Uses grunt-spritesmith along with some image-manipulation and SCSS-trickery to generate HD-compatible sprites and corresponding SCSS stylesheets.
grunt-spritesmith — allows for a variety of spriting engines (check out its requirements).
grunt-spritesmith-hd, though, is more restricted. It uses GraphicsMagick for Node for image processessing, and that requires that you already have either GraphicsMagick or ImageMagick installed. (Note that if you have installed ImageMagick and not GraphicsMagick, you need to specify this in the resizeEngine
setting.)
This plugin requires Grunt ~0.4.0
If you haven't used Grunt before, be sure to check out the Getting Started guide, as it explains how to create a Gruntfile as well as install and use Grunt plugins. Once you're familiar with that process, you may install this plugin with this command:
npm install grunt-spritesmith-hd --save-dev
Once the plugin has been installed, it may be enabled inside your Gruntfile with this line of JavaScript:
grunt.loadNpmTasks('grunt-spritesmith-hd');
Run this task with the grunt spriteHD
command.
First, have a look at the configuration options available for grunt-spritesmith. Most of those relate to grunt-spritesmith-hd — except cssFormat
and cssTemplate
, since this plugin relies special SCSS.
(If you would like grunt-spritesmith-hd to be more flexible, please contribute!)
Unlike the original grunt-spritesmith, this plugin utilizes Grunt's options
, so you can pass the same options to multiple targets.
The following parameters must be defined for every target.
Type: String | Array
The assets that will be aggregated into your sprite.
Type: String
A name that will designate your sprite's files.
For example, if you were to provide the spriteName
"genuflect", your sprite images would end up as hd-genuflect.png
and ld-genuflect.png
and your stylesheets would be _sprite-genuflect.scss
and _sprite-genuflect-hd.scss
.
As with other Grunt tasks, these options can be task-wide or target-specific.
All of these options are optional, because they all either have default values or can be ignored.
Type: Boolean
Default: true
Do you want your spritesheet high-def-ready? Are your sprite assets 2x the size that they will appear?
Set to false
if your sprite assets aren't up for it.
If hd
is false
, grunt-spritesmith-hd will simply run grunt-spritesmith with the parameters and options you've passed.
Type: String
Default: images/sprites
A directory where your generated sprite image(s) will go.
Type: String
Default: style/scss/sprites
A directory where your generated SCSS file(s) will go.
Type: String
Default: hd
A prefix for your high-def sprite files.
Type: String
Default: ld
A prefix for your low-def sprite files.
Options: gm
, im
Default: gm
The engine that will be used behind-the-scenes for resizing. Defaults to GraphicsMagick; but if you only have ImageMagick installed and want to use that, instead, specify it here.
Options: top-down
, left-right
, diagonal
, alt-diagonal
, binary-tree
Default: binary-tree
A packing algorithm to use. See details in grunt-spritesmith's documentation.
See details in grunt-spritesmith's documentation.
Type: Number
Default: 1
Padding to be placed between images on the generated spritesheet(s).
Options: auto
, phantomjs
, canvas
, gm
Default: gm
Specify your spritesmith engine. See details in grunt-spritesmith's documentation.
Type: Object
Default: {}
Specify settings for your engine. See details in grunt-spritesmith's documentation.
Type: Object
Default: {}
Specify image processing options. See details in grunt-spritesmith's documentation.
Type: Array
Default: ['.png', '.jpg', '.jpeg']
Accepted extensions for your sprite assets.
Type: String
Default: The default value is the relative path between your destCSS
and destImg
directories.
Manually override the sprite image's path in the generated stylesheet's background-image
url(s). Here are a couple of use cases:
- If the relative path from your
destCSS
directory (where the SCSS files go) to yourdestImg
directory (where your sprite images go) will not be the same as the relative path from your compiled CSS todestImg
. - If you will be hosting the images elsewhere, eventually, on a CDN or something.
Type: Object
Default: {}
Options to pass to the Mustache template that generates your stylesheets.
{ functions: false }
: the generated SCSS includes variables only, not mixins. This is handy if you are using multiple sprites in a project and don't want to duplicate the mixin definitions.{ createMap: false }
: If true, will create a variabble map in the SCSS file{ varPrefix: none }
: String value to set a prefix for the variables in the generated SCSS
Type: String
Default: undefined
The default results in the use of the default template for the scss
extension of json2css.
You can pass a path to a template that is then passed to grunt-spritesmith as the cssTemplate option. The path can be relative to the directory where you call grunt or relative to the tasks directory of grunt-spritesmith-hd.
Type: String
Default: path.join(__dirname, 'templates/scss-hd.template.mustache')
If you don't pass this option, the scss-hd.template.mustache from grunt-spritesmith-hd is used. You can pass a path to a template that is then passed to grunt-spritesmith as the cssTemplate option. The path can be relative to the directory where you call grunt or relative to the tasks directory of grunt-spritesmith-hd.
spriteHD: {
options: {
destImg: "sprites",
destCSS: "scss/sprites",
imgPath: "sprites"
}
all {
src: ["images/sprite-assets/all/*"],
spriteName: "all"
}
home: {
src: ["images/sprite-assets/home/*"],
spriteName: "home",
options: {
cssOpts: {
functions: false,
createMap: true,
varPrefix: 'icon-medium'
}
}
}
}
This uses the template at https://github.com/benib/json2css_scss_combined_maps
spriteHD: {
options: {
destImg: "sprites",
destCSS: "scss/sprites",
imgPath: "sprites",
hdCssTemplate: 'node_modules/json2css_scss_combined_maps/scss_combined_maps.template.mustache',
ldCssTemplate: 'templates/scss_combined_maps-hd.template.mustache'
}
all {
src: ["images/sprite-assets/all/*"],
spriteName: "all"
}
home: {
src: ["images/sprite-assets/home/*"],
spriteName: "home",
options: {
cssOpts: {
functions: false
}
}
}
}
After running grunt-spritesmith-hd, in your destCSS
directory you will find an unprefixed SCSS file — that is the one you should import into your own SCSS/Sass.
For example, a typical HD sprite with the spriteName
"everything" will output _everything-hd.scss
and _everything.scss
into destCSS
. You need to @import "path/to/everything"
.
(If you look inside _everything.scss
, you'll see that already imports _everything-hd.scss
, so you don't have to worry about it.)