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cleanups are skipped.\n // Without it the internal `lottie-react` instance throws exceptions as it already cleared itself on destroy.\n animationInstanceRef.current = undefined;\n };\n /*\n ======================================\n LOTTIE\n ======================================\n */\n /**\n * Load a new animation, and if it's the case, destroy the previous one\n * @param {Object} forcedConfigs\n */\n var loadAnimation = function loadAnimation() {\n var forcedConfigs = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n var _a;\n // Return if the container ref is null\n if (!animationContainer.current) {\n return;\n }\n // Destroy any previous instance\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n // Build the animation configuration\n var config = _objectSpread2(_objectSpread2(_objectSpread2({}, props), forcedConfigs), {}, {\n container: animationContainer.current\n });\n // Save the animation instance\n animationInstanceRef.current = lottie__default[\"default\"].loadAnimation(config);\n setAnimationLoaded(!!animationInstanceRef.current);\n // Return a function that will clean up\n return function () {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n animationInstanceRef.current = undefined;\n };\n };\n /**\n * (Re)Initialize when animation data changed\n */\n React.useEffect(function () {\n var onUnmount = loadAnimation();\n // Clean up on unmount\n return function () {\n return onUnmount === null || onUnmount === void 0 ? void 0 : onUnmount();\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [animationData, loop]);\n // Update the autoplay state\n React.useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n }\n animationInstanceRef.current.autoplay = !!autoplay;\n }, [autoplay]);\n // Update the initial segment state\n React.useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n }\n // When null should reset to default animation length\n if (!initialSegment) {\n animationInstanceRef.current.resetSegments(true);\n return;\n }\n // If it's not a valid segment, do nothing\n if (!Array.isArray(initialSegment) || !initialSegment.length) {\n return;\n }\n // If the current position it's not in the new segment\n // set the current position to start\n if (animationInstanceRef.current.currentRawFrame < initialSegment[0] || animationInstanceRef.current.currentRawFrame > initialSegment[1]) {\n animationInstanceRef.current.currentRawFrame = initialSegment[0];\n }\n // Update the segment\n animationInstanceRef.current.setSegment(initialSegment[0], initialSegment[1]);\n }, [initialSegment]);\n /*\n ======================================\n EVENTS\n ======================================\n */\n /**\n * Reinitialize listener on change\n */\n React.useEffect(function () {\n var partialListeners = [{\n name: \"complete\",\n handler: onComplete\n }, {\n name: \"loopComplete\",\n handler: onLoopComplete\n }, {\n name: \"enterFrame\",\n handler: onEnterFrame\n }, {\n name: \"segmentStart\",\n handler: onSegmentStart\n }, {\n name: \"config_ready\",\n handler: onConfigReady\n }, {\n name: \"data_ready\",\n handler: onDataReady\n }, {\n name: \"data_failed\",\n handler: onDataFailed\n }, {\n name: \"loaded_images\",\n handler: onLoadedImages\n }, {\n name: \"DOMLoaded\",\n handler: onDOMLoaded\n }, {\n name: \"destroy\",\n handler: onDestroy\n }];\n var listeners = partialListeners.filter(function (listener) {\n return listener.handler != null;\n });\n if (!listeners.length) {\n return;\n }\n var deregisterList = listeners.map(\n /**\n * Handle the process of adding an event listener\n * @param {Listener} listener\n * @return {Function} Function that deregister the listener\n */\n function (listener) {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.addEventListener(listener.name, listener.handler);\n // Return a function to deregister this listener\n return function () {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.removeEventListener(listener.name, listener.handler);\n };\n });\n // Deregister listeners on unmount\n return function () {\n deregisterList.forEach(function (deregister) {\n return deregister();\n });\n };\n }, [onComplete, onLoopComplete, onEnterFrame, onSegmentStart, onConfigReady, onDataReady, onDataFailed, onLoadedImages, onDOMLoaded, onDestroy]);\n /**\n * Build the animation view\n */\n var View = /*#__PURE__*/React__default[\"default\"].createElement(\"div\", _objectSpread2({\n style: style,\n ref: animationContainer\n }, rest));\n return {\n View: View,\n play: play,\n stop: stop,\n pause: pause,\n setSpeed: setSpeed,\n goToAndStop: goToAndStop,\n goToAndPlay: goToAndPlay,\n setDirection: setDirection,\n playSegments: playSegments,\n setSubframe: setSubframe,\n getDuration: getDuration,\n destroy: destroy,\n animationContainerRef: animationContainer,\n animationLoaded: animationLoaded,\n animationItem: animationInstanceRef.current\n };\n };\n\n // helpers\n function getContainerVisibility(container) {\n var _container$getBoundin = container.getBoundingClientRect(),\n top = _container$getBoundin.top,\n height = _container$getBoundin.height;\n var current = window.innerHeight - top;\n var max = window.innerHeight + height;\n return current / max;\n }\n function getContainerCursorPosition(container, cursorX, cursorY) {\n var _container$getBoundin2 = container.getBoundingClientRect(),\n top = _container$getBoundin2.top,\n left = _container$getBoundin2.left,\n width = _container$getBoundin2.width,\n height = _container$getBoundin2.height;\n var x = (cursorX - left) / width;\n var y = (cursorY - top) / height;\n return {\n x: x,\n y: y\n };\n }\n var useInitInteractivity = function useInitInteractivity(_ref) {\n var wrapperRef = _ref.wrapperRef,\n animationItem = _ref.animationItem,\n mode = _ref.mode,\n actions = _ref.actions;\n React.useEffect(function () {\n var wrapper = wrapperRef.current;\n if (!wrapper || !animationItem || !actions.length) {\n return;\n }\n animationItem.stop();\n var scrollModeHandler = function scrollModeHandler() {\n var assignedSegment = null;\n var scrollHandler = function scrollHandler() {\n var currentPercent = getContainerVisibility(wrapper);\n // Find the first action that satisfies the current position conditions\n var action = actions.find(function (_ref2) {\n var visibility = _ref2.visibility;\n return visibility && currentPercent >= visibility[0] && currentPercent <= visibility[1];\n });\n // Skip if no matching action was found!\n if (!action) {\n return;\n }\n if (action.type === \"seek\" && action.visibility && action.frames.length === 2) {\n // Seek: Go to a frame based on player scroll position action\n var frameToGo = action.frames[0] + Math.ceil((currentPercent - action.visibility[0]) / (action.visibility[1] - action.visibility[0]) * action.frames[1]);\n //! goToAndStop must be relative to the start of the current segment\n animationItem.goToAndStop(frameToGo - animationItem.firstFrame - 1, true);\n }\n if (action.type === \"loop\") {\n // Loop: Loop a given frames\n if (assignedSegment === null) {\n // if not playing any segments currently. play those segments and save to state\n animationItem.playSegments(action.frames, true);\n assignedSegment = action.frames;\n } else {\n // if playing any segments currently.\n //check if segments in state are equal to the frames selected by action\n if (assignedSegment !== action.frames) {\n // if they are not equal. new segments are to be loaded\n animationItem.playSegments(action.frames, true);\n assignedSegment = action.frames;\n } else if (animationItem.isPaused) {\n // if they are equal the play method must be called only if lottie is paused\n animationItem.playSegments(action.frames, true);\n assignedSegment = action.frames;\n }\n }\n }\n if (action.type === \"play\" && animationItem.isPaused) {\n // Play: Reset segments and continue playing full animation from current position\n animationItem.resetSegments(true);\n animationItem.play();\n }\n if (action.type === \"stop\") {\n // Stop: Stop playback\n animationItem.goToAndStop(action.frames[0] - animationItem.firstFrame - 1, true);\n }\n };\n document.addEventListener(\"scroll\", scrollHandler);\n return function () {\n document.removeEventListener(\"scroll\", scrollHandler);\n };\n };\n var cursorModeHandler = function cursorModeHandler() {\n var handleCursor = function handleCursor(_x, _y) {\n var x = _x;\n var y = _y;\n // Resolve cursor position if cursor is inside container\n if (x !== -1 && y !== -1) {\n // Get container cursor position\n var pos = getContainerCursorPosition(wrapper, x, y);\n // Use the resolved position\n x = pos.x;\n y = pos.y;\n }\n // Find the first action that satisfies the current position conditions\n var action = actions.find(function (_ref3) {\n var position = _ref3.position;\n if (position && Array.isArray(position.x) && Array.isArray(position.y)) {\n return x >= position.x[0] && x <= position.x[1] && y >= position.y[0] && y <= position.y[1];\n }\n if (position && !Number.isNaN(position.x) && !Number.isNaN(position.y)) {\n return x === position.x && y === position.y;\n }\n return false;\n });\n // Skip if no matching action was found!\n if (!action) {\n return;\n }\n // Process action types:\n if (action.type === \"seek\" && action.position && Array.isArray(action.position.x) && Array.isArray(action.position.y) && action.frames.length === 2) {\n // Seek: Go to a frame based on player scroll position action\n var xPercent = (x - action.position.x[0]) / (action.position.x[1] - action.position.x[0]);\n var yPercent = (y - action.position.y[0]) / (action.position.y[1] - action.position.y[0]);\n animationItem.playSegments(action.frames, true);\n animationItem.goToAndStop(Math.ceil((xPercent + yPercent) / 2 * (action.frames[1] - action.frames[0])), true);\n }\n if (action.type === \"loop\") {\n animationItem.playSegments(action.frames, true);\n }\n if (action.type === \"play\") {\n // Play: Reset segments and continue playing full animation from current position\n if (animationItem.isPaused) {\n animationItem.resetSegments(false);\n }\n animationItem.playSegments(action.frames);\n }\n if (action.type === \"stop\") {\n animationItem.goToAndStop(action.frames[0], true);\n }\n };\n var mouseMoveHandler = function mouseMoveHandler(ev) {\n handleCursor(ev.clientX, ev.clientY);\n };\n var mouseOutHandler = function mouseOutHandler() {\n handleCursor(-1, -1);\n };\n wrapper.addEventListener(\"mousemove\", mouseMoveHandler);\n wrapper.addEventListener(\"mouseout\", mouseOutHandler);\n return function () {\n wrapper.removeEventListener(\"mousemove\", mouseMoveHandler);\n wrapper.removeEventListener(\"mouseout\", mouseOutHandler);\n };\n };\n switch (mode) {\n case \"scroll\":\n return scrollModeHandler();\n case \"cursor\":\n return cursorModeHandler();\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [mode, animationItem]);\n };\n var useLottieInteractivity = function useLottieInteractivity(_ref4) {\n var actions = _ref4.actions,\n mode = _ref4.mode,\n lottieObj = _ref4.lottieObj;\n var animationItem = lottieObj.animationItem,\n View = lottieObj.View,\n animationContainerRef = lottieObj.animationContainerRef;\n useInitInteractivity({\n actions: actions,\n animationItem: animationItem,\n mode: mode,\n wrapperRef: animationContainerRef\n });\n return View;\n };\n\n var _excluded = [\"style\", \"interactivity\"];\n var Lottie = function Lottie(props) {\n var _a, _b, _c;\n var style = props.style,\n interactivity = props.interactivity,\n lottieProps = _objectWithoutProperties(props, _excluded);\n /**\n * Initialize the 'useLottie' hook\n */\n var _useLottie = useLottie(lottieProps, style),\n View = _useLottie.View,\n play = _useLottie.play,\n stop = _useLottie.stop,\n pause = _useLottie.pause,\n setSpeed = _useLottie.setSpeed,\n goToAndStop = _useLottie.goToAndStop,\n goToAndPlay = _useLottie.goToAndPlay,\n setDirection = _useLottie.setDirection,\n playSegments = _useLottie.playSegments,\n setSubframe = _useLottie.setSubframe,\n getDuration = _useLottie.getDuration,\n destroy = _useLottie.destroy,\n animationContainerRef = _useLottie.animationContainerRef,\n animationLoaded = _useLottie.animationLoaded,\n animationItem = _useLottie.animationItem;\n /**\n * Make the hook variables/methods available through the provided 'lottieRef'\n */\n React.useEffect(function () {\n if (props.lottieRef) {\n props.lottieRef.current = {\n play: play,\n stop: stop,\n pause: pause,\n setSpeed: setSpeed,\n goToAndPlay: goToAndPlay,\n goToAndStop: goToAndStop,\n setDirection: setDirection,\n playSegments: playSegments,\n setSubframe: setSubframe,\n getDuration: getDuration,\n destroy: destroy,\n animationContainerRef: animationContainerRef,\n animationLoaded: animationLoaded,\n animationItem: animationItem\n };\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [(_a = props.lottieRef) === null || _a === void 0 ? void 0 : _a.current]);\n return useLottieInteractivity({\n lottieObj: {\n View: View,\n play: play,\n stop: stop,\n pause: pause,\n setSpeed: setSpeed,\n goToAndStop: goToAndStop,\n goToAndPlay: goToAndPlay,\n setDirection: setDirection,\n playSegments: playSegments,\n setSubframe: setSubframe,\n getDuration: getDuration,\n destroy: destroy,\n animationContainerRef: animationContainerRef,\n animationLoaded: animationLoaded,\n animationItem: animationItem\n },\n actions: (_b = interactivity === null || interactivity === void 0 ? void 0 : interactivity.actions) !== null && _b !== void 0 ? _b : [],\n mode: (_c = interactivity === null || interactivity === void 0 ? void 0 : interactivity.mode) !== null && _c !== void 0 ? _c : \"scroll\"\n });\n };\n\n Object.defineProperty(exports, 'LottiePlayer', {\n enumerable: true,\n get: function () { return lottie__default[\"default\"]; }\n });\n exports[\"default\"] = Lottie;\n exports.useLottie = useLottie;\n exports.useLottieInteractivity = useLottieInteractivity;\n\n Object.defineProperty(exports, '__esModule', { value: true });\n\n}));\n//# 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