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eve-starmap-react

v0.0.5

Published

React wrapper for eve-starmap.

Readme

eve-starmap-react

React wrapper for eve-starmap.

Install

npm install eve-starmap-react eve-starmap react

Usage

import { EveStarmap } from 'eve-starmap-react'
import { heatmapLayer, defaultUniverseData } from 'eve-starmap'

function App() {
  return (
    <EveStarmap
      data={defaultUniverseData}
      layers={[heatmapLayer(new Map([[30000142, 1_500_000_000]]))]}
      onSystemClick={(system) => console.log(system)}
    />
  )
}

Hover (simple case)

For a single hover behavior, pass onSystemHover directly -- no ref needed:

import { useState } from 'react'
import { EveStarmap } from 'eve-starmap-react'
import { defaultUniverseData } from 'eve-starmap'

function App() {
  const [hovered, setHovered] = useState(null)

  return (
    <>
      <EveStarmap
        data={defaultUniverseData}
        onSystemHover={(system) => setHovered(system)}
      />
      {hovered && <div className="tooltip">{hovered.name}</div>}
    </>
  )
}

Multiple hover behaviors

onSystemHover covers the simple case (one handler). For independent features that each want their own hover behavior (e.g. a tooltip component AND a highlight-ring component, without them overwriting each other), pass a ref and call onHover() on it -- it maps straight to the core renderer's onHover():

import { useEffect, useRef, useState } from 'react'
import { EveStarmap } from 'eve-starmap-react'
import { defaultUniverseData } from 'eve-starmap'

function Tooltip() {
  const mapRef = useRef(null)
  const [hovered, setHovered] = useState(null)

  useEffect(() => {
    return mapRef.current?.onHover((system) => setHovered(system))
  }, [])

  return (
    <>
      <EveStarmap ref={mapRef} data={defaultUniverseData} />
      {hovered && <div className="tooltip">{hovered.name}</div>}
    </>
  )
}

Each component that wants its own hover reaction calls mapRef.current.onHover(fn) in its own useEffect, returning the unsubscribe function for cleanup on unmount -- same pattern as subscribing to any other event source in React. Every registered handler (this one and onSystemHover) also fires with (null, null) when the pointer leaves the canvas, so hover state doesn't stay stuck after the mouse moves off the map.

Drawing on the canvas on hover (highlight ring, label, color)

onHover (via ref) only gives you system + screenPos -- it doesn't touch the canvas itself. Canvas effects (a highlight ring, a label, a color change) have to go through the layers prop instead, since the canvas fully clears and redraws every frame and a one-off draw call would get wiped on the next pan/zoom. Combine both: onHover sets state, a useMemo'd layer reads that state and draws:

import { useEffect, useMemo, useRef, useState } from 'react'
import { EveStarmap } from 'eve-starmap-react'
import { defaultUniverseData } from 'eve-starmap'

function App() {
  const mapRef = useRef(null)
  const [hovered, setHovered] = useState(null)

  useEffect(() => {
    return mapRef.current?.onHover((system) => setHovered(system))
  }, [])

  const layers = useMemo(() => [
    {
      id: 'hover-highlight',
      draw(ctx, viewport) {
        if (!hovered) return
        const x = (hovered.x - viewport.offsetX) * viewport.scale + viewport.width / 2
        const y = (hovered.y - viewport.offsetY) * viewport.scale + viewport.height / 2
        ctx.strokeStyle = '#ffd23f'
        ctx.beginPath()
        ctx.arc(x, y, 6, 0, Math.PI * 2)
        ctx.stroke()
        ctx.fillStyle = '#ffd23f'
        ctx.fillText(hovered.name, x + 8, y - 8)
      },
    },
  ], [hovered])

  return (
    <>
      <EveStarmap ref={mapRef} data={defaultUniverseData} layers={layers} />
      {hovered && <div className="tooltip">{hovered.name}</div>}
    </>
  )
}

hovered changing produces a new layers array (via the useMemo dependency), which EveStarmap picks up in its own effect and calls setLayers() + redraws -- no extra ref methods needed for this. The DOM tooltip in the same example needs no Layer at all; it's positioned with plain CSS from the same onHover callback.

Zooming to fit a set of systems

By default, you don't need to compute anything: if a layer declares focusSystemIds (heatmapLayer does, automatically, from its value map's keys), EveStarmap zooms to fit those systems on its own:

import { useMemo } from 'react'
import { EveStarmap } from 'eve-starmap-react'
import { heatmapLayer, defaultUniverseData } from 'eve-starmap'

function App({ lossesBySystem }) { // Map<systemId, iskLost>
  const layers = useMemo(() => [heatmapLayer(lossesBySystem)], [lossesBySystem])

  // No focusSystemIds needed -- it's derived from heatmapLayer's own data,
  // and re-fits automatically whenever lossesBySystem (and so layers) changes.
  return <EveStarmap data={defaultUniverseData} layers={layers} />
}

Pass focusSystemIds (an array of system ids) explicitly if you want to override that derived default -- it always wins over whatever layers would otherwise suggest, and re-fits any time the array changes (new reference, same as layers):

<EveStarmap data={defaultUniverseData} layers={layers} focusSystemIds={[30000142, 30000144]} />

autoCenter (default true) is the one flag controlling whether either source -- explicit focusSystemIds or layer-derived -- is allowed to move the viewport at all. Set autoCenter={false} once the user has manually panned/zoomed somewhere else and you don't want new data snapping them back.

If none of the resolved ids match a real system (explicit or derived), it's a no-op -- the viewport stays as it was (or at initialViewport, if nothing's focused yet).

Adding focus support to a custom layer

Any layer can opt into this by setting a focusSystemIds property (number[]) alongside its id/draw -- it doesn't have to be a heatmap:

const myLayer = {
  id: 'alliance-systems',
  focusSystemIds: [...allianceSystemIds],
  draw(ctx, viewport, systems) { /* ... */ },
}

Region labels

regionLabelLayer (bundled in eve-starmap) works the same way through EveStarmap's generic layers prop -- there's no React-specific wiring needed, since a Layer object is a Layer object regardless of where it's constructed:

import { useMemo } from 'react'
import { EveStarmap } from 'eve-starmap-react'
import { regionLabelLayer, defaultUniverseData } from 'eve-starmap'

function App() {
  const layers = useMemo(
    () => [regionLabelLayer(defaultUniverseData.regions ?? [], defaultUniverseData.systems)],
    []
  )

  return <EveStarmap data={defaultUniverseData} layers={layers} />
}

To toggle labels reactively (e.g. a checkbox), pass state into the visible option and re-memoize on it -- either this or omitting the layer from layers entirely both work equally well:

function App() {
  const [showRegions, setShowRegions] = useState(true)

  const layers = useMemo(
    () => [regionLabelLayer(defaultUniverseData.regions ?? [], defaultUniverseData.systems, { visible: showRegions })],
    [showRegions]
  )

  return (
    <>
      <button onClick={() => setShowRegions(v => !v)}>Toggle regions</button>
      <EveStarmap data={defaultUniverseData} layers={layers} />
    </>
  )
}

See packages/core/README.md for the full list of regionLabelLayer options (color, opacity, fontSize, font).

License

MIT