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Menu

Menu is a library for creating smooth touch enabled slide menus.

First check out the examples to see the types of things that Menu is capable of.

Example

var menu = new Menu({ menu: '.menu', container: '.container', handle: '.handle', mode: 'reveal' })

##methods

###menu.open([callback]) opens the menu.

###menu.close([callback]) closes the menu.

###menu.toggle([callback]) toggles the menu open or closed.

##options

###edgeActivate: Boolean Will pulling from the edge of the screen bring the menu in.

###menuSwipeClose: Boolean Will swiping the menu close the menu.

###containerSwipeClose: Boolean Will swiping the container close the menu.

###animator Pass in a custom animator, can also be an array of animators.

###direction Menu opens from top, right, left, or bottom

###activationAngle Degrees from axis which will activate the menu

if the angle the users finger is moving at is between 180 - activationAngle and 180 + activationAngle, then activate the menu.

###minVelocity Minimum velocity that the menu will launch at. This will prevent the menu from creeping along at a fraction of a pixel per second.

###maxVelocity Maximum velocity that the menu will launch at.

###pullPastDampening Once a user has pulled the menu past it's open or closed state, percent to dampen pulling. Value from 0 to 1. This can also be an object like so:

{ open: 1/3, closed: 0 }

###maxPullPast Once a user has pulled the menu past it's open or closed state, percent to dampen pulling. Value in pixels. This can also be an object like so:

{ open: 20, closed: 0 }

###mode The available options are push, cover, and reveal

  • push - Pushes the menu in and the container out.
  • cover - Pushes the menu in over top of the container.
  • reveal - Pushes the container out, revealing the menu underneath.

##events

open - emitted when the menu is opened close - emitted when the menu is closed

overshoot * gravity - Gravity acceleration in pixels per second squared * frequency - Frequency of the sine wave used by the overshoot launch function * decay - Decay of the overshoot sine wave

accelerate * gravity - Gravity acceleration in pixels per second squared

bounceAnimationOptions * gravity - Gravity acceleration in pixels per second squared * dapening - Amount to dampen velocity on each bounce * minBounceHeight - Minimum height for a bounce

animationType This determines how the launch animation will be performed.

Can be keyframe or js, keyframe will generate a keyframe animation up front and apply it to the elements. js will use requestAnimation frame to animate the keyframe.

Keyframe may have a slight lag at the beginning of the launch but will be smoother throughout. js will transition from moving to launching more fluidly, but may jank if something in the main thread gets in its way.

var animator = new Animator({ open: { type: 'overshoot', opts: {} }, close: { type: 'bounce', opts: {} }, })

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