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Material Kit Module
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README.md

README.md

Material Design Kit for FramerJS

Material Kit Logo

Material Kit was created to make prototyping with Material Design fast and easy without compromising the quality or customization.

There are three core pieces:

  1. Foundational elements that help Material Kit mold to devices,
  2. A component library that’ll save you time by providing Material offerings, and
  3. Supporting functions that help power the foundation and components.

If you're interested in prototyping with iOS, check out the iOS Kit for FramerJS.

Contents

Setup

To setup the kit, add the following list of files to your modules folder in your project. Don't worry, you'll only need to require one.

material-kit.coffee
material-kit-dialog.coffee
material-kit-appbar.coffee
material-kit-banner.coffee
material-kit-button.coffee
material-kit-layout.coffee
material-kit-library.coffee
material-kit-nav-bar.coffee
material-kit-status-bar.coffee
material-kit-snack-bar.coffee
material-kit-stack.coffee
material-kit-icon.coffee
material-kit-text.coffee
material-kit-utils.coffee
material-kit-video.coffee

Framer Studio does not support subfolders in the modules folder, so they'll need to be added to the root.

In Framer Studio, write m = require 'material-kit'.

You can write any variable name you'd like, but for the purposes of this guide we'll be using m.

Dynamic Layout

The most fundamental piece of this module is Dynamic Layout. Dynamic Layout is a robust layout engine that’ll not only help make positioning layers easier and smarter, it'll will make positioning layers across devices possible.

The Density-independent pixel (DP)

In Dynamic Layout, like in Android, everything is based around the dp instead of the pixel. The exact number of pixels will change from device to device, but the number of points will not. There's a simple equation for finding points.

1dp = 1px * scale

Side note: you can also use the built-in functions:

  • m.dp(6) #returns 3 points on HTC One and 2 points on Nexus 4
  • m.px(1) #returns 4 pixels on Nexus 6p and 3 pixels on iPhone 6 plus

Positioning

As we get away from using pixel positioning, we won't be using x and y-based positioning. Instead, we'll be setting things called constraints. When you set a constraint, it's like saying that a layer can't go beyond a certain position. There are four constraints for positioning: leading, trailing, top, and bottom.

To set a leading and top constraint on a box, write:

layer = new Layer
layer.constraints =
    top:10
    leading:10
m.layout.set()

This will position the layer at x:30, y:30 on Samsung S5, and x:40, y:40 on Samsung S7

You can also do this on one line if you'd prefer using this syntax. Just replace the layer.constraints line from above with this line. You'll still need to run the m.layout.set function. layer.constraints = {top:10, leading:10}

Setting Opposing Constraints

If you set a leading & trailing or a top & bottom, Dynamic Layout will do its best to honor the constraints, which will mean the height/width will need to be adjusted. For example, if you set the constraints of a layer to leading: 0 and trailing:0, the layer's width will be adjusted to the device's width.

WARNING - If you set too many opposing constraints, I'm not sure what'll happen. Best of luck. ¯\_(ツ)_/¯ Try to just set no more than one of each constraint.

Relationships

One of the most powerful things of Dynamic Layout is relationships. Relationships allows you to link a layer onto another layer in a variety of ways.

Positioning Relationships

When you declare a constraint, you can set a constraint as a layer instead of an integer. For example, if you have two layers (boxA and boxB) you can set boxB's top as boxA.

boxB.constraints =
	top:boxA
m.layout.set()

This will stack the boxes so that boxB's top edge is constrained to below boxA, but what if you want a little buffer? That's really easy. We'll use a little different syntax with wrapping the layer and buffer in brackets.

boxB.constraints =
	top:[boxA, 10]
m.layout.set()

This will set boxB's top edge to 10 points below boxA.

Centering Relationships

There are a couple other types of constraints that'll help make positioning layers even easier. There are two centering constraints: verticalCenter, horizontalCenter. These constraints will only accept just a layer as a constraint.

For example, if you'd like boxB to be horizontally centered on boxA, write this:

boxB.constraints =
	top:[boxA, 10]
	horizontalCenter:boxA
m.layout.set()

This will set boxB 10 points below boxA, and it'll center it within boxA on the x-axis. The other centering constraint verticalCenter will work similarly center boxB within boxA on the y-axis. If you've set a top/bottom constraint, it'll ignore those constraints.

Aligning Relationships

The last type of relationships will allow you to align any edge of layer onto another layer's edge. To do this, there are four constraints at your disposal: leadingEdges, trailingEdges, topEdges, and bottomEdges. These layers, like centers, will not accept anything other but another layer.

If you'd like to align boxB's trailing edge onto boxA's trailing edge, write this:

boxB.constraints =
	top:[boxA, 10]
	trailingEdges:boxA
m.layout.set()

Animating Constraints

You can animate between constraints by running m.layout.animate().

Properties

  • target (optional) Layer or Array of layers
    When set, this will only animate the target layers with updated constraints. When this is not set, it'll animate all layers with their updated constraints.
  • curve, curveOptions, delay, repeat, colorModel String
    Each of these properties will work the same as native animations
  • time Num
    This will be the time of each layer's animation, not the entire animation of all the layers.
  • stagger Num
    This will put an incremental delay across all layers being animated.
  • fadeOut Boolean or Layer
    When set to true, this will animate all layers' opacity to 0. When set to a layer, that layer's opacity will be set to 0.
  • fadeIn Boolean or Layer
    When set to true, this will animate all layers' opacity to 1. When set to a layer, that layer's opacity will be set to 1.

Example

If we have a bunch of layers in a column and we want them to all move up, we can set the topLayer's constraint to 50, and all the layers with a relationship with topLayer will also move up.

topLayer.constraints.top = 50 ##Set a new constraint
m.animateLayout
  stagger:.05
  curve:"spring"

When updating a constraint on a layer, please be careful on your syntax. Writing layer.constraints = will wipe out your previous object.

This will wipe out your top constraint.

topLayer.constraints =
	top:50
	leading:10
topLayer.constraints =
	leading:20

Where as, this will keep your top constraint.

topLayer.constraints =
	top:50
	leading:10
topLayer.constraints.leading = 20

Size Constraints

You can also set height/width constraints just like above. This will ensure that your layers will remain a particular size. One big difference in setting a height/width constraint over a property height/width is that you'll need to set the height/width constraint in points.

boxB.constraints =
	top:[boxA, 10]
	trailingEdges:boxA
	height:100
	width:100
m.layout.set()

m.layout.set()

This function only need to be called once for all constraints. It'll cycle through all the layers in order of creation, and it'll fulfill all constraints.

When to call it

You'll need to call it before any x/y positions are referenced. If you have a function that's based off another layer, you'll need to call m.layout.set before that positioning is stored otherwise it'll be wrong or 0. Once you call m.layout.set(), it'll set the position to the accurate position.

Mixing up the queue

m.layout.set will accept layers in the parentheses. This will layout only that layer and ignore all other constraints. This is to be used if a layer created after others needs to be laid out before others.

m.layout.set(boxB)

This will only layout boxB and not boxA.

If you need a completely different order, you can use the target property and pass an array in the order you wish for them to be laid out.

m.layout.set
	target:[boxB, boxD, boxA]

Real device override

This module is meant to make prototyping look real, and one of things that prevents this is when you open a prototype that was built for an iPhone 6 on an iPhone 6+. If you do this, you’ll end up seeing a lot of white space. When this module is on, your frame will be overridden by the device in your hand, so the iPhone 6+ will no longer see the iPhone 6 frame. Using Dynamic Layout will ensure that your prototype looks presentable at every size.

For this to work properly, you'll need a full-screen browser. I use & recommend Framer on Android and Frameless on iOS.

Device details library

You’ll now be able to refer to a set of new variables that’ll allow you to get more details on the device.

m.device.height</b> # returns the height of the device in pixels
m.device.width # returns the width of the device in pixels
m.device.name # returns many different options

System components

These are easy to implement and fully customizable native Material components. The idea is that implementing Material components should be easy & quick, so that you can spend the time working on what makes your prototype unique.

Every component in this module was written to feel native to Framer, so the way you create components should feel as familiar as creating a new layer. The difference is that in addition to Framer properties there's added customization parameters, which will be accepted, and any component that can accept constraints from Dynamic Layout is able to.

After creation, components will operate as native layers under the variable name you declared. The only difference is the sublayers of the component are accessible via dot notation, so it's easier for you to turn on event listeners etc.

Material Colors

One of the core parts of material design is color. To make it convenient, there's a color function that has all of material design's color palette included. Also, all the objects below will by default use them, so when you pass a backgroundColor or color property feel free to use the following codes.

Color codes in material design are setup as name + code like blue400 or red100. The color name is lower camel-case like "deepPurple" and any code that includes an "A" is uppercase.

Example

# Non-material design layers
layer = new Layer
	color:m.color("lime700") ## sets color to #AFB42B

# Material design layers
text = new m.Text
	color:"yellowA400" ## sets color to #FFEA00

Material Icons

You can easly access all the icons in the Material Design library with a simple & easy object.

Properties

  • name String
    String that grabs the icon from the library
  • scale Int
    Scales the icon's height & width.
  • color Color String
    Sets the color of the icon.
  • superLayer String
    Same as Framer's superLayer property.
  • constraints Constraints Object
    Sets the icon's constraints.
  • clip Boolean
    Same as Framer's clip property.

Please note: Whenever an icon has more than one words, use an _ between the words. So flight land would be "flight_land".

Example

icon = new m.Icon
	name:"exit_to_app"
	color:"white"

Status Bar

The status bar allows users to see the connection, current time, and battery.

Properties

  • style String
    Dark is black white on black. Light is grey on white text.
  • opacity Int
    Sets the opacity of the layers in the status bar.
  • color Color String
    Sets the color of the layers in the status bar.
  • backgroundColor Color String
    Sets the background color in the status bar.
  • clock24 Boolean
    By default, it's set to false, so it's a 12 hour clock with AM/PM. When set to true, the clock will cycle through 0-23 hours and removes AM/PM.

Example

statusBar = new material-kit.StatusBar
	style:"light"

####Schema

statusBar : {
	statusBar.batteryIcon
    statusBar.time
    statusBar.cellular
    statusBar.wifi
}

App Bar

The app bar in android is the most versatile component. It can handle tabbing & key actions.

Properties

  • title String
    Sets intial title of app bar.
  • menu Layer or Icon String
    If set, it will appear to the left of the title.
  • superLayer String or Tab
    Same as Framer's superLayer.
  • backgroundColor Boolean
    Sets the background color of the app bar.
  • titleColor Layer or String or Bool
    Sets the color of the title.
  • actionColor Layer or String
    Sets the color of the actions.
  • actions Array of Layers or Strings
    Sets the actions to the right of the Title.
  • tabs Array of String
    If set, the app bar will show tabs.
  • tabIcons Array of Layers or Icon strings
    If set, will replace tab names with icons.
  • tabsInk Ink Object
    Sets the ink effect on the tabs.
  • tabsAlt {Color and/or Opacity}
    Sets the non-active tabs color and/or opacity.
  • tabsBarColor Color String
    Sets color of the bar that appears under the active tab.

Example

bar = new m.AppBar
	backgroundColor:"red600"
	title:"YouTube"
	tabs:["YouTube Red", "trending", "subscriptions", "account"]
	tabIcons:["home", "whatshot", "subscriptions", "person"]
	tabsInk:{color:"red800", scale:3}
	tabsBarColor:"white"
	tabsColor:"white"
	tabsAlt:{color:"black", opacity:.7}
	actions:["more_vert", "search"]

Banner

The banner is a non-blocking notification. Typically, the banner will send you to a specific screen in an app.

Properties

  • app String
    Sets app text.
  • title String
    Sets title text.
  • message String
    Sets message text.
  • time String
    time string that appears next to title.
  • icon Layer
    This will put the layer inside the banner and size it accordingly. By default, it's a green box.
  • duration Integer
    This will override the time before the banner animates-out. By default, this is set to 7.
  • animated Boolean
    When set to true sheet will animate-in.

NOTE - The banner will be, by default, draggable. If you drag down, it'll reset, and if you drag up it'll dismiss & destroy the banner.

Example

banner = new material-kit.Banner
  title:"Time to do something"
  message:"Don't miss out"
  icon:iconLayer
  animated:true

Schema

banner : {
  banner.app
  banner.icon
  banner.title
  banner.message
}

Listening to actions

To make the banner clickable, you can write -

banner.on Events...

Video

This is a video object that comes with UI controls.

Properties

  • video URL
    Sets the video being played.
  • image URL
    Sets image loaded before playing.
  • width Int
    Sets width of the video.
  • height Int
    Sets the height of the video.
  • max Boolean
    Sets the width & height to max for the video on the device.
  • progressColor Color String
    Sets color of the seeker & progress bar.
  • backgroundColor Color String
    Sets background color of the video.
  • superLayer Layer
    Sets superLayer of the video.
  • autoplay Boolean
    If true, the video will start on load.
  • loop Boolean
    If true, the video will repeat when finished.
  • muted Boolean
    If true, the video will be muted on computers.
  • idleLimit Int
    Sets the duration before the controls hide.
  • showPlayStop Boolean
    If true, the circle behind the play/hide will be shown.
  • constraints Constraints Object
    Sets constraints for the video.

Example

video = new m.Video
	video: "myDog.mp4"

Schema

video : {
	video.controls
		video.progressBar
		video.seeker
			video.seekerDot
		video.timebar
		video.endTime
		video.currentTime
		video.fullscreen
		video.fullscreenExit
}

Dialog

Dialogs are blocking notifications that will force the users to address the dialog before continuing.

Properties

  • title String
    Embolded text at the top.
  • message String
    Body text before actions.
  • actions Array of Strings
    Series of actions that can be taken on the dialog.

Example

dialog = new m.Dialog
  title:"Warning"
  message:"Don't do this"
  actions:["OK", "Cancel"]

Schema

dialog : {
dialog.modal
	dialog.title
	dialog.message
	dialog.actions : { OK, Cancel }
dialog.overlay
}

Listening to Actions

To listen to different actions, you can use dot notation if it's a single word or brackets for any case

  • Dot notation
    dialog.actions.OK.on Events...
  • Square bracket notation
    dialog.actions["OK"].on Events...

Text

A dynamic text object that'll automatically size for you.

Properties

  • text String
    Adds text by default to the field.
  • fontSize Integer
    Sets font size in points.
  • fontWeight Integer
    Sets font weight.
  • fontFamily String
    Sets font family.
  • lineHeight Integer
    Sets line height in points. It's automatically done if left unset.
  • textTransform String
    Sets text-transform style property.
  • opacity Integer
    Sets opacity.
  • width Integer
    Sets width in points.
  • height Integer
    Sets height in points.
  • constraints Constraints Object
    Will set the text's constraints and run layout using Dynamic Layout

Example

	text = new m.Text
		text:"Try Material Kit for Framer JS"
		fontSize:21
		fontWeight:100
		width:320
		constraints:{align:"center"}

Buttons

Button is a small versatile component that handles press states automatically.

Properties

  • text String
    Sets button text.
  • type String
    Can be floating, raised, flat.
  • backgroundColor Hex Color
    Will set the background on big buttons.
  • icon Icon String
    If floating, this will set the icon.
  • color Hex Color
    Sets small and text colors.
  • superLayer Layer
    set the passed layer as the super layer.
  • constraints Constraints Object
    will set constraints using Dynamic Layout.
  • ink Ink Object
    Sets parameters of ink.
  • clip Boolean
    Sets whether the ink should be cut off when extending beyond the button object.

Example

button = new m.Button
  text:"Download"
  type:"raised"

Schema

button: {
	button.label
}

Listening to buttons

Listening to buttons is no different than normal framer.

button.on Events...

Snack Bar

Snackbars are messages with actions that appear at the bottom of screens. You can assign an action to them.

Properties

  • text String
    Sets the text of the snackbar.
  • action String
    Sets the action button of the snackbar.
  • actionColor Color String
    Will set color of the action.
  • animated Boolean
    Animates the snackbar in.
  • duration Int
    Sets the time before animating out in seconds.

Example

snack = new m.SnackBar
  text:"I'm afraid you can't do that."
  action:"Retry"

Schema

snack: {
  snack.text
  snack.action
  snack.bg
}

Navigation Bar

This is the system bar that appears on the bottom of the device. There are no properties for the navigation bar. Please read about the stack when you implement the Navigation Bar.

Example

nav = new m.NavBar

Schema

nav: {
  nav.back
      icon
  nav.home
      icon
  nav.recent
      icon
}

The Stack

The stack manages what layers are shown in the order of initialization. When a user taps on the back button, if there's anything in the stack it'll be exited.

Adding to the stack

To add something to the stack, you can write a little one liner like this:

m.addToStack(layer)

That layer will now be add to the top of the stack.

Removing from the stack

If you'd like to manually remove something from the stack, you can write:

m.removeFromStack()

This will remove the previous layer from the stack.

Customizing the animation

If your layer has a special animation for when it leaves the stack. Set the layer's exit value.

fadeOut = ->

layer.animate
	properties:(opacity:0)
	time:.3

layer.exit = fade()

When the layer is removed from the stack it will be faded out.

Supporting Functions

These are a set of functions that were created to help provide functionality to various elements of this module. I opened them up, so if you by chance need any of these functions you can use them.

m.utils.inky

This will create the ink effect on any layer that's passed through. There's quite a few properties to modify this.

Properties

  • layer layer
    Sets the layer to have ink effect.
  • color Color String
    Sets the ink's color.
  • scale Int
    Sets the max scale of the ink.
  • startScale Int
    Sets the initial scale of the ink.
  • opacity Int
    Sets the starting opacity of ink.
  • curve Curve String
    Sets curve animation of the ink.
  • moveToTap Boolean
    If true, the ink will appear below the finger. If false, the ink will appear from the center. By default, this is set to true.

m.utils.update(layer, styleArray)

This was specifically intended for text objects. If the html or style of a text object is altered, the width/height of the object would be incorrect. With m.update, you'll be able to pass your changes in while also resizing the text layer.

m.update(headerOne, [text:"Done!"]

m.utils.dp(int) & m.utils.px(int)

These functions will automatically convert pixels -> points and points -> pixels.

m.dp(6) # will return 3 points on an iPhone 6
m.px(6) # will return 12 pixels on an iPhone 6

m.utils.clean(string)

This will remove any space or bracket HTML syntax from a string. m.clean("Hi,&nbsp;how&nbsp;are&nbsp;you?<br>") returns "Hi, how are you?"

m.utils.svg(svg path)

This does a series of things: it'll rewrite the SVG path into points, and it'll provide variables to set the layer's height and width.

svgObj = m.svg(svgPath)
svgObj.svg = # is the new SVG path in points
svgObj.height = # is the value for the height of the layer
svgObj.width = # is the value for the width of the layer

m.utils.changeFill(layer, color)

This only works with layers with a SVG path. This will change the SVG fill to whatever color is passed.

m.utils.capitalize(string)

This will capitalize only the first letter of the entire string.

print m.capitalize("welcome to the party") #returns "Welcome to the party"

m.utils.getTime()

Fetches the current time and returns a neatly organized time object with some humanization.

time = m.getTime()

print time.month # prints "April"
print time.date # prints "12"
print time.day # prints "Tuesday"
print time.hours # prints "10"
print time.mins # prints "33"
print time.secs # prints "1"

m.utils.timeDelegate(layer, clock24)

This sets up a reoccuring task at the top of every minute to update whatever layer passed to the current time. If clock24 is set to true, it'll return 24-hour clock values. If set to false or omitted, it'll return 12-hour clock values.

m.utils.timeFormatter(timeObj, clock24)

This will create a time string for screen display. It'll return a hours-minutes string based on the clock24 object.

m.utils.color(colorString)

This changes the color words to be set to m default colors in place of web color defaults. If it's a hexcode, it'll set the hexcode. If invalid, it'll return a grey hexcode.

Supports - red, blue, pink, grey/gray, black, white, orange, green, light blue/light-blue, yellow

m.utils.color("light-blue) # returns "#54C7FC"

m.utils.autoColor(colorObject)

This will decide whether to return black or white based on the contrast of the color passed through the color object. So an easy example would be: if you pass white it'll return black. If you pass black, it'll return white. It'll work with any color.

m.utils.autoColor(m.utils.color("yellow")) # returns "#000"
m.utils.autoColor(m.utils.color("blue")) # returns "#FFF"

m.utils.bgBlur(layer)

Add background blur to any layer using -webkit-backdrop-filter. Make sure that whatever layer you use is using rgba with an alpha set below 1.

How to contribute

Contributions are welcome! If you'd like to add any new components/any new logic, please follow the guidelines below:

For components

If you'd like to add a component, please start a new coffee file, unless it's a directly related to another component similar to Tab and TabBar. Please use this boilerplate to help make the components consistent.

## Allows you to use all the Material Kit components and logic
m = require 'material-kit'

exports.defaults = {
	## Add any thing a user can set in here. For example:
		backgroundColor: "blue"
		}

##Creates a property list
exports.defaults.props = Object.keys(exports.defaults)

exports.create = (array) ->
	## Creates a setup object that has defaults + any custom props.
	setup = m.utils.setupComponent(array, exports.defaults)

	print setup.backgroundColor ## prints blue

For logic

Please add any layout logic to the layout file. Otherwise, please add the logic to material-kit-utils.coffee.

For data

Please add any referencable data object to material-kit-library.coffee. You can either reference it with m.library["object"] or with m.assets["object"]. Whatever works best for you.

For help

Feel free to hit me up on Twitter.