Freezeframe is a library that automatically pauses animated .gifs and enables them to start animation on mouse hover or click
npm install freezeframe

!Size

Freezeframe.js is a library that pauses animated .gifs and enables them to
animate on mouse hover / mouse click / touch event, or manually via class methods.
Version 4.x no longer requires or supports jQuery. If you want to use freezeframe as a jQuery
plugin, check out freezeframe v3.0.10.
Freezeframe is now built in TypeScript! The library will still support usage in JavaScript, but if your project uses TypeScript, you'll have access to Freezeframe's type definitions, improved input validation, and depending on your IDE/text editor, autocompletion/intellisense.
- Freezeframe.js
- TypeScript
- Examples
- Installation
- npm
- yarn
- CDN
- Setup
- Usage
- Advanced Usage
- Options
- Constructor
- Methods
- Contributing
- License
- Thanks
http://ctrl-freaks.github.io/freezeframe.js/
If your project supports ES6 modules or commonjs modules, install via npm or yarn:
``bash`
npm install freezeframe
`bash`
yarn add freezeframe
If not, you can pull in the library from a CDN:
`html`
Add freezeframe as a class name on the .gifs you want processed.
( You can optionally use a custom selector as shown in Advanced Usage. )
`html`
It is also possible to put the .freezeframe class on a parent element containing as many gifs as you want:
`html`



If your environment supports commonjs modules (require) or es6 module imports (import), you can import freezeframe like so:
`js
// es/ts modules
import Freezeframe from 'freezeframe';
// or commonjs
const Freezeframe = require('freezeframe');
`
However, if you are using the CDN version, you can just access the global variable, Freezeframe.
✨ Now time to Freeze those frames ✨
`js`
new Freezeframe();
freezeframe.js exposes public methods to allow for more custom integration. You
have the option of manually controlling when freezeframe triggers images, adds
support elements, and attaches event handlers. You can also manually trigger
and release animation on one image or a group of images. These methods are
described in detail in the Methods section.
Example: trigger logo .gif and manually trigger / release animation:
`js
// setup freezeframe instance with custom selector and options
const logo = new Freezeframe('#logo', {
trigger: false
});
logo.start(); // start animation
logo.stop(); // stop animation
logo.toggle(); // toggle animation
`
- ### `selector`
type: string | Element | HTMLCollectionOf
default: ".freezeframe"
The selector used to search for .gifs to freeze.
Selector may either be passed as the first argument of the Freezeframe constructor, or as a
property of the options object. You may pass a string selector or a DOM object. If a string
is passed, we use querySelectorAll to query for the elements.
- ### `trigger`
type: string | boolean
default: "hover"
options: "hover", "click", false
The trigger event to start animation for non-touch devices.
- ### `overlay`
type: boolean
default: false
Whether or not to display a play icon on top of the paused image.
- ### `responsive`
type: boolean
default: true
Whether or not to make the image responsive (100% width)
- ### `warnings`
type: boolean
default: true
Whether or not to console.warn if image doesn't appear to be a gif. When using gifs that don't end in .gif, or animated pngs, you may want to disable these.
- ### `Freezeframe(options)`
Create a new freezeframe object instance.
Can be passed options. Strings will be interpreted as the selector option.
`js
// Default options
new Freezeframe();
// String as selector
new Freezeframe('.foo');
// DOM object as selector
new Freezeframe(document.querySelector('.foo'));
// Custom options
new Freezeframe({
selector: '.foo',
trigger: 'click',
overlay: true,
responsive: false,
warnings: false
});
// Also valid syntax
new Freezeframe('.foo', {
trigger: 'click',
overlay: true,
responsive: false,
warnings: false
});
`
- ### `start()`
Start animation, or restarts animation from the first frame if
the .gif is already animating.
`js
// first, save a reference to your freezeframe instance
const ff = new Freezeframe({
trigger: false
});
ff.start();
`
- ### `stop()`
Stops animation.
`js`
ff.stop();
- ### `toggle()`
Toggles animation based on its current state.
`js`
ff.toggle();
- ### `on(event, callback)`
Add event listeners to a freezeframe instance.
- event
type: string
options: start|stop|toggle
- callback
type: function
params:
- items: array<freezeframe> | freezeframe
- isPlaying: boolean
For example:
`js
ff.on('start', (items) => {
// do something on start
};
ff.on('stop', (items) => {
// do something on stop
};
ff.on('toggle', (items, isPlaying) => {
if (isPlaying) {
// do something on start
} else {
// do something on stop
}
};
`
And in TypeScript:
`ts
import { Freeze } from 'freezeframe/types';
ff.on('start', (items: Freeze[]) => {
// do something on start
};
ff.on('stop', (items: Freeze[]) => {
// do something on stop
};
ff.on('toggle', (items: Freeze[], isPlaying: boolean) => {
if (isPlaying) {
// do something on start
} else {
// do something on stop
}
};
`
- ### `destroy()`
Removes all event listeners, but leaves DOM intact.
Use if you are concerned about memory leaks on your event listeners.
`js`
ff.destroy();
Assuming you have already read the instructions in the project root:
- First, cd into the appropriate package directory
`bash`start webpack dev server
npm start
`bash`build the project and examples for gh-pages
npm run build
`bash``run unit tests
npm test
Then commit your changes and submit your PR for review.
freezeframe.js is released under the terms of the MIT License.