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Component API

Prop Description Default Platform
source Mandatory - The source of animation. Can be referenced as a local asset by a string, or remotely with an object with a uri property, or it can be an actual JS object of an animation, obtained (for example) with something like require('../path/to/animation.json') None All
progress A number between 0 and 1. This number represents the normalized progress of the animation. If you update this prop, the animation will correspondingly update to the frame at that progress value. This prop is not required if you are using the imperative API. 0 iOS, Android, Windows
speed The speed the animation will progress. Sending a negative value will reverse the animation 1 All
duration The duration of the animation in ms. Takes precedence over speed when set. This only works when source is an actual JS object of an animation. undefined iOS, Android, Windows
loop A boolean flag indicating whether or not the animation should loop. true All
autoPlay A boolean flag indicating whether or not the animation should start automatically when mounted. This only affects the imperative API. false All
resizeMode Determines how to resize the animated view when the frame doesn't match the raw image dimensions. Supports cover, contain and center. contain iOS, Android, Windows
style Style attributes for the view, as expected in a standard View, aside from border styling None iOS, Android, Windows
webStyle Style attributes for the view, it uses CSSProperties. None Web
imageAssetsFolder Needed for Android to work properly with assets, iOS will ignore it. None Android
useNativeLooping Only Windows. When enabled, uses platform-level looping to improve smoothness, but onAnimationLoop will not fire and changing the loop prop will reset playback rather than finishing gracefully. false Windows
onAnimationLoop Only Windows and Web. A callback function invoked when the animation loops. None Windows, Web
onAnimationLoaded A callback function which will be called when animation is done loading. This callback is called with no parameters. None All
onAnimationFailure A callback function which will be called if an error occurs while working with the animation (loading, running, etc). This callback is called with a string error argument, which contains the error message that occured. None All
onAnimationFinish A callback function which will be called when animation is finished. This callback is called with a boolean isCancelled argument, indicating if the animation actually completed playing, or if it was cancelled, for instance by calling play() or reset() while is was still playing. Note that this callback will be called only when loop is set to false. None All
renderMode a String flag to set whether or not to render with HARDWARE or SOFTWARE acceleration AUTOMATIC iOS, Android
cacheComposition Only Android, a boolean flag indicating whether or not the animation should do caching. true Android
colorFilters An array of objects denoting layers by KeyPath and a new color filter value (as hex string). [] iOS, Android, Windows
textFiltersAndroid Only Android, an array of objects denoting text values to find and replace. [] Android
textFiltersIOS Only iOS, an array of objects denoting text layers by KeyPath and a new string value. [] iOS
hover Only Web, a boolean denoting whether to play on mouse hover. false Web
direction Only Web a number from 1 | -1 denoting playing direction. 1 Web

Methods (Imperative API):

Method Description
play Play the animation all the way through, at the speed specified as a prop. It can also play a section of the animation (not available on web) when called as play(startFrame, endFrame).
reset Reset the animation back to 0 progress.
pause Pauses the animation.
resume Resumes the paused animation.

Using animations with assets

When creating animations using AfterEffects and bodymovin, the exported json may have some assets to rely on, specified like this:

  ...,
  "assets": [
    {
      "id": "image_0",
      "w": 737,
      "h": 1215,
      "u": "images/",
      "p": "img_0.png"
    }
  ],
  ...

To make react-native-lottie use those assets properly, it is necessary to go for the native route: so remember that you need to fully rebuild your application if you modify the images / add new ones.

Android

You need to copy your images into [PROJECT FOLDER]/android/app/src/main/assets. It is suggested to create a lottie subfolder, and eventually a folder per animation. You will then need to refer that folder, via its relative path, in the imageAssetsFolder prop for the animation - ex: imageAssetsFolder={'lottie/animation_1'}.

iOS

You need to open XCode, right click on the Resources folder (on the left column), "Add file to [Project]" and select the images required.

Renaming assets

If you find yourself in the necessity to rename the images (ex. multiple animations with assets), you can - but you need to remember to modify the name in the json file too, like:

  ...,
  "assets": [
    {
      "id": "image_0",
      "w": 737,
      "h": 1215,
      "u": "images/",
      "p": "new_snihy_name.png"  <---- HERE!
    }
  ],
  ...