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velocity-ui's Introduction

No longer maintained. Feel free to continue to use it.

Velocity-UI

Minimalistic & simple UI.

A library containing React Native components that do what it should do in a performant manner. A compilation of components based on other components that I have worked with but did something strange that I did not expect. This library aims to do them justice while trying to retrofit them with any design without much negative impact.

Components

Virtualized Grid

The virtualized grid only renders items as it comes into view to maintain a level of usability when rendering and scrolling. Out of view components are replaced with blank, same sized View components to reduce rendering load. The main goal of this component is to circumvent using the FlatList, which at the time of writing this, has performance issues rendering a decent to large number of complex components.

Props

Prop Default Type Description
dataArray - array Array of items to be rendered.
numColumns 1 number Number of columns to divide the items into.
renderItem - function Function to render each data item as a component. Takes a single data element from dataArray and the index number as parameters.
horizontal false bool Use the grid horizontally. (Optional)
useShortRadius false bool When determining an item's collision radius, use the shortest dimension instead. (Optional)
keyExtractor - function Function to pull out the key for each child component rendered. Takes a single data element from dataArray as the parameter.
collisionDetection boundingBox function Function that calculates whether an item has entered the screen. Takes two component body metadata as parameters. Refer to the Utility section.

Utility

Collision Detection

The library currently provides two types of bodies for collision detection by default: bounding box and bounding circle.

Bounding box collision detection uses the standard 2D rectangular collision detection. The algorithm checks whether an edge of a rectangular body has touched or crossed the opposite edge of the other rectangular body. For example, if rectangle A's right edge has touched or crossed the left edge of rectangle B, then there is a collision. This algorithm will tend to detect the collision just in time due to the hard edges of a rectangle.

Bounding circle collision detection uses circular bodies to represent a component body. By default, rectangular components will use the longest edge as the radius for its collision body. The algorithm measures the distance between the origins of two circle bodies. A collision will be detected if the distance is equal to or less than the combined radius of the two bodies. When organized in a grid, this algorithm tends to detect collisions earlier in the centre and provides a bit of render ahead for a bit better scrolling experience.

It is also possible to use custom collision detection algorithms as components simply take the function as props. However, the limitation right now is that components will only provide rectangular or circlar collision body info.

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