@depup/lottie-react 2.4.1-depup.0 → 3.1.0-depup.0

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Files changed (158) hide show
  1. package/LICENSE.md +9 -0
  2. package/README.md +4 -10
  3. package/build/_virtual/_rolldown/runtime.cjs +23 -0
  4. package/build/animation/Lottie.cjs +38 -0
  5. package/build/animation/Lottie.d.cts +47 -0
  6. package/build/animation/Lottie.d.ts +47 -0
  7. package/build/animation/Lottie.js +38 -0
  8. package/build/animation/LottieDisplay.cjs +56 -0
  9. package/build/animation/LottieDisplay.d.cts +46 -0
  10. package/build/animation/LottieDisplay.d.ts +46 -0
  11. package/build/animation/LottieDisplay.js +54 -0
  12. package/build/animation/LottieInstanceContext.cjs +16 -0
  13. package/build/animation/LottieInstanceContext.js +17 -0
  14. package/build/animation/LottieLight.cjs +18 -0
  15. package/build/animation/LottieLight.d.cts +23 -0
  16. package/build/animation/LottieLight.d.ts +23 -0
  17. package/build/animation/LottieLight.js +18 -0
  18. package/build/animation/LottieRegistryContext.cjs +36 -0
  19. package/build/animation/LottieRegistryContext.js +35 -0
  20. package/build/animation/LottieSvg.cjs +19 -0
  21. package/build/animation/LottieSvg.d.cts +24 -0
  22. package/build/animation/LottieSvg.d.ts +24 -0
  23. package/build/animation/LottieSvg.js +19 -0
  24. package/build/animation/collectMarkerCrossings.cjs +38 -0
  25. package/build/animation/collectMarkerCrossings.js +38 -0
  26. package/build/animation/configureLottie.cjs +50 -0
  27. package/build/animation/configureLottie.d.cts +38 -0
  28. package/build/animation/configureLottie.d.ts +38 -0
  29. package/build/animation/configureLottie.js +48 -0
  30. package/build/animation/createLottieComponent.cjs +131 -0
  31. package/build/animation/createLottieComponent.d.cts +45 -0
  32. package/build/animation/createLottieComponent.d.ts +45 -0
  33. package/build/animation/createLottieComponent.js +131 -0
  34. package/build/animation/hasExpressions.cjs +25 -0
  35. package/build/animation/hasExpressions.js +25 -0
  36. package/build/animation/normalizeAnimationSource.cjs +38 -0
  37. package/build/animation/normalizeAnimationSource.js +38 -0
  38. package/build/animation/polymorphicForwardRef.cjs +18 -0
  39. package/build/animation/polymorphicForwardRef.js +19 -0
  40. package/build/animation/renderStyledElement.cjs +31 -0
  41. package/build/animation/renderStyledElement.js +31 -0
  42. package/build/animation/resolveSeekTarget.cjs +97 -0
  43. package/build/animation/resolveSeekTarget.js +95 -0
  44. package/build/animation/styleLayer.cjs +24 -0
  45. package/build/animation/styleLayer.js +24 -0
  46. package/build/animation/stylePrecedence.cjs +12 -0
  47. package/build/animation/stylePrecedence.js +12 -0
  48. package/build/animation/types.cjs +71 -0
  49. package/build/animation/types.d.cts +477 -0
  50. package/build/animation/types.d.ts +477 -0
  51. package/build/animation/types.js +68 -0
  52. package/build/animation/useLottie.cjs +48 -0
  53. package/build/animation/useLottie.d.cts +7 -0
  54. package/build/animation/useLottie.d.ts +7 -0
  55. package/build/animation/useLottie.js +45 -0
  56. package/build/animation/useLottieAnimation.cjs +436 -0
  57. package/build/animation/useLottieAnimation.d.cts +40 -0
  58. package/build/animation/useLottieAnimation.d.ts +40 -0
  59. package/build/animation/useLottieAnimation.js +436 -0
  60. package/build/animation/useLottieInstance.cjs +21 -0
  61. package/build/animation/useLottieInstance.d.cts +14 -0
  62. package/build/animation/useLottieInstance.d.ts +14 -0
  63. package/build/animation/useLottieInstance.js +21 -0
  64. package/build/animation/useLottieLight.cjs +28 -0
  65. package/build/animation/useLottieLight.d.cts +7 -0
  66. package/build/animation/useLottieLight.d.ts +7 -0
  67. package/build/animation/useLottieLight.js +25 -0
  68. package/build/animation/useLottieSvg.cjs +26 -0
  69. package/build/animation/useLottieSvg.d.cts +7 -0
  70. package/build/animation/useLottieSvg.d.ts +7 -0
  71. package/build/animation/useLottieSvg.js +23 -0
  72. package/build/controls/LottieControls.cjs +181 -0
  73. package/build/controls/LottieControls.d.cts +58 -0
  74. package/build/controls/LottieControls.d.ts +58 -0
  75. package/build/controls/LottieControls.js +179 -0
  76. package/build/controls/LottieDirectionButton.cjs +36 -0
  77. package/build/controls/LottieDirectionButton.js +35 -0
  78. package/build/controls/LottieFullscreenButton.cjs +35 -0
  79. package/build/controls/LottieFullscreenButton.js +34 -0
  80. package/build/controls/LottieLoopButton.cjs +32 -0
  81. package/build/controls/LottieLoopButton.js +31 -0
  82. package/build/controls/LottiePlayButton.cjs +34 -0
  83. package/build/controls/LottiePlayButton.js +33 -0
  84. package/build/controls/LottieReadout.cjs +61 -0
  85. package/build/controls/LottieReadout.d.cts +13 -0
  86. package/build/controls/LottieReadout.d.ts +13 -0
  87. package/build/controls/LottieReadout.js +60 -0
  88. package/build/controls/LottieSeekBar.cjs +87 -0
  89. package/build/controls/LottieSeekBar.js +86 -0
  90. package/build/controls/LottieSpeedSelect.cjs +51 -0
  91. package/build/controls/LottieSpeedSelect.js +50 -0
  92. package/build/controls/LottieStopButton.cjs +29 -0
  93. package/build/controls/LottieStopButton.js +28 -0
  94. package/build/controls/controlIcon.cjs +25 -0
  95. package/build/controls/controlIcon.js +25 -0
  96. package/build/controls/useFullscreen.cjs +46 -0
  97. package/build/controls/useFullscreen.js +46 -0
  98. package/build/controls/useShortcuts.cjs +70 -0
  99. package/build/controls/useShortcuts.js +70 -0
  100. package/build/index.cjs +38 -0
  101. package/build/index.d.cts +20 -0
  102. package/build/index.d.ts +20 -80
  103. package/build/index.js +18 -667
  104. package/build/interactions/LottieInteractions.cjs +42 -0
  105. package/build/interactions/LottieInteractions.d.cts +37 -0
  106. package/build/interactions/LottieInteractions.d.ts +37 -0
  107. package/build/interactions/LottieInteractions.js +42 -0
  108. package/build/interactions/coverProgress.cjs +55 -0
  109. package/build/interactions/coverProgress.js +53 -0
  110. package/build/interactions/lottieInView.cjs +110 -0
  111. package/build/interactions/lottieInView.d.cts +44 -0
  112. package/build/interactions/lottieInView.d.ts +44 -0
  113. package/build/interactions/lottieInView.js +110 -0
  114. package/build/interactions/lottieScrollScrub.cjs +166 -0
  115. package/build/interactions/lottieScrollScrub.d.cts +48 -0
  116. package/build/interactions/lottieScrollScrub.d.ts +48 -0
  117. package/build/interactions/lottieScrollScrub.js +166 -0
  118. package/build/interactions/types.d.cts +50 -0
  119. package/build/interactions/types.d.ts +50 -0
  120. package/build/interactions/useInteractionsRunner.cjs +154 -0
  121. package/build/interactions/useInteractionsRunner.js +153 -0
  122. package/build/interactions/useLottieInteractions.cjs +22 -0
  123. package/build/interactions/useLottieInteractions.d.cts +19 -0
  124. package/build/interactions/useLottieInteractions.d.ts +19 -0
  125. package/build/interactions/useLottieInteractions.js +22 -0
  126. package/build/overlays/LottieError.cjs +75 -0
  127. package/build/overlays/LottieError.d.cts +40 -0
  128. package/build/overlays/LottieError.d.ts +40 -0
  129. package/build/overlays/LottieError.js +73 -0
  130. package/build/overlays/LottieLoading.cjs +90 -0
  131. package/build/overlays/LottieLoading.d.cts +45 -0
  132. package/build/overlays/LottieLoading.d.ts +45 -0
  133. package/build/overlays/LottieLoading.js +88 -0
  134. package/build/overlays/overlayStyles.cjs +33 -0
  135. package/build/overlays/overlayStyles.js +33 -0
  136. package/build/utils/SubscriptionManager.cjs +42 -0
  137. package/build/utils/SubscriptionManager.d.cts +30 -0
  138. package/build/utils/SubscriptionManager.d.ts +30 -0
  139. package/build/utils/SubscriptionManager.js +42 -0
  140. package/build/utils/createLogger.cjs +25 -0
  141. package/build/utils/createLogger.js +25 -0
  142. package/build/utils/isSameJson.cjs +37 -0
  143. package/build/utils/isSameJson.js +37 -0
  144. package/build/utils/mergeRefs.cjs +37 -0
  145. package/build/utils/mergeRefs.js +37 -0
  146. package/build/utils/useStableValue.cjs +26 -0
  147. package/build/utils/useStableValue.js +26 -0
  148. package/changes.json +3 -8
  149. package/package.json +144 -89
  150. package/LICENSE +0 -46
  151. package/build/index.es.js +0 -653
  152. package/build/index.es.js.map +0 -1
  153. package/build/index.es.min.js +0 -3
  154. package/build/index.js.map +0 -1
  155. package/build/index.min.js +0 -3
  156. package/build/index.umd.js +0 -670
  157. package/build/index.umd.js.map +0 -1
  158. package/build/index.umd.min.js +0 -3
@@ -0,0 +1,24 @@
1
+ import { AnyTag, LottieRenderer, RendererInSvg } from "./types.cjs";
2
+ import { LottieComponent, LottieComponentProps } from "./createLottieComponent.cjs";
3
+ import { ReactNode } from "react";
4
+ //#region src/animation/LottieSvg.d.ts
5
+ /**
6
+ * What {@link LottieSvg} accepts. Identical to `LottieProps` except that
7
+ * `renderer` admits only what the svg build contains.
8
+ */
9
+ type LottieSvgProps<As extends AnyTag = "div", Children extends ReactNode = undefined, Renderer extends RendererInSvg = typeof LottieRenderer.svg> = LottieComponentProps<As, Children, Renderer>;
10
+ /**
11
+ * Renders an animation using the svg build of the engine.
12
+ *
13
+ * Identical to {@link Lottie} except that `svg` is the only renderer, which the
14
+ * type enforces: the svg build does not contain the other two, and asking it
15
+ * for one throws at runtime while its own declarations claim otherwise.
16
+ *
17
+ * It sits between the other two builds: smaller than the full one because it
18
+ * carries a single renderer, and unlike {@link LottieLight} it keeps the
19
+ * expression engine, so an animation whose properties are driven by
20
+ * expressions plays as designed.
21
+ */
22
+ declare const LottieSvg: LottieComponent<"svg">;
23
+ //#endregion
24
+ export { LottieSvg, LottieSvgProps };
@@ -0,0 +1,24 @@
1
+ import { AnyTag, LottieRenderer, RendererInSvg } from "./types.js";
2
+ import { LottieComponent, LottieComponentProps } from "./createLottieComponent.js";
3
+ import { ReactNode } from "react";
4
+ //#region src/animation/LottieSvg.d.ts
5
+ /**
6
+ * What {@link LottieSvg} accepts. Identical to `LottieProps` except that
7
+ * `renderer` admits only what the svg build contains.
8
+ */
9
+ type LottieSvgProps<As extends AnyTag = "div", Children extends ReactNode = undefined, Renderer extends RendererInSvg = typeof LottieRenderer.svg> = LottieComponentProps<As, Children, Renderer>;
10
+ /**
11
+ * Renders an animation using the svg build of the engine.
12
+ *
13
+ * Identical to {@link Lottie} except that `svg` is the only renderer, which the
14
+ * type enforces: the svg build does not contain the other two, and asking it
15
+ * for one throws at runtime while its own declarations claim otherwise.
16
+ *
17
+ * It sits between the other two builds: smaller than the full one because it
18
+ * carries a single renderer, and unlike {@link LottieLight} it keeps the
19
+ * expression engine, so an animation whose properties are driven by
20
+ * expressions plays as designed.
21
+ */
22
+ declare const LottieSvg: LottieComponent<"svg">;
23
+ //#endregion
24
+ export { LottieSvg, LottieSvgProps };
@@ -0,0 +1,19 @@
1
+ "use client";
2
+ import { createLottieComponent } from "./createLottieComponent.js";
3
+ import { svgEngine } from "./useLottieSvg.js";
4
+ //#region src/animation/LottieSvg.tsx
5
+ /**
6
+ * Renders an animation using the svg build of the engine.
7
+ *
8
+ * Identical to {@link Lottie} except that `svg` is the only renderer, which the
9
+ * type enforces: the svg build does not contain the other two, and asking it
10
+ * for one throws at runtime while its own declarations claim otherwise.
11
+ *
12
+ * It sits between the other two builds: smaller than the full one because it
13
+ * carries a single renderer, and unlike {@link LottieLight} it keeps the
14
+ * expression engine, so an animation whose properties are driven by
15
+ * expressions plays as designed.
16
+ */
17
+ const LottieSvg = createLottieComponent(svgEngine);
18
+ //#endregion
19
+ export { LottieSvg };
@@ -0,0 +1,38 @@
1
+ //#region src/animation/collectMarkerCrossings.ts
2
+ /**
3
+ * The markers a playhead movement passed, in the order it passed them.
4
+ *
5
+ * Positions are compared in the playable range's own coordinates: a marker sits
6
+ * at `time - firstFrame`, which follows a segment the way the playhead does.
7
+ * Moving forward passes a marker when the playhead goes from before it to on or
8
+ * beyond it, so landing exactly on one announces it and the next movement away
9
+ * does not repeat it; moving backward mirrors that. A loop's wrap is not a
10
+ * movement this understands: the caller splits it into the two straight runs it
11
+ * really is and calls twice.
12
+ *
13
+ * The markers must be sorted ascending by `time`, which is what lets a scan
14
+ * stop at the first one past the movement. Returns `null` rather than an empty
15
+ * list when nothing was passed, so the per-frame path allocates nothing.
16
+ */
17
+ function collectMarkerCrossings(markers, firstFrame, previous, current) {
18
+ if (markers.length === 0 || previous === current) return null;
19
+ let crossed = null;
20
+ if (current > previous) for (const marker of markers) {
21
+ const frame = marker.time - firstFrame;
22
+ if (frame <= previous) continue;
23
+ if (frame > current) break;
24
+ if (crossed === null) crossed = [];
25
+ crossed.push(marker.payload.name);
26
+ }
27
+ else for (let index = markers.length - 1; index >= 0; index -= 1) {
28
+ const marker = markers[index];
29
+ const frame = marker.time - firstFrame;
30
+ if (frame >= previous) continue;
31
+ if (frame < current) break;
32
+ if (crossed === null) crossed = [];
33
+ crossed.push(marker.payload.name);
34
+ }
35
+ return crossed;
36
+ }
37
+ //#endregion
38
+ exports.collectMarkerCrossings = collectMarkerCrossings;
@@ -0,0 +1,38 @@
1
+ //#region src/animation/collectMarkerCrossings.ts
2
+ /**
3
+ * The markers a playhead movement passed, in the order it passed them.
4
+ *
5
+ * Positions are compared in the playable range's own coordinates: a marker sits
6
+ * at `time - firstFrame`, which follows a segment the way the playhead does.
7
+ * Moving forward passes a marker when the playhead goes from before it to on or
8
+ * beyond it, so landing exactly on one announces it and the next movement away
9
+ * does not repeat it; moving backward mirrors that. A loop's wrap is not a
10
+ * movement this understands: the caller splits it into the two straight runs it
11
+ * really is and calls twice.
12
+ *
13
+ * The markers must be sorted ascending by `time`, which is what lets a scan
14
+ * stop at the first one past the movement. Returns `null` rather than an empty
15
+ * list when nothing was passed, so the per-frame path allocates nothing.
16
+ */
17
+ function collectMarkerCrossings(markers, firstFrame, previous, current) {
18
+ if (markers.length === 0 || previous === current) return null;
19
+ let crossed = null;
20
+ if (current > previous) for (const marker of markers) {
21
+ const frame = marker.time - firstFrame;
22
+ if (frame <= previous) continue;
23
+ if (frame > current) break;
24
+ if (crossed === null) crossed = [];
25
+ crossed.push(marker.payload.name);
26
+ }
27
+ else for (let index = markers.length - 1; index >= 0; index -= 1) {
28
+ const marker = markers[index];
29
+ const frame = marker.time - firstFrame;
30
+ if (frame >= previous) continue;
31
+ if (frame < current) break;
32
+ if (crossed === null) crossed = [];
33
+ crossed.push(marker.payload.name);
34
+ }
35
+ return crossed;
36
+ }
37
+ //#endregion
38
+ export { collectMarkerCrossings };
@@ -0,0 +1,50 @@
1
+ "use client";
2
+ //#region src/animation/configureLottie.ts
3
+ /**
4
+ * The engine builds by the name lottie-web gives each, which is the suffix a
5
+ * build's element IDs carry.
6
+ */
7
+ const LottieEngineName = {
8
+ full: "lottie",
9
+ svg: "lottie_svg",
10
+ light: "lottie_light"
11
+ };
12
+ let idPrefix = "lottie-react";
13
+ let quality;
14
+ const engines = /* @__PURE__ */ new Map();
15
+ function apply(player, name) {
16
+ player.setIDPrefix(`${idPrefix}-${name}`);
17
+ if (quality !== void 0) player.setQuality(quality);
18
+ }
19
+ /**
20
+ * Sets what is global to the engine rather than to one animation: the prefix
21
+ * of the element IDs it mints, and how finely it draws curves.
22
+ *
23
+ * ```ts
24
+ * configureLottie({ idPrefix: "crm", quality: "low" });
25
+ * ```
26
+ *
27
+ * Set it once, at startup, before animations load. It takes effect at once on
28
+ * every engine that has loaded an animation, and on the others when they first
29
+ * do, and it reaches what is already on screen: element IDs for everything the
30
+ * engines build from then on, the drawing quality of every animation on them.
31
+ * A field left out keeps its value.
32
+ */
33
+ function configureLottie(options) {
34
+ if (options.idPrefix !== void 0) idPrefix = options.idPrefix;
35
+ if (options.quality !== void 0) quality = options.quality;
36
+ for (const [player, name] of engines) apply(player, name);
37
+ }
38
+ /**
39
+ * Brings one engine up to the current settings and remembers it for later
40
+ * calls to {@link configureLottie}. The load path calls it right before
41
+ * `loadAnimation`.
42
+ */
43
+ function applyEngineSettings(engine) {
44
+ engines.set(engine.player, engine.name);
45
+ apply(engine.player, engine.name);
46
+ }
47
+ //#endregion
48
+ exports.LottieEngineName = LottieEngineName;
49
+ exports.applyEngineSettings = applyEngineSettings;
50
+ exports.configureLottie = configureLottie;
@@ -0,0 +1,38 @@
1
+ import "lottie-web";
2
+ //#region src/animation/configureLottie.d.ts
3
+ /** What {@link configureLottie} can be told. */
4
+ interface ConfigureLottieOptions {
5
+ /**
6
+ * The base of every element ID the engine mints, so that two copies of the
7
+ * library on one page can be told apart. Each engine build appends its own
8
+ * suffix (`-lottie`, `-lottie_svg`, `-lottie_light`), so the three builds
9
+ * never share an ID with each other. `lottie-react` unless set.
10
+ */
11
+ idPrefix?: string;
12
+ /**
13
+ * How finely curves are drawn: `low`, `medium`, `high`, or a number of
14
+ * segments above 1. Left alone, the engine draws with 150, between `medium`
15
+ * (50) and `high` (200); the named levels trade smoothness for work. Set it
16
+ * once, before animations load: the engine reads it whenever it builds a
17
+ * curve, so a change reaches every animation on the engine, running ones
18
+ * included.
19
+ */
20
+ quality?: "low" | "medium" | "high" | number;
21
+ }
22
+ /**
23
+ * Sets what is global to the engine rather than to one animation: the prefix
24
+ * of the element IDs it mints, and how finely it draws curves.
25
+ *
26
+ * ```ts
27
+ * configureLottie({ idPrefix: "crm", quality: "low" });
28
+ * ```
29
+ *
30
+ * Set it once, at startup, before animations load. It takes effect at once on
31
+ * every engine that has loaded an animation, and on the others when they first
32
+ * do, and it reaches what is already on screen: element IDs for everything the
33
+ * engines build from then on, the drawing quality of every animation on them.
34
+ * A field left out keeps its value.
35
+ */
36
+ declare function configureLottie(options: ConfigureLottieOptions): void;
37
+ //#endregion
38
+ export { ConfigureLottieOptions, configureLottie };
@@ -0,0 +1,38 @@
1
+ import "lottie-web";
2
+ //#region src/animation/configureLottie.d.ts
3
+ /** What {@link configureLottie} can be told. */
4
+ interface ConfigureLottieOptions {
5
+ /**
6
+ * The base of every element ID the engine mints, so that two copies of the
7
+ * library on one page can be told apart. Each engine build appends its own
8
+ * suffix (`-lottie`, `-lottie_svg`, `-lottie_light`), so the three builds
9
+ * never share an ID with each other. `lottie-react` unless set.
10
+ */
11
+ idPrefix?: string;
12
+ /**
13
+ * How finely curves are drawn: `low`, `medium`, `high`, or a number of
14
+ * segments above 1. Left alone, the engine draws with 150, between `medium`
15
+ * (50) and `high` (200); the named levels trade smoothness for work. Set it
16
+ * once, before animations load: the engine reads it whenever it builds a
17
+ * curve, so a change reaches every animation on the engine, running ones
18
+ * included.
19
+ */
20
+ quality?: "low" | "medium" | "high" | number;
21
+ }
22
+ /**
23
+ * Sets what is global to the engine rather than to one animation: the prefix
24
+ * of the element IDs it mints, and how finely it draws curves.
25
+ *
26
+ * ```ts
27
+ * configureLottie({ idPrefix: "crm", quality: "low" });
28
+ * ```
29
+ *
30
+ * Set it once, at startup, before animations load. It takes effect at once on
31
+ * every engine that has loaded an animation, and on the others when they first
32
+ * do, and it reaches what is already on screen: element IDs for everything the
33
+ * engines build from then on, the drawing quality of every animation on them.
34
+ * A field left out keeps its value.
35
+ */
36
+ declare function configureLottie(options: ConfigureLottieOptions): void;
37
+ //#endregion
38
+ export { ConfigureLottieOptions, configureLottie };
@@ -0,0 +1,48 @@
1
+ "use client";
2
+ //#region src/animation/configureLottie.ts
3
+ /**
4
+ * The engine builds by the name lottie-web gives each, which is the suffix a
5
+ * build's element IDs carry.
6
+ */
7
+ const LottieEngineName = {
8
+ full: "lottie",
9
+ svg: "lottie_svg",
10
+ light: "lottie_light"
11
+ };
12
+ let idPrefix = "lottie-react";
13
+ let quality;
14
+ const engines = /* @__PURE__ */ new Map();
15
+ function apply(player, name) {
16
+ player.setIDPrefix(`${idPrefix}-${name}`);
17
+ if (quality !== void 0) player.setQuality(quality);
18
+ }
19
+ /**
20
+ * Sets what is global to the engine rather than to one animation: the prefix
21
+ * of the element IDs it mints, and how finely it draws curves.
22
+ *
23
+ * ```ts
24
+ * configureLottie({ idPrefix: "crm", quality: "low" });
25
+ * ```
26
+ *
27
+ * Set it once, at startup, before animations load. It takes effect at once on
28
+ * every engine that has loaded an animation, and on the others when they first
29
+ * do, and it reaches what is already on screen: element IDs for everything the
30
+ * engines build from then on, the drawing quality of every animation on them.
31
+ * A field left out keeps its value.
32
+ */
33
+ function configureLottie(options) {
34
+ if (options.idPrefix !== void 0) idPrefix = options.idPrefix;
35
+ if (options.quality !== void 0) quality = options.quality;
36
+ for (const [player, name] of engines) apply(player, name);
37
+ }
38
+ /**
39
+ * Brings one engine up to the current settings and remembers it for later
40
+ * calls to {@link configureLottie}. The load path calls it right before
41
+ * `loadAnimation`.
42
+ */
43
+ function applyEngineSettings(engine) {
44
+ engines.set(engine.player, engine.name);
45
+ apply(engine.player, engine.name);
46
+ }
47
+ //#endregion
48
+ export { LottieEngineName, applyEngineSettings, configureLottie };
@@ -0,0 +1,131 @@
1
+ const require_mergeRefs = require("../utils/mergeRefs.cjs");
2
+ const require_polymorphicForwardRef = require("./polymorphicForwardRef.cjs");
3
+ const require_renderStyledElement = require("./renderStyledElement.cjs");
4
+ const require_LottieInstanceContext = require("./LottieInstanceContext.cjs");
5
+ const require_LottieDisplay = require("./LottieDisplay.cjs");
6
+ const require_useLottieAnimation = require("./useLottieAnimation.cjs");
7
+ let react = require("react");
8
+ let react_jsx_runtime = require("react/jsx-runtime");
9
+ //#region src/animation/createLottieComponent.tsx
10
+ /**
11
+ * The class the element around the animation carries when you place the
12
+ * animation yourself, and the name React deduplicates its stylesheet by.
13
+ */
14
+ const lottieRootClass = "lottie-root";
15
+ /**
16
+ * The rules that element carries, at zero specificity and inside the library's
17
+ * cascade layer, so any rule the consumer writes beats them per property.
18
+ *
19
+ * The column is what puts the controls below the animation, and `position` is
20
+ * what the overlays anchor to. The second rule is what lets the animation take
21
+ * the space the controls leave, since the display's own default height is a
22
+ * full 100% that would otherwise push them out of the box.
23
+ *
24
+ * The descendant rule is written as two separate `:where()` selectors rather
25
+ * than one wrapping the combinator. The two are identical CSS at identical zero
26
+ * specificity, so the split form costs nothing and reads as two independent
27
+ * claims about specificity.
28
+ *
29
+ * The third rule is what this element looks like once it fills the screen. A
30
+ * browser paints a black backdrop behind whatever goes fullscreen and leaves
31
+ * the element itself transparent, so without a surface of its own the animation
32
+ * sits on black and the control bar, whose colours are all inherited, keeps the
33
+ * page's dark text and becomes close to unreadable. Measured in Chromium
34
+ * against the real bar. `Canvas` and `CanvasText` are the system page colours
35
+ * and are taken as a pair, so the two can never contradict each other the way a
36
+ * background without a matching foreground can; they follow the consumer's
37
+ * declared colour scheme rather than a colour this library picked, and the rule
38
+ * is zero-specificity like every other, so one line of their own CSS replaces
39
+ * either. It cannot be verified here, since this environment has no Fullscreen
40
+ * API at all.
41
+ */
42
+ const lottieRootStyles = `:where(.${lottieRootClass}){position:relative;display:flex;flex-direction:column}:where(.${lottieRootClass}) > :where(.${require_LottieDisplay.lottieDisplayClass}){flex:1;height:auto}:where(.${lottieRootClass}:fullscreen){background:Canvas;color:CanvasText}`;
43
+ /**
44
+ * Builds the component all three public ones are: the full, svg and light
45
+ * builds differ in the engine they load and in the renderers they admit, and in
46
+ * nothing else.
47
+ *
48
+ * `Renderers` is what narrows a smaller build to the renderers it actually
49
+ * contains, so asking it for one it does not have is a compile error rather
50
+ * than a blank animation and a runtime throw.
51
+ */
52
+ function createLottieComponent(engine) {
53
+ return require_polymorphicForwardRef.polymorphicForwardRef(function Lottie({ as, children, className, lottieRef, src, renderer, rendererSettings, loop, speed, direction, autoplay, segment, assetsPath, debug, subscriptions, ...rest }, ref) {
54
+ const instance = require_useLottieAnimation.useLottieAnimation(engine, {
55
+ src,
56
+ renderer,
57
+ rendererSettings,
58
+ loop,
59
+ speed,
60
+ direction,
61
+ autoplay,
62
+ segment,
63
+ assetsPath,
64
+ debug,
65
+ subscriptions
66
+ });
67
+ const { setDisplayRef, setRootRef } = instance;
68
+ (0, react.useImperativeHandle)(lottieRef, () => ({
69
+ reload: instance.reload,
70
+ play: instance.play,
71
+ pause: instance.pause,
72
+ stop: instance.stop,
73
+ seek: instance.seek,
74
+ scrubStart: instance.scrubStart,
75
+ scrubTo: instance.scrubTo,
76
+ scrubEnd: instance.scrubEnd,
77
+ playSegments: instance.playSegments,
78
+ resetSegments: instance.resetSegments,
79
+ setSpeed: instance.setSpeed,
80
+ setDirection: instance.setDirection,
81
+ setLoop: instance.setLoop,
82
+ animationItem: instance.animationItem
83
+ }));
84
+ const attached = (0, react.useRef)(0);
85
+ const countDisplay = (0, react.useCallback)((node) => {
86
+ attached.current += node === null ? -1 : 1;
87
+ setDisplayRef(node);
88
+ }, [setDisplayRef]);
89
+ const published = (0, react.useMemo)(() => ({
90
+ ...instance,
91
+ setDisplayRef: countDisplay
92
+ }), [instance, countDisplay]);
93
+ const hasChildren = children !== void 0;
94
+ (0, react.useEffect)(() => {
95
+ if (typeof process !== "undefined" && process.env.NODE_ENV !== "production") {
96
+ if (!hasChildren || attached.current === 1) return;
97
+ if (attached.current === 0) console.warn("[lottie-react] <Lottie> was given children and none of them is a <LottieDisplay>, so the animation has nowhere to be drawn. Add one where the animation should go. A display rendered conditionally has not appeared yet on this pass, which is the one case where this warning is expected.");
98
+ else console.warn(`[lottie-react] <Lottie> was given ${attached.current} <LottieDisplay> children and an animation can only be drawn in one of them, so the last to attach is the one that gets it. Render one display per animation.`);
99
+ }
100
+ }, [hasChildren]);
101
+ const attachDisplay = (0, react.useMemo)(() => require_mergeRefs.mergeRefs(ref, countDisplay, setRootRef), [
102
+ ref,
103
+ countDisplay,
104
+ setRootRef
105
+ ]);
106
+ const attachWrapper = (0, react.useMemo)(() => require_mergeRefs.mergeRefs(ref, setRootRef), [ref, setRootRef]);
107
+ const tag = typeof as === "string" ? as : "div";
108
+ if (!hasChildren) return require_renderStyledElement.renderStyledElement({
109
+ tag,
110
+ styleClass: require_LottieDisplay.lottieDisplayClass,
111
+ styles: require_LottieDisplay.lottieDisplayStyles,
112
+ className,
113
+ attributes: rest,
114
+ ref: attachDisplay
115
+ });
116
+ return /* @__PURE__ */ (0, react_jsx_runtime.jsx)(require_LottieInstanceContext.LottieInstanceContext.Provider, {
117
+ value: published,
118
+ children: require_renderStyledElement.renderStyledElement({
119
+ tag,
120
+ styleClass: lottieRootClass,
121
+ styles: lottieRootStyles,
122
+ className,
123
+ attributes: rest,
124
+ ref: attachWrapper,
125
+ children
126
+ })
127
+ });
128
+ });
129
+ }
130
+ //#endregion
131
+ exports.createLottieComponent = createLottieComponent;
@@ -0,0 +1,45 @@
1
+ import "./configureLottie.cjs";
2
+ import { AnyTag, ElementProps, LottieHandle, LottieRenderer } from "./types.cjs";
3
+ import { UseLottieOptions } from "./useLottieAnimation.cjs";
4
+ import { ReactNode, Ref } from "react";
5
+ //#region src/animation/createLottieComponent.d.ts
6
+ /**
7
+ * What a Lottie component owns, on top of everything the animation takes.
8
+ *
9
+ * Every name here is checked against the attributes of the elements `as`
10
+ * permits, so none of them can quietly take an attribute away from a consumer.
11
+ */
12
+ interface LottieOwnProps<Children extends ReactNode, Renderer extends LottieRenderer> extends UseLottieOptions<Renderer> {
13
+ /** Which element to render. A `div` unless you say otherwise. */
14
+ as?: unknown;
15
+ /**
16
+ * Anything at all. Passing children means you place the animation yourself
17
+ * with `<LottieDisplay>`, and this component renders only the box around it.
18
+ */
19
+ children?: Children;
20
+ /** Added to the library's class rather than replacing it. */
21
+ className?: string;
22
+ /**
23
+ * Where to put the imperative handle: the commands, without the values.
24
+ *
25
+ * `ref` names the element, because this component accepts that element's
26
+ * whole attribute set, so the handle needs somewhere of its own to go. Write
27
+ * `useRef<LottieHandle>(null)`; no ref type is exported.
28
+ */
29
+ lottieRef?: Ref<LottieHandle>;
30
+ }
31
+ /** What a Lottie component accepts for a given element. */
32
+ type LottieComponentProps<As extends AnyTag, Children extends ReactNode, Renderer extends LottieRenderer> = ElementProps<LottieOwnProps<Children, Renderer>, As, Children, Renderer>;
33
+ /**
34
+ * A component that renders an animation, still generic in its element, its
35
+ * children and its renderer once the engine has been chosen.
36
+ *
37
+ * Written out as a call signature rather than inferred, because a function that
38
+ * returns a component would otherwise settle those parameters at the moment the
39
+ * component is created and hand back something that is no longer polymorphic.
40
+ */
41
+ type LottieComponent<Renderers extends LottieRenderer> = <As extends AnyTag = "div", Children extends ReactNode = undefined, Renderer extends Renderers = Extract<Renderers, typeof LottieRenderer.svg>>(props: LottieComponentProps<As, Children, Renderer> & {
42
+ ref?: Ref<HTMLElement>;
43
+ }) => ReactNode;
44
+ //#endregion
45
+ export { LottieComponent, LottieComponentProps, LottieOwnProps };
@@ -0,0 +1,45 @@
1
+ import "./configureLottie.js";
2
+ import { AnyTag, ElementProps, LottieHandle, LottieRenderer } from "./types.js";
3
+ import { UseLottieOptions } from "./useLottieAnimation.js";
4
+ import { ReactNode, Ref } from "react";
5
+ //#region src/animation/createLottieComponent.d.ts
6
+ /**
7
+ * What a Lottie component owns, on top of everything the animation takes.
8
+ *
9
+ * Every name here is checked against the attributes of the elements `as`
10
+ * permits, so none of them can quietly take an attribute away from a consumer.
11
+ */
12
+ interface LottieOwnProps<Children extends ReactNode, Renderer extends LottieRenderer> extends UseLottieOptions<Renderer> {
13
+ /** Which element to render. A `div` unless you say otherwise. */
14
+ as?: unknown;
15
+ /**
16
+ * Anything at all. Passing children means you place the animation yourself
17
+ * with `<LottieDisplay>`, and this component renders only the box around it.
18
+ */
19
+ children?: Children;
20
+ /** Added to the library's class rather than replacing it. */
21
+ className?: string;
22
+ /**
23
+ * Where to put the imperative handle: the commands, without the values.
24
+ *
25
+ * `ref` names the element, because this component accepts that element's
26
+ * whole attribute set, so the handle needs somewhere of its own to go. Write
27
+ * `useRef<LottieHandle>(null)`; no ref type is exported.
28
+ */
29
+ lottieRef?: Ref<LottieHandle>;
30
+ }
31
+ /** What a Lottie component accepts for a given element. */
32
+ type LottieComponentProps<As extends AnyTag, Children extends ReactNode, Renderer extends LottieRenderer> = ElementProps<LottieOwnProps<Children, Renderer>, As, Children, Renderer>;
33
+ /**
34
+ * A component that renders an animation, still generic in its element, its
35
+ * children and its renderer once the engine has been chosen.
36
+ *
37
+ * Written out as a call signature rather than inferred, because a function that
38
+ * returns a component would otherwise settle those parameters at the moment the
39
+ * component is created and hand back something that is no longer polymorphic.
40
+ */
41
+ type LottieComponent<Renderers extends LottieRenderer> = <As extends AnyTag = "div", Children extends ReactNode = undefined, Renderer extends Renderers = Extract<Renderers, typeof LottieRenderer.svg>>(props: LottieComponentProps<As, Children, Renderer> & {
42
+ ref?: Ref<HTMLElement>;
43
+ }) => ReactNode;
44
+ //#endregion
45
+ export { LottieComponent, LottieComponentProps, LottieOwnProps };