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rive-react/examples/stories/StateMachineDocs.stories.mdx

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<!-- RiveTestHook.stories.mdx -->
import { useState } from 'react';
import { Canvas, Meta, Story, ArgsTable } from '@storybook/addon-docs';
import RiveComponent, {useRive, useStateMachineInput} from '../../src';
import {Button} from './components/Button';
import './rive-overview.css';
<Meta title="React Runtime/State Machines" />
# State Machine Usage
Not familiar with Rive State Machines? Check out our [help docs](https://help.rive.app/editor/state-machine) on what these are first!
The `useStateMachineInput` hook is a helper that makes grabbing references to state machine inputs easier to setup. This hook should be used along with the `useRive` hook, as you need to pass in the `rive` instance returned from `useRive`. See each of the examples below to see usage of the hook creating instance of three types of inputs:
- Booleans
- Numbers
- Triggers
## Boolean inputs
Once you grab a reference to the state machine input, you can get/set the value of the input via the `.value` property.
**Note:** The input instance value itself is not a stateful React variable, therefore, any logic in the component dependent on an input value changing will not trigger a re-render like a React stateful variable change would. You can achieve this effect by keeping reference to the state machine input value inside a React state variable. See the example below for this pattern.
<Canvas withSource="open">
<Story name="Boolean input">
{() => {
const STATE_MACHINE_NAME = 'State Machine 1';
const ON_HOVER_INPUT_NAME = 'Hover';
const ON_PRESSED_INPUT_NAME = 'Pressed';
const { rive, RiveComponent: RiveComponentTouch } = useRive({
src: 'like.riv',
stateMachines: STATE_MACHINE_NAME,
artboard: 'New Artboard',
autoplay: true,
});
const [isHovered, setIsHovered] = useState(false);
// Both onHoverInput and onPressedInput are boolean inputs. To transition
// states we need to set the value property to true or false.
const onPressedInput = useStateMachineInput(
rive,
STATE_MACHINE_NAME,
ON_PRESSED_INPUT_NAME
);
const onHoverInput = useStateMachineInput(
rive,
STATE_MACHINE_NAME,
ON_HOVER_INPUT_NAME
);
function onMouseDown() {
onPressedInput.value = true;
}
function onMouseUp() {
onPressedInput.value = false;
}
function onMouseEnter() {
onHoverInput.value = true;
setIsHovered(true);
}
function onMouseLeave() {
onHoverInput.value = false;
setIsHovered(false);
}
return (
<>
<div className="center">
<RiveComponentTouch
className="base-canvas-size"
onMouseEnter={onMouseEnter}
onMouseLeave={onMouseLeave}
onMouseDown={onMouseDown}
onMouseUp={onMouseUp}
/>
<p>Hover and click on the canvas</p>
<p>Is cursor hovering? {isHovered ? 'Yes' : 'No'}</p>
</div>
</>
);
}}
</Story>
</Canvas>
## Number inputs
Once you grab a reference to the state machine input, you can get/set the value of the input via the `.value` property.
<Canvas withSource="open">
<Story name="Number input">
{() => {
const STATE_MACHINE_NAME = 'State Machine ';
const INPUT_NAME = 'Level';
const { rive, RiveComponent: RiveComponentTouch } = useRive({
src: 'skills.riv',
stateMachines: STATE_MACHINE_NAME,
artboard: 'New Artboard',
autoplay: true,
});
// levelInput is a number state machine input. To transition the state machine,
// we need to set the value to a number. For this state machine input, we need
// to set to 0, 1 or 2 for a state transition to occur.
const levelInput = useStateMachineInput(rive, STATE_MACHINE_NAME, INPUT_NAME);
return (
// The animation will fit to the parent element, so we set a large height
// and width for this example.
<div className="center">
<RiveComponentTouch className="large-canvas-size" />
<div className="btn-group">
Choose a level:
<Button onClick={() => (levelInput.value = 0)}>0</Button>
<Button onClick={() => (levelInput.value = 1)}>1</Button>
<Button onClick={() => (levelInput.value = 2)}>2</Button>
</div>
</div>
);
}}
</Story>
</Canvas>
## Trigger inputs
Unlike the boolean and number inputs, you invoke the `.fire()` method on a trigger input.
<Canvas withSource="open">
<Story name="Trigger input">
{() => {
const STATE_MACHINE_NAME = 'State Machine 1';
const INPUT_NAME = 'Pressed';
const { rive, RiveComponent: RiveComponentTouch } = useRive({
src: 'piggy-bank.riv',
stateMachines: STATE_MACHINE_NAME,
artboard: 'New Artboard',
autoplay: true,
});
// pressedInput in a trigger state machine input. To transition the state
// we need to call the `fire()` method on the input.
const pressedInput = useStateMachineInput(
rive,
STATE_MACHINE_NAME,
INPUT_NAME
);
// The animation will fit to the parent element, so we set a large height
// and width for this example.
return (
<div className="center">
<RiveComponentTouch
className="base-canvas-size"
onClick={() => pressedInput.fire()}
/>
<p>Click on the canvas</p>
</div>
);
}}
</Story>
</Canvas>