chh / pipe
Put your assets into the Pipe and smoke them.
Installs: 2 541
Dependents: 1
Suggesters: 0
Security: 0
Stars: 120
Watchers: 11
Forks: 9
Open Issues: 14
Requires
- php: >=5.3.3
- chh/fileutils: ~1.0@dev
- chh/meta-template: ~1.0@dev
- chh/shellwords: ~0.1
- monolog/monolog: ~1.0
- psr/log: ~1.0
- symfony/yaml: ~2.0
- ulrichsg/getopt-php: @dev
Requires (Dev)
- chh/bob: 1.0.*@dev
- imagine/imagine: ~0.4
- mikey179/vfsstream: ~1.1
- phpunit/phpunit: ~3.7
- react/http: ~0.2.0
- symfony/http-kernel: ~2.1
Suggests
- imagine/imagine: Enable image compressors
- react/http: Enable the standalone asset server (~0.2.0)
- symfony/http-kernel: Enable dynamic asset serving with Pipe\Server
This package is not auto-updated.
Last update: 2024-10-26 13:46:47 UTC
README
Put your assets into the pipe and smoke them.
Pipe is an asset pipeline in the spirit of Sprockets. It's meant as the practical way for managing assets. It aims to provide a useful out of the box setup for managing assets and support for common preprocessor languages found in the web environment, like CoffeeScript or LESS.
What Pipe provides for you:
- Out of the box support for Less and CoffeeScript
- Integrated Dependency Managment.
- Support for multiple asset load paths, which allows you to untie your application's libraries from your vendor libraries.
- Tries to take the pain out of asset deployment, by being designed for dealing with cache busting and compression.
Install
Get composer (if you haven't):
wget http://getcomposer.org/composer.phar
Then add this to a composer.json
in your project's root:
{
"require": {
"chh/pipe": "*"
}
}
Now install:
php composer.phar install
Getting Started
Environment
First you need an instance of Pipe\Environment
. The environment holds
your load paths, is used to retrieve assets and maps processors/engines
to your assets.
The environment consists of multiple load paths. When retrieving an
asset, it's looked up in every directory of the load paths. This way you
can split your assets up in multiple directories, for example
vendor_assets
and assets
.
To add some load paths, use the appendPath
method. Paths can be
prepended by the prependPath
method. But use this carefully, because
you can override assets this way.
<?php use Pipe\Environment; $env = new Environment; $env->appendPath("assets"); $env->appendPath("vendor_assets");
Assets are retrieved by accessing an index of the environment instance,
or by calling the find
method.
The find
method returns either null
when no asset was found or an
asset instance.
<?php $asset = $env["js/application.js"]; # equal to: $asset = $env->find("js/application.js");
To get the asset's processed body, use the getBody
method.
<?php echo $asset->getBody();
You can get the asset's last modified timestamp with the
getLastModified
method.
Dumping an Asset to a File
To dump an asset to a file, use the write
method.
The write
method takes an array of options:
dir (string)
: The directory is the prefix of the file. A hash of the asset's contents is automatically included in the resulting filename.include_digest (bool)
: Should the SHA1 hash of the asset's contents be included in the filename?compress (bool)
: Compresses the contents with GZIP and writes it with an.gz
extension.
Enabling Compression
You can turn on compression by setting the js_compressor
and
css_compressor
config keys, or by calling setJsCompressor
or
setCssCompressor
on an Environment instance.
Supported Javascript Compressors:
uglify_js
, uses the popular Uglify JS compressor built for NodeJS. Install withnpm -g install uglify-js
.yuglify_js
, Compressor built upon Uglify JS, and behaves like YUI compressor. Install withnpm -g install yuglify
.
Supported CSS Compressors:
yuglify_css
, uses the Yuglify compressor's ability to compress CSS using CSSmin. Requires theyuglify
NPM package.
Example:
<?php $env = new Environment; $env->appendPath("assets/stylesheets"); $env->appendPath("assets/vendor/stylesheets"); $env->appendPath("assets/javascripts"); $env->appendPath("assets/vendor/javascripts"); $env->setJsCompressor('yuglify_js'); $env->setCssCompressor('yuglify_css'); # Compressors are Bundle Processors. Bundle Processors are only run on Bundled Assets. # Pass 'bundled' => true to get a Bundled Asset. $asset = $env->find('application.js', ['bundled' => true]); echo $asset->getBody();
Directives
Each file with content type application/javascript
or text/css
is
processed by the DirectiveProcessor
. The DirectiveProcessor
parses
the head of these files for special comments starting with an equals
sign.
/* CSS
*= require foo.css
*= depend_on bar.css
*/
# CoffeeScript
#= require foo.coffee
// Javascript
//= require foo.js
The arguments for each directive are split by the Bourne Shell's rules. This means you have to quote arguments which contain spaces with either single or double quotes.
//= require "some name with spaces.js"
require
Usage:
require <path>
The require directive takes an asset path as argument, processes the asset and puts the dependency's contents before the asset's contents.
The path can also start with ./
, which skips the load path for the
path resolution and looks up the file in the same path as the current
asset.
depend_on
Usage:
depend_on <path>
Defines that the path
is a dependency of the current asset, but does
not process anything. Assets defined this way get considered when the
last modified time is calculated, but the contents get not prepended.
require_tree
Usage:
require_tree <path>
Requires all files found in the directory specified by path
.
For example, if you have a directory for all individual widgets and a
widget base prototype, then you could require_tree
the widgets/
directory. This way every developer can just drop a file into the
widgets/
directory without having to maintain a massive list of
individual assets.
// index.js
//= require ./widget_base
//= require_tree ./widgets
Engines
Engines are used to process assets before they're dumped. Each engine is
mapped to one or more file extension (e.g. CoffeeScript to .coffee
).
Each asset can be processed by one or more engines. Which engines are
used on the asset and their order is determined by the asset's file
extensions.
For example, to process an asset first by the PHP engine and then
by the LESS compiler, give the asset the .less.php
suffix.
Here's a list of the engines provided by default and their mapping to file extensions:
Under the hood, Pipe Engines are meta-template templates. Look at
its README
for more information on building your own engines.
To add an engine class to Pipe, use the environment's registerEngine
method, which takes the engine's class name as first argument and an
array of extensions as second argument.
Serving Assets dynamically.
Pipe includes a Pipe\Server
which is able to serve assets dynamically
via HTTP. The server is designed to be called in .php
file, served via
mod_php
or FastCGI.
To use the dynamic asset server, you've to additionally require
symfony/http-foundation
. The require
section of your composer.json
should look like this:
{
"require": {
"chh/pipe": "*@dev",
"symfony/http-foundation": "*"
}
}
The server's constructor expects an environment as only argument. You
can either construct the environment from scratch or use the Config
class.
Put this in a file named assets.php
:
<?php use Pipe\Server, Pipe\Environment, Symfony\Component\HttpFoundation\Request; $env = new Environment; $env->appendPath("vendor_assets"); $env->appendPath("assets"); $server = new Server($env); $server->dispatch(Request::createFromGlobals()) ->send();
The server resolves all request URIs relative to the environment's load
path. So to render the Javascript file js/index.js
you would request
the URI /assets.php/js/index.js
.
The server also applies some conditional caching via Last-Modified
and
If-Not-Modified-Since
HTTP headers. Should a change to a dependency
not be instantly visible, try to make a hard refresh in your browser or
clear your browser's cache.
Preparing Assets for Production Deployment
It's a good idea to compile assets in a way that they don't need the
runtime support of Pipe. The Pipe\Manifest
class is responsible for
just that.
The Manifest is used to compile assets and writes a JSON encoded file which maps the logical paths (which the app knows anyway) to the paths including the digest (which the app can't know in advance).
To add a file to the manifest, call the manifest's compile
method:
<?php
$env = new \Pipe\Environment;
$env->appendPath('assets/javascripts');
$manifest = new \Pipe\Manifest($env, 'build/assets/manifest.json');
$manifest->compile('index.js');
This creates the index-<SHA1 digest>.js
file, and a manifest.json
both in the build/assets
directory.
This file looks a bit like this:
{
"assets": {
"index.js": "index-0beec7b5ea3f0fdbc95d0dd47f3c5bc275da8a33.js"
}
}
Then deploy everything located in build/assets
, e.g. to some CDN or
static file server.
An app running in a production environment could use the manifest like this, to create links to the assets:
<?php
# Better cache this, but omitted for brevity
$manifest = json_decode(file_get_contents('/path/to/manifest.json'), true);
# Path where the contents of "build/assets" are deployed.
# Could be a path to a CDN.
$prefix = "/assets";
printf('<script type="text/javascript" src="%s/%s"></script>', $prefix, $manifest['assets']['index.js']);
License
The MIT License
Copyright (c) 2012 Christoph Hochstrasser
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.