Simple Gulp 4.0 functions for copying USWDS static assets and transforming USWDS Sass into browser-readable CSS.
Install @uswds/compile
in the project root:
npm install @uswds/compile --save-dev
- Create a
gulpfile.js
file in the project root that includes the following:- Imported
@uswds/compile
package - Any project path settings you wish to modify (see Path settings, below)
- Exports for the functions/tasks you need (see Functions, below)
- Imported
- In the terminal run
npx gulp [function]
Create a file called gulpfile.js
at the root of your project (or use an existing Gulpfile if one already exists). It needs to do the following
- Import the
@uswds/compile
package - Set any project settings
- Export the functions/tasks you need
Here's an example of how your gulpfile.js
might look:
/* gulpfile.js */
const uswds = require("@uswds/compile");
/**
* USWDS version
*/
uswds.settings.version = 3;
/**
* Path settings
* Set as many as you need
*/
uswds.paths.dist.css = './assets/css';
uswds.paths.dist.theme = './sass';
/**
* Exports
* Add as many as you need
*/
exports.init = uswds.init;
exports.compile = uswds.compile;
USWDS is changing its file structure and package naming convention starting with USWDS 3.0. Use the USWDS version key to compile properly with the version of USWDS you're using.
When migrating from USWDS 2.x to USWDS 3.x, simply update the value of settings.version
to 3
once you've installed @uswds/uswds
with npm.
Setting | Default | Description |
---|---|---|
settings.version |
2 |
The major version of the uswds package used in the project. USWDS 2.x projects should use 2 and USWDS 3.x+ projects should use 3 . |
Use path settings to customize where USWDS Compile looks for USWDS source and outputs processed files. The value of the default may depend on the USWDS version you've defined in settings.version
. When applicable, the relevant value of settings.version
precedes the default.
Setting | Default | Description |
---|---|---|
paths.src.uswds |
2 : "./node_modules/uswds/dist" 3 : "./node_modules/@uswds" |
Source location of the uswds package |
paths.src.sass |
2 : "./node_modules/uswds/dist/scss" 3 : "./node_modules/@uswds/uswds/packages" |
Source location of the USWDS Sass |
paths.src.theme |
2 : "./node_modules/uswds/dist/scss/theme" 3 : "./node_modules/@uswds/uswds/dist/theme" |
Source location of the USWDS theme files (Sass entry point and starter settings files) |
paths.src.fonts |
2 : "./node_modules/uswds/dist/fonts" 3 : "./node_modules/@uswds/uswds/dist/fonts" |
Source location of the USWDS fonts |
paths.src.img |
2 : "./node_modules/uswds/dist/img" 3 : "./node_modules/@uswds/uswds/dist/img" |
Source location of the USWDS images |
paths.src.js |
2 : "./node_modules/uswds/dist/js" 3 : "./node_modules/@uswds/uswds/dist/js" |
Source location of the USWDS compiled JavaScript files |
paths.src.projectSass |
"./sass" |
Source location of any existing project Sass files outside of paths.dist.theme . The watch script will watch this directory for changes. |
paths.src.projectIcons |
"" |
Source location of any additional project icons to include in the icon sprite. (Use only these project icons in the sprite by setting sprite.projectIconsOnly to true .) |
paths.dist.theme |
"./sass" |
Project destination for theme files (Sass entry point and settings) |
paths.dist.img |
"./assets/uswds/images" |
Project destination for images |
paths.dist.fonts |
"./assets/uswds/fonts" |
Project destination for fonts |
paths.dist.js |
"./assets/uswds/js" |
Project destination for compiled JavaScript |
paths.dist.css |
"./assets/uswds/css" |
Project destination for compiled CSS |
sprite.projectIconsOnly |
false |
Include only the icons in paths.src.projectIcons in the icon sprite. |
Export USWDS Compile functions in your project's gulpfile.js
to use them in your project.
Function | Description |
---|---|
compile |
compileSass + compileIcons |
compileIcons |
Build the USWDS icon sprite into paths.dist.img |
compileSass |
Compile Sass into paths.dist.css |
default |
watch |
copyAll |
copyTheme + copyAssets |
copyAssets |
Copies all static assets: copyFonts + copyImages + copyJS |
copyFonts |
Copy USWDS fonts to paths.dist.fonts |
copyImages |
Copy USWDS images to paths.dist.img |
copyJS |
Copy USWDS compiled JavaScript to paths.dist.js |
copyTheme |
Copy USWDS theme files (Sass entry point and settings files) from the uswds package to paths.dist.theme |
init |
copyAll + compile |
updateUswds |
copyAssets + compile |
watch |
Compiles, then recompiles when there are changes to Sass files in paths.dist.theme and paths.src.projectSass |
For any function you defined as an export
in your gulpfile.js
you can run npx gulp [function]
For example, if you have the following gulpfile.js
:
/* gulpfile,js */
...
exports.compile = uswds.compile;
exports.watch = uswds.watch;
exports.init = uswds.init;
exports.update = uswds.updateUswds;
exports.default = uswds.watch;
With that setup, you could do the following in the terminal:
- Compile Sass:
npx gulp compile
ornpx gulp
- Watch for changes and recompile:
npx gulp watch
- Initialize a new project:
npx gulp init
- Update USWDS static assets and recompile:
npx gulp update
- Use
init
only once. Theinit
task is meant for initializing the design system on a project. Since it will overwrite project files (like settings files and the Sass entry point), use it sparingly and don't use it for updating the design system on a project, or at any point after you've customized your settings files. - Update USWDS assets with
copyAssets
. Don't update assets withinit
, use thecopyAssets
task. This task updates static assets (like images, fonts, and compiled JavaScript) only and you don't risk clobbering your customizations. - Compile only from a single Sass entry point. Define the location of this entry point with
paths.dist.theme
. If you have project Sass files outside thepaths.dist.theme
directory, load these files into your single entry point via@forward
,@use
, or@import
. To include these project Sass files in yourgulp watch
task, setpaths.src.projectSass
to your project Sass directory. The Sass will still compile from the single entry point located inpaths.dist.theme
. - Only check theme files and custom icons into version control. You should have a build process that copies static assets like images, fonts, and compiled JavaScript from the
uswds
package. This assures that these assets are up-to-date with whatever version of USWDS you're using. You only need to track your customizations (like settings, theme files, custom icons, and your gulpfile) in version control.
After running either init
or copyAssets
, you'll find USWDS images in the paths.dist.img
directory. Any icon SVG file in usa-icons
directory within the paths.dist.img
directory will compile into the icon sprite when running the compileIcons
function.
- Create a directory for the new icons anywhere in your project
- Add icons (typically from either
uswds-icons
ormaterial-icons
) to this directory. These icons will be added to the default USWDS icons in the sprite. - In your project Gulpfile, set
uswds.paths.src.projectIcons
to this new directory. For exampleuswds.paths.src.projectIcons = "./assets/img/my-icons";
- Run either the
compile
or thecompileIcons
function to compile a new sprite. This sprite includes the USWDS default icons and the new project icons.
- Create a directory for the new icons anywhere in your project
- Add icons (typically from either
usa-icons
,uswds-icons
, ormaterial-icons
) to this directory. These will be the only icons included in the sprite. - In your project Gulpfile, set
uswds.paths.src.projectIcons
to this new directory. For exampleuswds.paths.src.projectIcons = "./assets/img/my-icons";
- In your project Gulpfile, set
uswds.sprite.projectIconsOnly
totrue
. For exampleuswds.sprite.projectIconsOnly = true;
- Run either the
compile
or thecompileIcons
function to compile a new sprite. This sprite will include only the new project icons.
We use Autoprefixer for maximum browser compatibility. We target the the following browsers. When you compile with the USWDS compiler, we will apply Autoprefixer to all compiled code.
> 2%
last 2 versions
IE 11
not dead
🚀