open-index/open-npm huggingface dataset:
npm package: @hw-d/h-ui
Description: H前端UI组件库。
Author: hdq
Latest version: 0.1.1

# h-ui

## Project setup
```
npm install
```

### Compiles and hot-reloads for development
```
npm run serve
```

### Compiles and minifies for production
```
npm run build
```

### Lints and fixes files
```
npm run lint
```

### Customize configuration
See [Configuration Reference](https://cli.vuejs.org/config/).
npm package: @hw-game/imagemin-optipng
Description: Imagemin plugin for OptiPNG
Latest version: 8.0.3

# imagemin-optipng [![Build Status](http://img.shields.io/travis/imagemin/imagemin-optipng.svg?style=flat)](https://travis-ci.org/imagemin/imagemin-optipng)

> Imagemin plugin for OptiPNG

> use https://npmmirror.com/mirrors/optipng-bin/ as downlaod source

## Install

```
$ npm install imagemin-optipng
```


## Usage

```js
const imagemin = require('imagemin');
const imageminOptipng = require('imagemin-optipng');

(async () => {
	await imagemin(['images/*.png'], {
		destination: 'build/images',
		plugins: [
			imageminOptipng()
		]
	});

	console.log('Images optimized!');
})();
```


## API

### imageminOptipng(options?)(buffer)

Returns a `Promise<Buffer>`.

#### options

Type: `object`

##### optimizationLevel

Type: `number`<br>
Default: `3`

Select an optimization level between `0` and `7`.

> The optimization level 0 enables a set of optimization operations that require minimal effort. There will be no changes to image attributes like bit depth or color type, and no recompression of existing IDAT datastreams. The optimization level 1 enables a single IDAT compression trial. The trial chosen is what. OptiPNG thinks it’s probably the most effective. The optimization levels 2 and higher enable multiple IDAT compression trials; the higher the level, the more trials.

Level and trials:

1. 1 trial
2. 8 trials
3. 16 trials
4. 24 trials
5. 48 trials
6. 120 trials
7. 240 trials

##### bitDepthReduction

Type: `boolean`<br>
Default: `true`

Apply bit depth reduction.

##### colorTypeReduction

Type: `boolean`<br>
Default: `true`

Apply color type reduction.

##### paletteReduction

Type: `boolean`<br>
Default: `true`

Apply palette reduction.

##### interlaced

Type: `boolean | undefined | null`<br>
Default: `false`

Enable [Adam7](https://en.wikipedia.org/wiki/Adam7_algorithm) PNG interlacing on any images that are processed. Interlaced images look better when they're loaded partially, but usually interlace makes compression less efficient. Set to `undefined` or `null` to keep the same interlacing as the input image.

##### errorRecovery

Type: `boolean`<br>
Default: `true`

A reasonable amount of effort will be spent to try to recover as much data as possible of a broken image, but the success cannot generally be guaranteed.

#### buffer

Type: `Buffer`

Buffer to optimize.
npm package: @hw-game/imagemin-pngquant
Description: Imagemin plugin for `pngquant`
Latest version: 9.0.2

# imagemin-pngquant [![Build Status](https://travis-ci.org/imagemin/imagemin-pngquant.svg?branch=master)](https://travis-ci.org/imagemin/imagemin-pngquant)

> [Imagemin](https://github.com/imagemin/imagemin) plugin for [`pngquant`](https://github.com/kornelski/pngquant)

> use https://npmmirror.com/mirrors/pngquant-bin/ as downlaod source

## Install

```
$ npm install imagemin-pngquant
```


## Usage

```js
const imagemin = require('imagemin');
const imageminPngquant = require('imagemin-pngquant');

(async () => {
	await imagemin(['images/*.png'], {
		destination: 'build/images',
		plugins: [
			imageminPngquant()
		]
	});

	console.log('Images optimized');
})();
```


## API

### imageminPngquant(options?)(input)

Returns `Promise<Buffer>`.

#### options

Type: `object`

##### speed

Type: `number`<br>
Default: `4`<br>
Values: `1` (brute-force) to `11` (fastest)

Speed `10` has 5% lower quality, but is about 8 times faster than the default. Speed `11` disables dithering and lowers compression level.

##### strip

Type: `boolean`<br>
Default: `false`

Remove optional metadata.

##### quality

Type: `Array<min: number, max: number>`<br>
Values: `Array<0...1, 0...1>`<br>
Example: `[0.3, 0.5]`

Instructs pngquant to use the least amount of colors required to meet or exceed
the max quality. If conversion results in quality below the min quality the
image won't be saved.

Min and max are numbers in range 0 (worst) to 1 (perfect), similar to JPEG.

##### dithering

Type: `number | boolean`<br>
Default: `1` (full)<br>
Values: `0...1`

Set the dithering level using a fractional number between 0 (none) and 1 (full).

Pass in `false` to disable dithering.

##### posterize

Type: `number`

Truncate number of least significant bits of color (per channel). Use this when image will be output on low-depth displays (e.g. 16-bit RGB). pngquant will make almost-opaque pixels fully opaque and will reduce amount of semi-transparent colors.

##### verbose

Type: `boolean`<br>
Default: `false`

Print verbose status messages.

#### input

Type: `Buffer | Stream`

Buffer or stream to optimize.
npm package: @hw-game/optipng-bin
Description: OptiPNG wrapper that makes it seamlessly available as a local dependency
Latest version: 7.0.2

# optipng-bin [![Build Status](https://travis-ci.org/imagemin/optipng-bin.svg?branch=master)](https://travis-ci.org/imagemin/optipng-bin)

> [OptiPNG](http://optipng.sourceforge.net) is a PNG optimizer that recompresses image files to a smaller size, without losing any information

You probably want [`imagemin-optipng`](https://github.com/imagemin/imagemin-optipng) instead.

> use https://npmmirror.com/mirrors/optipng-bin/ as downlaod source

## Install

```
$ npm install --save optipng-bin
```


## Usage

```js
const {promisify} = require('util');
const {execFile} = require('child_process');
const optipng = require('optipng-bin');

const execFileP = promsify(execFile);

(async () => {
	await execFile(optipng, ['-out', 'output.png', 'input.png']);
	console.log('Image minified!');
})();
```


## CLI

```
$ npm install --global optipng-bin
```

```
$ optipng --help
```