state machines to load.layout?
: (optional) Layout object to define how animations are displayed on the canvas. See Rive.js for more details.autoplay?
: (optional) If true
, the animation will automatically start playing when loaded. Defaults to false.onLoad?
: (optional) Callback that get's fired when the .rive file loads .onLoadError?
: (optional) Callback that get's fired when an error occurs loading the .riv file.onPlay?
: (optional) Callback that get's fired when the animation starts playing.onPause?
: (optional) Callback that get's fired when the animation pauses.onStop?
: (optional) Callback that get's fired when the animation stops playing.onLoop?
: (optional) Callback that get's fired when the animation completes a loop.onStateChange?
: (optional) Callback that get's fired when a state change occurs.
opts
useDevicePixelRatio
: (optional) If true
, the hook will scale the resolution of the animation based the devicePixelRatio. Defaults to true
. NOTE: Requires the setContainerRef
ref callback to be passed to a element wrapping a canvas element. If you use the RiveComponent
, then this will happen automatically.fitCanvasToArtboardHeight
: (optional) If true
, then the canvas will resize based on the height of the artboard. Defaults to false
.useOffscreenRenderer
: (optional) If true
, the Rive instance will share (or create if one does not exist) an offscreen WebGL
context. This allows you to display multiple Rive animations on one screen to work around some browser limitations regarding multiple concurrent WebGL contexts. If false
, each Rive instance will have its own dedicated WebGL
context, and you may need to be cautious of the browser limitations just mentioned. Defaults to true
.
useStateMachineInput Hook
The useStateMachineInput
hook is provided to make it easier to interact with state machine inputs on a rive file.
import { useRive, useStateMachineInput } from 'rive-react';
function Example() {
const STATE_MACHINE_NAME = 'button';
const INPUT_NAME = 'onClick';
const { RiveComponent, rive } = useRive({
src: 'button.riv',
stateMachines: STATE_MACHINE_NAME,
autoplay: true,
});
const onClickInput = useStateMachineInput(
rive,
STATE_MACHINE_NAME,
INPUT_NAME
);
return <RiveComponent onClick={() => onClickInput.fire()} />;
}
export default Example;
See our examples folder for working examples of Boolean and Number inputs.
Parameters
rive
: A Rive
object. This is returned by the useRive
hook.stateMachineName
: Name of the state machine.inputName
: Name of the state machine input.
Return Value
A Rive.js stateMachineInput
object.
Examples
The examples shows a number of different ways to use Rive React. See the instructions for each example to run locally.