@lottiefiles/dotlottie-web 0.64.2 → 0.66.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/dotlottie-CasD56IP.d.cts +1741 -0
- package/dist/dotlottie-CasD56IP.d.cts.map +1 -0
- package/dist/dotlottie-CjUp7A1E.d.ts +2106 -0
- package/dist/dotlottie-CjUp7A1E.d.ts.map +1 -0
- package/dist/dotlottie-Cn4v_pQB.js +6 -0
- package/dist/dotlottie-Cn4v_pQB.js.map +1 -0
- package/dist/dotlottie-DAqJ7ZaP.cjs +6 -0
- package/dist/dotlottie-DAqJ7ZaP.cjs.map +1 -0
- package/dist/dotlottie-player.wasm +0 -0
- package/dist/index.cjs +1 -6
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +17 -1513
- package/dist/index.d.cts.map +1 -1
- package/dist/index.d.ts +17 -1513
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +1 -6
- package/dist/index.js.map +1 -1
- package/dist/webgl/dotlottie-player.wasm +0 -0
- package/dist/webgl/index.cjs +2 -0
- package/dist/webgl/index.cjs.map +1 -0
- package/dist/webgl/index.d.cts +15 -0
- package/dist/webgl/index.d.cts.map +1 -0
- package/dist/webgl/index.d.ts +15 -0
- package/dist/webgl/index.d.ts.map +1 -0
- package/dist/webgl/index.js +2 -0
- package/dist/webgl/index.js.map +1 -0
- package/dist/webgpu/dotlottie-player.wasm +0 -0
- package/dist/webgpu/index.cjs +2 -0
- package/dist/webgpu/index.cjs.map +1 -0
- package/dist/webgpu/index.d.cts +23 -0
- package/dist/webgpu/index.d.cts.map +1 -0
- package/dist/webgpu/index.d.ts +23 -0
- package/dist/webgpu/index.d.ts.map +1 -0
- package/dist/webgpu/index.js +2 -0
- package/dist/webgpu/index.js.map +1 -0
- package/package.json +37 -1
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{"version":3,"file":"index.js","names":["init"],"sources":["../../src/webgpu/dotlottie-player.js","../../src/webgpu/dotlottie-webgpu.ts"],"sourcesContent":["\nlet wasm;\n\nfunction addToExternrefTable0(obj) {\n const idx = wasm.__externref_table_alloc_command_export();\n wasm.__wbindgen_export_2.set(idx, obj);\n return idx;\n}\n\nfunction handleError(f, args) {\n try {\n return f.apply(this, args);\n } catch (e) {\n const idx = addToExternrefTable0(e);\n wasm.__wbindgen_exn_store_command_export(idx);\n }\n}\n\nconst cachedTextDecoder = (typeof TextDecoder !== 'undefined' ? new TextDecoder('utf-8', { ignoreBOM: true, fatal: true }) : { decode: () => { throw Error('TextDecoder not available') } } );\n\nif (typeof TextDecoder !== 'undefined') { cachedTextDecoder.decode(); };\n\nlet cachedUint8ArrayMemory0 = null;\n\nfunction getUint8ArrayMemory0() {\n if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {\n cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);\n }\n return cachedUint8ArrayMemory0;\n}\n\nfunction getStringFromWasm0(ptr, len) {\n ptr = ptr >>> 0;\n return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));\n}\n\nfunction getArrayU8FromWasm0(ptr, len) {\n ptr = ptr >>> 0;\n return getUint8ArrayMemory0().subarray(ptr / 1, ptr / 1 + len);\n}\n\nfunction debugString(val) {\n // primitive types\n const type = typeof val;\n if (type == 'number' || type == 'boolean' || val == null) {\n return `${val}`;\n }\n if (type == 'string') {\n return `\"${val}\"`;\n }\n if (type == 'symbol') {\n const description = val.description;\n if (description == null) {\n return 'Symbol';\n } else {\n return `Symbol(${description})`;\n }\n }\n if (type == 'function') {\n const name = val.name;\n if (typeof name == 'string' && name.length > 0) {\n return `Function(${name})`;\n } else {\n return 'Function';\n }\n }\n // objects\n if (Array.isArray(val)) {\n const length = val.length;\n let debug = '[';\n if (length > 0) {\n debug += debugString(val[0]);\n }\n for(let i = 1; i < length; i++) {\n debug += ', ' + debugString(val[i]);\n }\n debug += ']';\n return debug;\n }\n // Test for built-in\n const builtInMatches = /\\[object ([^\\]]+)\\]/.exec(toString.call(val));\n let className;\n if (builtInMatches && builtInMatches.length > 1) {\n className = builtInMatches[1];\n } else {\n // Failed to match the standard '[object ClassName]'\n return toString.call(val);\n }\n if (className == 'Object') {\n // we're a user defined class or Object\n // JSON.stringify avoids problems with cycles, and is generally much\n // easier than looping through ownProperties of `val`.\n try {\n return 'Object(' + JSON.stringify(val) + ')';\n } catch (_) {\n return 'Object';\n }\n }\n // errors\n if (val instanceof Error) {\n return `${val.name}: ${val.message}\\n${val.stack}`;\n }\n // TODO we could test for more things here, like `Set`s and `Map`s.\n return className;\n}\n\nlet WASM_VECTOR_LEN = 0;\n\nconst cachedTextEncoder = (typeof TextEncoder !== 'undefined' ? new TextEncoder('utf-8') : { encode: () => { throw Error('TextEncoder not available') } } );\n\nconst encodeString = (typeof cachedTextEncoder.encodeInto === 'function'\n ? function (arg, view) {\n return cachedTextEncoder.encodeInto(arg, view);\n}\n : function (arg, view) {\n const buf = cachedTextEncoder.encode(arg);\n view.set(buf);\n return {\n read: arg.length,\n written: buf.length\n };\n});\n\nfunction passStringToWasm0(arg, malloc, realloc) {\n\n if (realloc === undefined) {\n const buf = cachedTextEncoder.encode(arg);\n const ptr = malloc(buf.length, 1) >>> 0;\n getUint8ArrayMemory0().subarray(ptr, ptr + buf.length).set(buf);\n WASM_VECTOR_LEN = buf.length;\n return ptr;\n }\n\n let len = arg.length;\n let ptr = malloc(len, 1) >>> 0;\n\n const mem = getUint8ArrayMemory0();\n\n let offset = 0;\n\n for (; offset < len; offset++) {\n const code = arg.charCodeAt(offset);\n if (code > 0x7F) break;\n mem[ptr + offset] = code;\n }\n\n if (offset !== len) {\n if (offset !== 0) {\n arg = arg.slice(offset);\n }\n ptr = realloc(ptr, len, len = offset + arg.length * 3, 1) >>> 0;\n const view = getUint8ArrayMemory0().subarray(ptr + offset, ptr + len);\n const ret = encodeString(arg, view);\n\n offset += ret.written;\n ptr = realloc(ptr, len, offset, 1) >>> 0;\n }\n\n WASM_VECTOR_LEN = offset;\n return ptr;\n}\n\nlet cachedDataViewMemory0 = null;\n\nfunction getDataViewMemory0() {\n if (cachedDataViewMemory0 === null || cachedDataViewMemory0.buffer.detached === true || (cachedDataViewMemory0.buffer.detached === undefined && cachedDataViewMemory0.buffer !== wasm.memory.buffer)) {\n cachedDataViewMemory0 = new DataView(wasm.memory.buffer);\n }\n return cachedDataViewMemory0;\n}\n\nfunction isLikeNone(x) {\n return x === undefined || x === null;\n}\n\nfunction passArray8ToWasm0(arg, malloc) {\n const ptr = malloc(arg.length * 1, 1) >>> 0;\n getUint8ArrayMemory0().set(arg, ptr / 1);\n WASM_VECTOR_LEN = arg.length;\n return ptr;\n}\n\nlet cachedFloat32ArrayMemory0 = null;\n\nfunction getFloat32ArrayMemory0() {\n if (cachedFloat32ArrayMemory0 === null || cachedFloat32ArrayMemory0.byteLength === 0) {\n cachedFloat32ArrayMemory0 = new Float32Array(wasm.memory.buffer);\n }\n return cachedFloat32ArrayMemory0;\n}\n\nfunction passArrayF32ToWasm0(arg, malloc) {\n const ptr = malloc(arg.length * 4, 4) >>> 0;\n getFloat32ArrayMemory0().set(arg, ptr / 4);\n WASM_VECTOR_LEN = arg.length;\n return ptr;\n}\n\nfunction passArrayJsValueToWasm0(array, malloc) {\n const ptr = malloc(array.length * 4, 4) >>> 0;\n for (let i = 0; i < array.length; i++) {\n const add = addToExternrefTable0(array[i]);\n getDataViewMemory0().setUint32(ptr + 4 * i, add, true);\n }\n WASM_VECTOR_LEN = array.length;\n return ptr;\n}\n/**\n * Register a font globally (static, not tied to a player instance).\n * @param {string} name\n * @param {Uint8Array} data\n * @returns {boolean}\n */\nexport function register_font(name, data) {\n const ptr0 = passStringToWasm0(name, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ptr1 = passArray8ToWasm0(data, wasm.__wbindgen_malloc_command_export);\n const len1 = WASM_VECTOR_LEN;\n const ret = wasm.register_font(ptr0, len0, ptr1, len1);\n return ret !== 0;\n}\n\n/**\n * Playback direction / bounce mode.\n * @enum {0 | 1 | 2 | 3}\n */\nexport const Mode = Object.freeze({\n Forward: 0, \"0\": \"Forward\",\n Reverse: 1, \"1\": \"Reverse\",\n Bounce: 2, \"2\": \"Bounce\",\n ReverseBounce: 3, \"3\": \"ReverseBounce\",\n});\n\nconst __wbindgen_enum_GpuAddressMode = [\"clamp-to-edge\", \"repeat\", \"mirror-repeat\"];\n\nconst __wbindgen_enum_GpuBlendFactor = [\"zero\", \"one\", \"src\", \"one-minus-src\", \"src-alpha\", \"one-minus-src-alpha\", \"dst\", \"one-minus-dst\", \"dst-alpha\", \"one-minus-dst-alpha\", \"src-alpha-saturated\", \"constant\", \"one-minus-constant\", \"src1\", \"one-minus-src1\", \"src1-alpha\", \"one-minus-src1-alpha\"];\n\nconst __wbindgen_enum_GpuBlendOperation = [\"add\", \"subtract\", \"reverse-subtract\", \"min\", \"max\"];\n\nconst __wbindgen_enum_GpuBufferBindingType = [\"uniform\", \"storage\", \"read-only-storage\"];\n\nconst __wbindgen_enum_GpuCompareFunction = [\"never\", \"less\", \"equal\", \"less-equal\", \"greater\", \"not-equal\", \"greater-equal\", \"always\"];\n\nconst __wbindgen_enum_GpuCullMode = [\"none\", \"front\", \"back\"];\n\nconst __wbindgen_enum_GpuFilterMode = [\"nearest\", \"linear\"];\n\nconst __wbindgen_enum_GpuFrontFace = [\"ccw\", \"cw\"];\n\nconst __wbindgen_enum_GpuIndexFormat = [\"uint16\", \"uint32\"];\n\nconst __wbindgen_enum_GpuLoadOp = [\"load\", \"clear\"];\n\nconst __wbindgen_enum_GpuMipmapFilterMode = [\"nearest\", \"linear\"];\n\nconst __wbindgen_enum_GpuPrimitiveTopology = [\"point-list\", \"line-list\", \"line-strip\", \"triangle-list\", \"triangle-strip\"];\n\nconst __wbindgen_enum_GpuSamplerBindingType = [\"filtering\", \"non-filtering\", \"comparison\"];\n\nconst __wbindgen_enum_GpuStencilOperation = [\"keep\", \"zero\", \"replace\", \"invert\", \"increment-clamp\", \"decrement-clamp\", \"increment-wrap\", \"decrement-wrap\"];\n\nconst __wbindgen_enum_GpuStorageTextureAccess = [\"write-only\", \"read-only\", \"read-write\"];\n\nconst __wbindgen_enum_GpuStoreOp = [\"store\", \"discard\"];\n\nconst __wbindgen_enum_GpuTextureAspect = [\"all\", \"stencil-only\", \"depth-only\"];\n\nconst __wbindgen_enum_GpuTextureDimension = [\"1d\", \"2d\", \"3d\"];\n\nconst __wbindgen_enum_GpuTextureFormat = [\"r8unorm\", \"r8snorm\", \"r8uint\", \"r8sint\", \"r16uint\", \"r16sint\", \"r16float\", \"rg8unorm\", \"rg8snorm\", \"rg8uint\", \"rg8sint\", \"r32uint\", \"r32sint\", \"r32float\", \"rg16uint\", \"rg16sint\", \"rg16float\", \"rgba8unorm\", \"rgba8unorm-srgb\", \"rgba8snorm\", \"rgba8uint\", \"rgba8sint\", \"bgra8unorm\", \"bgra8unorm-srgb\", \"rgb9e5ufloat\", \"rgb10a2uint\", \"rgb10a2unorm\", \"rg11b10ufloat\", \"rg32uint\", \"rg32sint\", \"rg32float\", \"rgba16uint\", \"rgba16sint\", \"rgba16float\", \"rgba32uint\", \"rgba32sint\", \"rgba32float\", \"stencil8\", \"depth16unorm\", \"depth24plus\", \"depth24plus-stencil8\", \"depth32float\", \"depth32float-stencil8\", \"bc1-rgba-unorm\", \"bc1-rgba-unorm-srgb\", \"bc2-rgba-unorm\", \"bc2-rgba-unorm-srgb\", \"bc3-rgba-unorm\", \"bc3-rgba-unorm-srgb\", \"bc4-r-unorm\", \"bc4-r-snorm\", \"bc5-rg-unorm\", \"bc5-rg-snorm\", \"bc6h-rgb-ufloat\", \"bc6h-rgb-float\", \"bc7-rgba-unorm\", \"bc7-rgba-unorm-srgb\", \"etc2-rgb8unorm\", \"etc2-rgb8unorm-srgb\", \"etc2-rgb8a1unorm\", \"etc2-rgb8a1unorm-srgb\", \"etc2-rgba8unorm\", \"etc2-rgba8unorm-srgb\", \"eac-r11unorm\", \"eac-r11snorm\", \"eac-rg11unorm\", \"eac-rg11snorm\", \"astc-4x4-unorm\", \"astc-4x4-unorm-srgb\", \"astc-5x4-unorm\", \"astc-5x4-unorm-srgb\", \"astc-5x5-unorm\", \"astc-5x5-unorm-srgb\", \"astc-6x5-unorm\", \"astc-6x5-unorm-srgb\", \"astc-6x6-unorm\", \"astc-6x6-unorm-srgb\", \"astc-8x5-unorm\", \"astc-8x5-unorm-srgb\", \"astc-8x6-unorm\", \"astc-8x6-unorm-srgb\", \"astc-8x8-unorm\", \"astc-8x8-unorm-srgb\", \"astc-10x5-unorm\", \"astc-10x5-unorm-srgb\", \"astc-10x6-unorm\", \"astc-10x6-unorm-srgb\", \"astc-10x8-unorm\", \"astc-10x8-unorm-srgb\", \"astc-10x10-unorm\", \"astc-10x10-unorm-srgb\", \"astc-12x10-unorm\", \"astc-12x10-unorm-srgb\", \"astc-12x12-unorm\", \"astc-12x12-unorm-srgb\"];\n\nconst __wbindgen_enum_GpuTextureSampleType = [\"float\", \"unfilterable-float\", \"depth\", \"sint\", \"uint\"];\n\nconst __wbindgen_enum_GpuTextureViewDimension = [\"1d\", \"2d\", \"2d-array\", \"cube\", \"cube-array\", \"3d\"];\n\nconst __wbindgen_enum_GpuVertexFormat = [\"uint8\", \"uint8x2\", \"uint8x4\", \"sint8\", \"sint8x2\", \"sint8x4\", \"unorm8\", \"unorm8x2\", \"unorm8x4\", \"snorm8\", \"snorm8x2\", \"snorm8x4\", \"uint16\", \"uint16x2\", \"uint16x4\", \"sint16\", \"sint16x2\", \"sint16x4\", \"unorm16\", \"unorm16x2\", \"unorm16x4\", \"snorm16\", \"snorm16x2\", \"snorm16x4\", \"float16\", \"float16x2\", \"float16x4\", \"float32\", \"float32x2\", \"float32x3\", \"float32x4\", \"uint32\", \"uint32x2\", \"uint32x3\", \"uint32x4\", \"sint32\", \"sint32x2\", \"sint32x3\", \"sint32x4\", \"unorm10-10-10-2\", \"unorm8x4-bgra\"];\n\nconst __wbindgen_enum_GpuVertexStepMode = [\"vertex\", \"instance\"];\n\nconst DotLottiePlayerWasmFinalization = (typeof FinalizationRegistry === 'undefined')\n ? { register: () => {}, unregister: () => {} }\n : new FinalizationRegistry(ptr => wasm.__wbg_dotlottieplayerwasm_free(ptr >>> 0, 1));\n\nexport class DotLottiePlayerWasm {\n\n __destroy_into_raw() {\n const ptr = this.__wbg_ptr;\n this.__wbg_ptr = 0;\n DotLottiePlayerWasmFinalization.unregister(this);\n return ptr;\n }\n\n free() {\n const ptr = this.__destroy_into_raw();\n wasm.__wbg_dotlottieplayerwasm_free(ptr, 0);\n }\n constructor() {\n const ret = wasm.dotlottieplayerwasm_new();\n this.__wbg_ptr = ret >>> 0;\n DotLottiePlayerWasmFinalization.register(this, this.__wbg_ptr, this);\n return this;\n }\n /**\n * Store the WebGPU device. Call before `set_webgpu_surface` and `load_animation`.\n * @param {GPUDevice} device\n */\n set_webgpu_device(device) {\n wasm.dotlottieplayerwasm_set_webgpu_device(this.__wbg_ptr, device);\n }\n /**\n * Store the WebGPU canvas context (surface). Call before `load_animation`.\n * @param {GPUCanvasContext} surface\n */\n set_webgpu_surface(surface) {\n wasm.dotlottieplayerwasm_set_webgpu_surface(this.__wbg_ptr, surface);\n }\n /**\n * Load a Lottie JSON animation. Sets up the rendering target automatically.\n * @param {string} data\n * @param {number} width\n * @param {number} height\n * @returns {boolean}\n */\n load_animation(data, width, height) {\n const ptr0 = passStringToWasm0(data, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_load_animation(this.__wbg_ptr, ptr0, len0, width, height);\n return ret !== 0;\n }\n /**\n * Load a .lottie archive from raw bytes.\n * @param {Uint8Array} data\n * @param {number} width\n * @param {number} height\n * @returns {boolean}\n */\n load_dotlottie_data(data, width, height) {\n const ptr0 = passArray8ToWasm0(data, wasm.__wbindgen_malloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_load_dotlottie_data(this.__wbg_ptr, ptr0, len0, width, height);\n return ret !== 0;\n }\n /**\n * Load an animation from an already-loaded .lottie archive by its ID.\n * @param {string} id\n * @param {number} width\n * @param {number} height\n * @returns {boolean}\n */\n load_animation_from_id(id, width, height) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_load_animation_from_id(this.__wbg_ptr, ptr0, len0, width, height);\n return ret !== 0;\n }\n /**\n * Advance time and render. Call once per `requestAnimationFrame`.\n * @returns {boolean}\n */\n tick() {\n const ret = wasm.dotlottieplayerwasm_tick(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * Render the current frame without advancing time.\n * @returns {boolean}\n */\n render() {\n const ret = wasm.dotlottieplayerwasm_render(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * Clear the canvas to the background colour.\n */\n clear() {\n wasm.dotlottieplayerwasm_clear(this.__wbg_ptr);\n }\n /**\n * Resize the canvas. For the SW renderer this also resizes the pixel buffer.\n * @param {number} width\n * @param {number} height\n * @returns {boolean}\n */\n resize(width, height) {\n const ret = wasm.dotlottieplayerwasm_resize(this.__wbg_ptr, width, height);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n play() {\n const ret = wasm.dotlottieplayerwasm_play(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n pause() {\n const ret = wasm.dotlottieplayerwasm_pause(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n stop() {\n const ret = wasm.dotlottieplayerwasm_stop(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n is_playing() {\n const ret = wasm.dotlottieplayerwasm_is_playing(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n is_paused() {\n const ret = wasm.dotlottieplayerwasm_is_paused(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n is_stopped() {\n const ret = wasm.dotlottieplayerwasm_is_stopped(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n is_loaded() {\n const ret = wasm.dotlottieplayerwasm_is_loaded(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n is_complete() {\n const ret = wasm.dotlottieplayerwasm_is_complete(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n is_tweening() {\n const ret = wasm.dotlottieplayerwasm_is_tweening(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {number}\n */\n current_frame() {\n const ret = wasm.dotlottieplayerwasm_current_frame(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n total_frames() {\n const ret = wasm.dotlottieplayerwasm_total_frames(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n request_frame() {\n const ret = wasm.dotlottieplayerwasm_request_frame(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {number} no\n * @returns {boolean}\n */\n set_frame(no) {\n const ret = wasm.dotlottieplayerwasm_set_frame(this.__wbg_ptr, no);\n return ret !== 0;\n }\n /**\n * @param {number} no\n * @returns {boolean}\n */\n seek(no) {\n const ret = wasm.dotlottieplayerwasm_seek(this.__wbg_ptr, no);\n return ret !== 0;\n }\n /**\n * @returns {number}\n */\n duration() {\n const ret = wasm.dotlottieplayerwasm_duration(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n segment_duration() {\n const ret = wasm.dotlottieplayerwasm_segment_duration(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n current_loop_count() {\n const ret = wasm.dotlottieplayerwasm_current_loop_count(this.__wbg_ptr);\n return ret >>> 0;\n }\n reset_current_loop_count() {\n wasm.dotlottieplayerwasm_reset_current_loop_count(this.__wbg_ptr);\n }\n /**\n * @returns {number}\n */\n width() {\n const ret = wasm.dotlottieplayerwasm_width(this.__wbg_ptr);\n return ret >>> 0;\n }\n /**\n * @returns {number}\n */\n height() {\n const ret = wasm.dotlottieplayerwasm_height(this.__wbg_ptr);\n return ret >>> 0;\n }\n /**\n * `[width, height]` of the animation in its native coordinate space.\n * @returns {Float32Array}\n */\n animation_size() {\n const ret = wasm.dotlottieplayerwasm_animation_size(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {Mode}\n */\n mode() {\n const ret = wasm.dotlottieplayerwasm_mode(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {Mode} mode\n */\n set_mode(mode) {\n wasm.dotlottieplayerwasm_set_mode(this.__wbg_ptr, mode);\n }\n /**\n * @returns {number}\n */\n speed() {\n const ret = wasm.dotlottieplayerwasm_speed(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {number} speed\n */\n set_speed(speed) {\n wasm.dotlottieplayerwasm_set_speed(this.__wbg_ptr, speed);\n }\n /**\n * @returns {boolean}\n */\n loop_animation() {\n const ret = wasm.dotlottieplayerwasm_loop_animation(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {boolean} v\n */\n set_loop(v) {\n wasm.dotlottieplayerwasm_set_loop(this.__wbg_ptr, v);\n }\n /**\n * @returns {number}\n */\n loop_count() {\n const ret = wasm.dotlottieplayerwasm_loop_count(this.__wbg_ptr);\n return ret >>> 0;\n }\n /**\n * @param {number} n\n */\n set_loop_count(n) {\n wasm.dotlottieplayerwasm_set_loop_count(this.__wbg_ptr, n);\n }\n /**\n * @returns {boolean}\n */\n autoplay() {\n const ret = wasm.dotlottieplayerwasm_autoplay(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {boolean} v\n */\n set_autoplay(v) {\n wasm.dotlottieplayerwasm_set_autoplay(this.__wbg_ptr, v);\n }\n /**\n * @returns {boolean}\n */\n use_frame_interpolation() {\n const ret = wasm.dotlottieplayerwasm_use_frame_interpolation(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {boolean} v\n */\n set_use_frame_interpolation(v) {\n wasm.dotlottieplayerwasm_set_use_frame_interpolation(this.__wbg_ptr, v);\n }\n /**\n * @returns {number}\n */\n background_color() {\n const ret = wasm.dotlottieplayerwasm_background_color(this.__wbg_ptr);\n return ret >>> 0;\n }\n /**\n * Set background colour (`0xAARRGGBB`).\n * @param {number} color\n * @returns {boolean}\n */\n set_background_color(color) {\n const ret = wasm.dotlottieplayerwasm_set_background_color(this.__wbg_ptr, color);\n return ret !== 0;\n }\n /**\n * Clear the background colour (transparent).\n * @returns {boolean}\n */\n clear_background_color() {\n const ret = wasm.dotlottieplayerwasm_clear_background_color(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {number} quality\n * @returns {boolean}\n */\n set_quality(quality) {\n const ret = wasm.dotlottieplayerwasm_set_quality(this.__wbg_ptr, quality);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n has_segment() {\n const ret = wasm.dotlottieplayerwasm_has_segment(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @returns {number}\n */\n segment_start() {\n const ret = wasm.dotlottieplayerwasm_segment_start(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n segment_end() {\n const ret = wasm.dotlottieplayerwasm_segment_end(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {number} start\n * @param {number} end\n * @returns {boolean}\n */\n set_segment(start, end) {\n const ret = wasm.dotlottieplayerwasm_set_segment(this.__wbg_ptr, start, end);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n clear_segment() {\n const ret = wasm.dotlottieplayerwasm_clear_segment(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * Set the layout.\n *\n * `fit` is one of `\"contain\"`, `\"fill\"`, `\"cover\"`, `\"fit-width\"`,\n * `\"fit-height\"`, `\"none\"`. `align_x` / `align_y` are in [0, 1].\n * @param {string} fit\n * @param {number} align_x\n * @param {number} align_y\n * @returns {boolean}\n */\n set_layout(fit, align_x, align_y) {\n const ptr0 = passStringToWasm0(fit, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_layout(this.__wbg_ptr, ptr0, len0, align_x, align_y);\n return ret !== 0;\n }\n /**\n * @returns {string}\n */\n layout_fit() {\n let deferred1_0;\n let deferred1_1;\n try {\n const ret = wasm.dotlottieplayerwasm_layout_fit(this.__wbg_ptr);\n deferred1_0 = ret[0];\n deferred1_1 = ret[1];\n return getStringFromWasm0(ret[0], ret[1]);\n } finally {\n wasm.__wbindgen_free_command_export(deferred1_0, deferred1_1, 1);\n }\n }\n /**\n * @returns {number}\n */\n layout_align_x() {\n const ret = wasm.dotlottieplayerwasm_layout_align_x(this.__wbg_ptr);\n return ret;\n }\n /**\n * @returns {number}\n */\n layout_align_y() {\n const ret = wasm.dotlottieplayerwasm_layout_align_y(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {number} x\n * @param {number} y\n * @param {number} w\n * @param {number} h\n * @returns {boolean}\n */\n set_viewport(x, y, w, h) {\n const ret = wasm.dotlottieplayerwasm_set_viewport(this.__wbg_ptr, x, y, w, h);\n return ret !== 0;\n }\n /**\n * Set a color slot (`r`, `g`, `b` in [0, 1]).\n * @param {string} id\n * @param {number} r\n * @param {number} g\n * @param {number} b\n * @returns {boolean}\n */\n set_color_slot(id, r, g, b) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_color_slot(this.__wbg_ptr, ptr0, len0, r, g, b);\n return ret !== 0;\n }\n /**\n * @param {string} id\n * @param {number} value\n * @returns {boolean}\n */\n set_scalar_slot(id, value) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_scalar_slot(this.__wbg_ptr, ptr0, len0, value);\n return ret !== 0;\n }\n /**\n * @param {string} id\n * @param {string} text\n * @returns {boolean}\n */\n set_text_slot(id, text) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ptr1 = passStringToWasm0(text, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len1 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_text_slot(this.__wbg_ptr, ptr0, len0, ptr1, len1);\n return ret !== 0;\n }\n /**\n * @param {string} id\n * @param {number} x\n * @param {number} y\n * @returns {boolean}\n */\n set_vector_slot(id, x, y) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_vector_slot(this.__wbg_ptr, ptr0, len0, x, y);\n return ret !== 0;\n }\n /**\n * @param {string} id\n * @param {number} x\n * @param {number} y\n * @returns {boolean}\n */\n set_position_slot(id, x, y) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_position_slot(this.__wbg_ptr, ptr0, len0, x, y);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n clear_slots() {\n const ret = wasm.dotlottieplayerwasm_clear_slots(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {string} id\n * @returns {boolean}\n */\n clear_slot(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_clear_slot(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Set multiple slots at once from a JSON string.\n * @param {string} json\n * @returns {boolean}\n */\n set_slots_str(json) {\n const ptr0 = passStringToWasm0(json, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_slots_str(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Set a single slot by ID from a JSON value string.\n * @param {string} id\n * @param {string} json\n * @returns {boolean}\n */\n set_slot_str(id, json) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ptr1 = passStringToWasm0(json, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len1 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_slot_str(this.__wbg_ptr, ptr0, len0, ptr1, len1);\n return ret !== 0;\n }\n /**\n * Get the JSON value of a single slot by ID, or `undefined` if not found.\n * @param {string} id\n * @returns {string | undefined}\n */\n get_slot_str(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_get_slot_str(this.__wbg_ptr, ptr0, len0);\n let v2;\n if (ret[0] !== 0) {\n v2 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v2;\n }\n /**\n * Get all slots as a JSON object string.\n * @returns {string}\n */\n get_slots_str() {\n let deferred1_0;\n let deferred1_1;\n try {\n const ret = wasm.dotlottieplayerwasm_get_slots_str(this.__wbg_ptr);\n deferred1_0 = ret[0];\n deferred1_1 = ret[1];\n return getStringFromWasm0(ret[0], ret[1]);\n } finally {\n wasm.__wbindgen_free_command_export(deferred1_0, deferred1_1, 1);\n }\n }\n /**\n * Get all slot IDs as a JS array.\n * @returns {any}\n */\n get_slot_ids() {\n const ret = wasm.dotlottieplayerwasm_get_slot_ids(this.__wbg_ptr);\n return ret;\n }\n /**\n * Get the type string of a slot, or `undefined` if not found.\n * @param {string} id\n * @returns {string | undefined}\n */\n get_slot_type(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_get_slot_type(this.__wbg_ptr, ptr0, len0);\n let v2;\n if (ret[0] !== 0) {\n v2 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v2;\n }\n /**\n * Reset a slot to its default value from the animation.\n * @param {string} id\n * @returns {boolean}\n */\n reset_slot(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_reset_slot(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Reset all slots to their default values from the animation.\n * @returns {boolean}\n */\n reset_slots() {\n const ret = wasm.dotlottieplayerwasm_reset_slots(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {number} x\n * @param {number} y\n * @param {string} layer_name\n * @returns {boolean}\n */\n intersect(x, y, layer_name) {\n const ptr0 = passStringToWasm0(layer_name, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_intersect(this.__wbg_ptr, x, y, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Returns `[x, y, width, height]` of the layer's bounding box.\n * @param {string} layer_name\n * @returns {Float32Array}\n */\n get_layer_bounds(layer_name) {\n const ptr0 = passStringToWasm0(layer_name, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_get_layer_bounds(this.__wbg_ptr, ptr0, len0);\n return ret;\n }\n /**\n * Returns the current affine transform as a flat `Float32Array`.\n * @returns {Float32Array}\n */\n get_transform() {\n const ret = wasm.dotlottieplayerwasm_get_transform(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {Float32Array} data\n * @returns {boolean}\n */\n set_transform(data) {\n const ptr0 = passArrayF32ToWasm0(data, wasm.__wbindgen_malloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_transform(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Tween to `to` frame. `duration` in seconds; pass `undefined` for default.\n * @param {number} to\n * @param {number | null} [duration]\n * @returns {boolean}\n */\n tween(to, duration) {\n const ret = wasm.dotlottieplayerwasm_tween(this.__wbg_ptr, to, isLikeNone(duration) ? 0x100000001 : Math.fround(duration));\n return ret !== 0;\n }\n /**\n * Tween with a cubic-bezier easing (`e0..e3`).\n * @param {number} to\n * @param {number | null | undefined} duration\n * @param {number} e0\n * @param {number} e1\n * @param {number} e2\n * @param {number} e3\n * @returns {boolean}\n */\n tween_with_easing(to, duration, e0, e1, e2, e3) {\n const ret = wasm.dotlottieplayerwasm_tween_with_easing(this.__wbg_ptr, to, isLikeNone(duration) ? 0x100000001 : Math.fround(duration), e0, e1, e2, e3);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n tween_stop() {\n const ret = wasm.dotlottieplayerwasm_tween_stop(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {number | null} [progress]\n * @returns {boolean}\n */\n tween_update(progress) {\n const ret = wasm.dotlottieplayerwasm_tween_update(this.__wbg_ptr, isLikeNone(progress) ? 0x100000001 : Math.fround(progress));\n return ret !== 0;\n }\n /**\n * @param {string} marker\n * @param {number | null} [duration]\n * @returns {boolean}\n */\n tween_to_marker(marker, duration) {\n const ptr0 = passStringToWasm0(marker, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_tween_to_marker(this.__wbg_ptr, ptr0, len0, isLikeNone(duration) ? 0x100000001 : Math.fround(duration));\n return ret !== 0;\n }\n /**\n * Returns an array of `{ name, time, duration }` objects.\n * @returns {any}\n */\n markers() {\n const ret = wasm.dotlottieplayerwasm_markers(this.__wbg_ptr);\n return ret;\n }\n /**\n * Returns an array of marker name strings.\n * @returns {any}\n */\n marker_names() {\n const ret = wasm.dotlottieplayerwasm_marker_names(this.__wbg_ptr);\n return ret;\n }\n /**\n * Name of the currently active marker, or `undefined` if none.\n * @returns {string | undefined}\n */\n current_marker() {\n const ret = wasm.dotlottieplayerwasm_current_marker(this.__wbg_ptr);\n let v1;\n if (ret[0] !== 0) {\n v1 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v1;\n }\n /**\n * @param {string} name\n */\n set_marker(name) {\n const ptr0 = passStringToWasm0(name, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n wasm.dotlottieplayerwasm_set_marker(this.__wbg_ptr, ptr0, len0);\n }\n clear_marker() {\n wasm.dotlottieplayerwasm_clear_marker(this.__wbg_ptr);\n }\n /**\n * Poll the next player event. Returns `null` if the queue is empty,\n * otherwise a plain JS object with a `type` string field and optional\n * payload fields (`frameNo`, `loopCount`).\n * @returns {any}\n */\n poll_event() {\n const ret = wasm.dotlottieplayerwasm_poll_event(this.__wbg_ptr);\n return ret;\n }\n emit_on_loop() {\n wasm.dotlottieplayerwasm_emit_on_loop(this.__wbg_ptr);\n }\n /**\n * @param {string} name\n * @param {Uint8Array} data\n * @returns {boolean}\n */\n load_font(name, data) {\n const ptr0 = passStringToWasm0(name, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ptr1 = passArray8ToWasm0(data, wasm.__wbindgen_malloc_command_export);\n const len1 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_load_font(this.__wbg_ptr, ptr0, len0, ptr1, len1);\n return ret !== 0;\n }\n /**\n * @param {string} name\n * @returns {boolean}\n */\n static unload_font(name) {\n const ptr0 = passStringToWasm0(name, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_unload_font(ptr0, len0);\n return ret !== 0;\n }\n /**\n * @param {string} id\n * @returns {boolean}\n */\n set_theme(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_theme(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * @returns {boolean}\n */\n reset_theme() {\n const ret = wasm.dotlottieplayerwasm_reset_theme(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * @param {string} data\n * @returns {boolean}\n */\n set_theme_data(data) {\n const ptr0 = passStringToWasm0(data, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_set_theme_data(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * @returns {string | undefined}\n */\n theme_id() {\n const ret = wasm.dotlottieplayerwasm_theme_id(this.__wbg_ptr);\n let v1;\n if (ret[0] !== 0) {\n v1 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v1;\n }\n /**\n * @returns {string | undefined}\n */\n animation_id() {\n const ret = wasm.dotlottieplayerwasm_animation_id(this.__wbg_ptr);\n let v1;\n if (ret[0] !== 0) {\n v1 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v1;\n }\n /**\n * Returns the animation manifest as a JSON string, or empty string if unavailable.\n * @returns {string}\n */\n manifest_string() {\n let deferred1_0;\n let deferred1_1;\n try {\n const ret = wasm.dotlottieplayerwasm_manifest_string(this.__wbg_ptr);\n deferred1_0 = ret[0];\n deferred1_1 = ret[1];\n return getStringFromWasm0(ret[0], ret[1]);\n } finally {\n wasm.__wbindgen_free_command_export(deferred1_0, deferred1_1, 1);\n }\n }\n /**\n * Returns the raw JSON definition of a state machine by ID, or `undefined`.\n * @param {string} id\n * @returns {string | undefined}\n */\n get_state_machine(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_get_state_machine(this.__wbg_ptr, ptr0, len0);\n let v2;\n if (ret[0] !== 0) {\n v2 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v2;\n }\n /**\n * Returns the ID of the currently active state machine, or `undefined`.\n * @returns {string | undefined}\n */\n state_machine_id() {\n const ret = wasm.dotlottieplayerwasm_state_machine_id(this.__wbg_ptr);\n let v1;\n if (ret[0] !== 0) {\n v1 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v1;\n }\n /**\n * Load a state machine from a JSON definition string. Returns `true` on\n * success. The engine is kept alive inside the player and interacted\n * with via the `sm_*` methods.\n * @param {string} definition\n * @returns {boolean}\n */\n state_machine_load(definition) {\n const ptr0 = passStringToWasm0(definition, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_state_machine_load(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Load a state machine from a .lottie archive by state-machine ID.\n * @param {string} id\n * @returns {boolean}\n */\n state_machine_load_from_id(id) {\n const ptr0 = passStringToWasm0(id, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_state_machine_load_from_id(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Unload the active state machine.\n */\n state_machine_unload() {\n wasm.dotlottieplayerwasm_state_machine_unload(this.__wbg_ptr);\n }\n /**\n * Fire a named event into the state machine.\n * @param {string} event\n * @returns {boolean}\n */\n sm_fire(event) {\n const ptr0 = passStringToWasm0(event, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_fire(this.__wbg_ptr, ptr0, len0);\n return ret !== 0;\n }\n /**\n * @param {string} key\n * @param {number} value\n * @returns {boolean}\n */\n sm_set_numeric_input(key, value) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_set_numeric_input(this.__wbg_ptr, ptr0, len0, value);\n return ret !== 0;\n }\n /**\n * @param {string} key\n * @returns {number | undefined}\n */\n sm_get_numeric_input(key) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_get_numeric_input(this.__wbg_ptr, ptr0, len0);\n return ret === 0x100000001 ? undefined : ret;\n }\n /**\n * @param {string} key\n * @param {string} value\n * @returns {boolean}\n */\n sm_set_string_input(key, value) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ptr1 = passStringToWasm0(value, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len1 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_set_string_input(this.__wbg_ptr, ptr0, len0, ptr1, len1);\n return ret !== 0;\n }\n /**\n * @param {string} key\n * @returns {string | undefined}\n */\n sm_get_string_input(key) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_get_string_input(this.__wbg_ptr, ptr0, len0);\n let v2;\n if (ret[0] !== 0) {\n v2 = getStringFromWasm0(ret[0], ret[1]).slice();\n wasm.__wbindgen_free_command_export(ret[0], ret[1] * 1, 1);\n }\n return v2;\n }\n /**\n * @param {string} key\n * @param {boolean} value\n * @returns {boolean}\n */\n sm_set_boolean_input(key, value) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_set_boolean_input(this.__wbg_ptr, ptr0, len0, value);\n return ret !== 0;\n }\n /**\n * @param {string} key\n * @returns {boolean | undefined}\n */\n sm_get_boolean_input(key) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_get_boolean_input(this.__wbg_ptr, ptr0, len0);\n return ret === 0xFFFFFF ? undefined : ret !== 0;\n }\n /**\n * @param {string} key\n */\n sm_reset_input(key) {\n const ptr0 = passStringToWasm0(key, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n wasm.dotlottieplayerwasm_sm_reset_input(this.__wbg_ptr, ptr0, len0);\n }\n /**\n * Poll the next state machine event. Returns `null` if the queue is empty,\n * otherwise a JS object with a `type` field and optional payload.\n * @returns {any}\n */\n sm_poll_event() {\n const ret = wasm.dotlottieplayerwasm_sm_poll_event(this.__wbg_ptr);\n return ret;\n }\n /**\n * Start the state machine with an open-URL policy.\n * @param {boolean} require_user_interaction\n * @param {any[]} whitelist\n * @returns {boolean}\n */\n sm_start(require_user_interaction, whitelist) {\n const ptr0 = passArrayJsValueToWasm0(whitelist, wasm.__wbindgen_malloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_start(this.__wbg_ptr, require_user_interaction, ptr0, len0);\n return ret !== 0;\n }\n /**\n * Stop the state machine.\n * @returns {boolean}\n */\n sm_stop() {\n const ret = wasm.dotlottieplayerwasm_sm_stop(this.__wbg_ptr);\n return ret !== 0;\n }\n /**\n * Get the current status of the state machine as a string.\n * @returns {string}\n */\n sm_status() {\n let deferred1_0;\n let deferred1_1;\n try {\n const ret = wasm.dotlottieplayerwasm_sm_status(this.__wbg_ptr);\n deferred1_0 = ret[0];\n deferred1_1 = ret[1];\n return getStringFromWasm0(ret[0], ret[1]);\n } finally {\n wasm.__wbindgen_free_command_export(deferred1_0, deferred1_1, 1);\n }\n }\n /**\n * Get the name of the current state.\n * @returns {string}\n */\n sm_current_state() {\n let deferred1_0;\n let deferred1_1;\n try {\n const ret = wasm.dotlottieplayerwasm_sm_current_state(this.__wbg_ptr);\n deferred1_0 = ret[0];\n deferred1_1 = ret[1];\n return getStringFromWasm0(ret[0], ret[1]);\n } finally {\n wasm.__wbindgen_free_command_export(deferred1_0, deferred1_1, 1);\n }\n }\n /**\n * Override the current state.\n * @param {string} state\n * @param {boolean} immediate\n * @returns {boolean}\n */\n sm_override_current_state(state, immediate) {\n const ptr0 = passStringToWasm0(state, wasm.__wbindgen_malloc_command_export, wasm.__wbindgen_realloc_command_export);\n const len0 = WASM_VECTOR_LEN;\n const ret = wasm.dotlottieplayerwasm_sm_override_current_state(this.__wbg_ptr, ptr0, len0, immediate);\n return ret !== 0;\n }\n /**\n * Returns the framework setup listeners as a JS array of strings.\n * @returns {any}\n */\n sm_framework_setup() {\n const ret = wasm.dotlottieplayerwasm_sm_framework_setup(this.__wbg_ptr);\n return ret;\n }\n /**\n * Returns all state machine inputs as a JS array of strings.\n * @returns {any}\n */\n sm_get_inputs() {\n const ret = wasm.dotlottieplayerwasm_sm_get_inputs(this.__wbg_ptr);\n return ret;\n }\n /**\n * @param {number} x\n * @param {number} y\n */\n sm_post_click(x, y) {\n wasm.dotlottieplayerwasm_sm_post_click(this.__wbg_ptr, x, y);\n }\n /**\n * @param {number} x\n * @param {number} y\n */\n sm_post_pointer_down(x, y) {\n wasm.dotlottieplayerwasm_sm_post_pointer_down(this.__wbg_ptr, x, y);\n }\n /**\n * @param {number} x\n * @param {number} y\n */\n sm_post_pointer_up(x, y) {\n wasm.dotlottieplayerwasm_sm_post_pointer_up(this.__wbg_ptr, x, y);\n }\n /**\n * @param {number} x\n * @param {number} y\n */\n sm_post_pointer_move(x, y) {\n wasm.dotlottieplayerwasm_sm_post_pointer_move(this.__wbg_ptr, x, y);\n }\n /**\n * @param {number} x\n * @param {number} y\n */\n sm_post_pointer_enter(x, y) {\n wasm.dotlottieplayerwasm_sm_post_pointer_enter(this.__wbg_ptr, x, y);\n }\n /**\n * @param {number} x\n * @param {number} y\n */\n sm_post_pointer_exit(x, y) {\n wasm.dotlottieplayerwasm_sm_post_pointer_exit(this.__wbg_ptr, x, y);\n }\n /**\n * Poll the next state machine internal event. Returns `null` if the\n * queue is empty, otherwise a JS object `{ type: \"Message\", message }`.\n * @returns {any}\n */\n sm_poll_internal_event() {\n const ret = wasm.dotlottieplayerwasm_sm_poll_internal_event(this.__wbg_ptr);\n return ret;\n }\n /**\n * Advance the state machine by one tick. Returns `false` if no state machine\n * is loaded, otherwise `true` (even if the machine is stopped or errored).\n * @returns {boolean}\n */\n sm_tick() {\n const ret = wasm.dotlottieplayerwasm_sm_tick(this.__wbg_ptr);\n return ret !== 0;\n }\n}\n\nasync function __wbg_load(module, imports) {\n if (typeof Response === 'function' && module instanceof Response) {\n if (typeof WebAssembly.instantiateStreaming === 'function') {\n try {\n return await WebAssembly.instantiateStreaming(module, imports);\n\n } catch (e) {\n if (module.headers.get('Content-Type') != 'application/wasm') {\n console.warn(\"`WebAssembly.instantiateStreaming` failed because your server does not serve Wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\\n\", e);\n\n } else {\n throw e;\n }\n }\n }\n\n const bytes = await module.arrayBuffer();\n return await WebAssembly.instantiate(bytes, imports);\n\n } else {\n const instance = await WebAssembly.instantiate(module, imports);\n\n if (instance instanceof WebAssembly.Instance) {\n return { instance, module };\n\n } else {\n return instance;\n }\n }\n}\n\nfunction __wbg_get_imports() {\n const imports = {};\n imports.wbg = {};\n imports.wbg.__wbg_beginComputePass_ce58248c78ea4f0b = function(arg0, arg1) {\n const ret = arg0.beginComputePass(arg1);\n return ret;\n };\n imports.wbg.__wbg_beginRenderPass_509df70c967b895c = function() { return handleError(function (arg0, arg1) {\n const ret = arg0.beginRenderPass(arg1);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_buffer_609cc3eee51ed158 = function(arg0) {\n const ret = arg0.buffer;\n return ret;\n };\n imports.wbg.__wbg_configure_7e2130842707feff = function() { return handleError(function (arg0, arg1) {\n arg0.configure(arg1);\n }, arguments) };\n imports.wbg.__wbg_copyTextureToTexture_8b0d14b8089f3036 = function() { return handleError(function (arg0, arg1, arg2, arg3) {\n arg0.copyTextureToTexture(arg1, arg2, arg3);\n }, arguments) };\n imports.wbg.__wbg_createBindGroupLayout_5f799ca8bc5aa1fc = function() { return handleError(function (arg0, arg1) {\n const ret = arg0.createBindGroupLayout(arg1);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_createBindGroup_ddd3bb343cf271fb = function(arg0, arg1) {\n const ret = arg0.createBindGroup(arg1);\n return ret;\n };\n imports.wbg.__wbg_createBuffer_826176fb72deecbf = function() { return handleError(function (arg0, arg1) {\n const ret = arg0.createBuffer(arg1);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_createCommandEncoder_579fe7e60b87a1c4 = function(arg0, arg1) {\n const ret = arg0.createCommandEncoder(arg1);\n return ret;\n };\n imports.wbg.__wbg_createComputePipeline_5f91c9fb81d570e7 = function(arg0, arg1) {\n const ret = arg0.createComputePipeline(arg1);\n return ret;\n };\n imports.wbg.__wbg_createPipelineLayout_b1406687fd03f870 = function(arg0, arg1) {\n const ret = arg0.createPipelineLayout(arg1);\n return ret;\n };\n imports.wbg.__wbg_createRenderPipeline_24a0e9be53ed468e = function() { return handleError(function (arg0, arg1) {\n const ret = arg0.createRenderPipeline(arg1);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_createSampler_381b4ade52f53f68 = function(arg0, arg1) {\n const ret = arg0.createSampler(arg1);\n return ret;\n };\n imports.wbg.__wbg_createShaderModule_035719b95e2aae80 = function(arg0, arg1) {\n const ret = arg0.createShaderModule(arg1);\n return ret;\n };\n imports.wbg.__wbg_createTexture_6947ba7853a1d055 = function() { return handleError(function (arg0, arg1) {\n const ret = arg0.createTexture(arg1);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_createView_7f08b4f77746d573 = function() { return handleError(function (arg0, arg1) {\n const ret = arg0.createView(arg1);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_destroy_911c8640ffed5684 = function(arg0) {\n arg0.destroy();\n };\n imports.wbg.__wbg_destroy_c1bd9f1fd447bebf = function(arg0) {\n arg0.destroy();\n };\n imports.wbg.__wbg_dispatchWorkgroups_6b7a05edf9c2b474 = function(arg0, arg1, arg2, arg3) {\n arg0.dispatchWorkgroups(arg1 >>> 0, arg2 >>> 0, arg3 >>> 0);\n };\n imports.wbg.__wbg_drawIndexed_0d27b49d3d541ca9 = function(arg0, arg1, arg2, arg3, arg4, arg5) {\n arg0.drawIndexed(arg1 >>> 0, arg2 >>> 0, arg3 >>> 0, arg4, arg5 >>> 0);\n };\n imports.wbg.__wbg_draw_afac1827162db569 = function(arg0, arg1, arg2, arg3, arg4) {\n arg0.draw(arg1 >>> 0, arg2 >>> 0, arg3 >>> 0, arg4 >>> 0);\n };\n imports.wbg.__wbg_end_5f3989c200fa79e9 = function(arg0) {\n arg0.end();\n };\n imports.wbg.__wbg_end_e9ed158432136036 = function(arg0) {\n arg0.end();\n };\n imports.wbg.__wbg_finish_5d6bd1bf9cca88b0 = function(arg0, arg1) {\n const ret = arg0.finish(arg1);\n return ret;\n };\n imports.wbg.__wbg_finish_a3819bcf098c1f84 = function(arg0) {\n const ret = arg0.finish();\n return ret;\n };\n imports.wbg.__wbg_format_cb1ef2f3b44b306a = function(arg0) {\n const ret = arg0.format;\n return (__wbindgen_enum_GpuTextureFormat.indexOf(ret) + 1 || 96) - 1;\n };\n imports.wbg.__wbg_getCurrentTexture_cf3b91d12114ffcb = function() { return handleError(function (arg0) {\n const ret = arg0.getCurrentTexture();\n return ret;\n }, arguments) };\n imports.wbg.__wbg_height_a1cdc6189018a9b3 = function(arg0) {\n const ret = arg0.height;\n return ret;\n };\n imports.wbg.__wbg_new_405e22f390576ce2 = function() {\n const ret = new Object();\n return ret;\n };\n imports.wbg.__wbg_new_5e0be73521bc8c17 = function() {\n const ret = new Map();\n return ret;\n };\n imports.wbg.__wbg_new_78feb108b6472713 = function() {\n const ret = new Array();\n return ret;\n };\n imports.wbg.__wbg_new_a12002a7f91c75be = function(arg0) {\n const ret = new Uint8Array(arg0);\n return ret;\n };\n imports.wbg.__wbg_newwithbyteoffsetandlength_d97e637ebe145a9a = function(arg0, arg1, arg2) {\n const ret = new Uint8Array(arg0, arg1 >>> 0, arg2 >>> 0);\n return ret;\n };\n imports.wbg.__wbg_newwithlength_5a5efe313cfd59f1 = function(arg0) {\n const ret = new Float32Array(arg0 >>> 0);\n return ret;\n };\n imports.wbg.__wbg_newwithlength_a381634e90c276d4 = function(arg0) {\n const ret = new Uint8Array(arg0 >>> 0);\n return ret;\n };\n imports.wbg.__wbg_now_807e54c39636c349 = function() {\n const ret = Date.now();\n return ret;\n };\n imports.wbg.__wbg_push_737cfc8c1432c2c6 = function(arg0, arg1) {\n const ret = arg0.push(arg1);\n return ret;\n };\n imports.wbg.__wbg_queue_712d25576063d2fc = function(arg0) {\n const ret = arg0.queue;\n return ret;\n };\n imports.wbg.__wbg_setBindGroup_03656750a7c9f7c6 = function(arg0, arg1, arg2) {\n arg0.setBindGroup(arg1 >>> 0, arg2);\n };\n imports.wbg.__wbg_setBindGroup_438462565faaa01c = function(arg0, arg1, arg2) {\n arg0.setBindGroup(arg1 >>> 0, arg2);\n };\n imports.wbg.__wbg_setBindGroup_8ec97340dd95cb9c = function(arg0, arg1, arg2, arg3) {\n arg0.setBindGroup(arg1 >>> 0, arg2, arg3);\n };\n imports.wbg.__wbg_setBindGroup_beb777273edc100f = function(arg0, arg1, arg2, arg3) {\n arg0.setBindGroup(arg1 >>> 0, arg2, arg3);\n };\n imports.wbg.__wbg_setIndexBuffer_1e94798fafd75b38 = function(arg0, arg1, arg2, arg3, arg4) {\n arg0.setIndexBuffer(arg1, __wbindgen_enum_GpuIndexFormat[arg2], arg3, arg4);\n };\n imports.wbg.__wbg_setPipeline_4cd9468d332cf0cb = function(arg0, arg1) {\n arg0.setPipeline(arg1);\n };\n imports.wbg.__wbg_setPipeline_a48ed1de5bcb914a = function(arg0, arg1) {\n arg0.setPipeline(arg1);\n };\n imports.wbg.__wbg_setScissorRect_d69fa46fa55e5d29 = function(arg0, arg1, arg2, arg3, arg4) {\n arg0.setScissorRect(arg1 >>> 0, arg2 >>> 0, arg3 >>> 0, arg4 >>> 0);\n };\n imports.wbg.__wbg_setStencilReference_d21fe89ea5f39f77 = function(arg0, arg1) {\n arg0.setStencilReference(arg1 >>> 0);\n };\n imports.wbg.__wbg_setVertexBuffer_31b4fff2767922a0 = function(arg0, arg1, arg2, arg3, arg4) {\n arg0.setVertexBuffer(arg1 >>> 0, arg2, arg3, arg4);\n };\n imports.wbg.__wbg_set_8fc6bf8a5b1071d1 = function(arg0, arg1, arg2) {\n const ret = arg0.set(arg1, arg2);\n return ret;\n };\n imports.wbg.__wbg_set_bb8cecf6a62b9f46 = function() { return handleError(function (arg0, arg1, arg2) {\n const ret = Reflect.set(arg0, arg1, arg2);\n return ret;\n }, arguments) };\n imports.wbg.__wbg_seta_aa2e87786f1942f7 = function(arg0, arg1) {\n arg0.a = arg1;\n };\n imports.wbg.__wbg_setaccess_86057694fc60b7f2 = function(arg0, arg1) {\n arg0.access = __wbindgen_enum_GpuStorageTextureAccess[arg1];\n };\n imports.wbg.__wbg_setaddressmodeu_f4d9eced9e9a9499 = function(arg0, arg1) {\n arg0.addressModeU = __wbindgen_enum_GpuAddressMode[arg1];\n };\n imports.wbg.__wbg_setaddressmodev_cb577d2f98afac7c = function(arg0, arg1) {\n arg0.addressModeV = __wbindgen_enum_GpuAddressMode[arg1];\n };\n imports.wbg.__wbg_setaddressmodew_0e9a9aa668e91f34 = function(arg0, arg1) {\n arg0.addressModeW = __wbindgen_enum_GpuAddressMode[arg1];\n };\n imports.wbg.__wbg_setalpha_789b6ecd7c06e5f3 = function(arg0, arg1) {\n arg0.alpha = arg1;\n };\n imports.wbg.__wbg_setalphatocoverageenabled_8862a1b7a0f204c6 = function(arg0, arg1) {\n arg0.alphaToCoverageEnabled = arg1 !== 0;\n };\n imports.wbg.__wbg_setarraylayercount_cd3d3ab55145805f = function(arg0, arg1) {\n arg0.arrayLayerCount = arg1 >>> 0;\n };\n imports.wbg.__wbg_setarraystride_84800a5d0f5fa40b = function(arg0, arg1) {\n arg0.arrayStride = arg1;\n };\n imports.wbg.__wbg_setaspect_71ab7bc27f22254c = function(arg0, arg1) {\n arg0.aspect = __wbindgen_enum_GpuTextureAspect[arg1];\n };\n imports.wbg.__wbg_setaspect_df168d4e18afc498 = function(arg0, arg1) {\n arg0.aspect = __wbindgen_enum_GpuTextureAspect[arg1];\n };\n imports.wbg.__wbg_setattributes_340843a4c4217777 = function(arg0, arg1) {\n arg0.attributes = arg1;\n };\n imports.wbg.__wbg_setb_4a958fe161746e0b = function(arg0, arg1) {\n arg0.b = arg1;\n };\n imports.wbg.__wbg_setbasearraylayer_66b527b8665953c2 = function(arg0, arg1) {\n arg0.baseArrayLayer = arg1 >>> 0;\n };\n imports.wbg.__wbg_setbasemiplevel_8b05bec34091257b = function(arg0, arg1) {\n arg0.baseMipLevel = arg1 >>> 0;\n };\n imports.wbg.__wbg_setbeginningofpasswriteindex_449cbd524b33366d = function(arg0, arg1) {\n arg0.beginningOfPassWriteIndex = arg1 >>> 0;\n };\n imports.wbg.__wbg_setbeginningofpasswriteindex_645ab3ba9029ac4a = function(arg0, arg1) {\n arg0.beginningOfPassWriteIndex = arg1 >>> 0;\n };\n imports.wbg.__wbg_setbindgrouplayouts_b74aac632f5e0cd3 = function(arg0, arg1) {\n arg0.bindGroupLayouts = arg1;\n };\n imports.wbg.__wbg_setbinding_524d68995acbd9d8 = function(arg0, arg1) {\n arg0.binding = arg1 >>> 0;\n };\n imports.wbg.__wbg_setbinding_5fb23ecf62d3bb68 = function(arg0, arg1) {\n arg0.binding = arg1 >>> 0;\n };\n imports.wbg.__wbg_setblend_fc955738a0ea479e = function(arg0, arg1) {\n arg0.blend = arg1;\n };\n imports.wbg.__wbg_setbuffer_90ac1c7477e1bc4f = function(arg0, arg1) {\n arg0.buffer = arg1;\n };\n imports.wbg.__wbg_setbuffer_f4026154d4c607c4 = function(arg0, arg1) {\n arg0.buffer = arg1;\n };\n imports.wbg.__wbg_setbuffers_72c10dde80619dfb = function(arg0, arg1) {\n arg0.buffers = arg1;\n };\n imports.wbg.__wbg_setbytesperrow_27937d232b087985 = function(arg0, arg1) {\n arg0.bytesPerRow = arg1 >>> 0;\n };\n imports.wbg.__wbg_setclearvalue_245c9baef9ca9f40 = function(arg0, arg1) {\n arg0.clearValue = arg1;\n };\n imports.wbg.__wbg_setcode_e3412dedece095a3 = function(arg0, arg1, arg2) {\n arg0.code = getStringFromWasm0(arg1, arg2);\n };\n imports.wbg.__wbg_setcolor_2fcb4c98d73b4a08 = function(arg0, arg1) {\n arg0.color = arg1;\n };\n imports.wbg.__wbg_setcolorattachments_315a32a9447c8143 = function(arg0, arg1) {\n arg0.colorAttachments = arg1;\n };\n imports.wbg.__wbg_setcompare_1eeae8f049314765 = function(arg0, arg1) {\n arg0.compare = __wbindgen_enum_GpuCompareFunction[arg1];\n };\n imports.wbg.__wbg_setcompare_392fd4fe47194005 = function(arg0, arg1) {\n arg0.compare = __wbindgen_enum_GpuCompareFunction[arg1];\n };\n imports.wbg.__wbg_setcompute_5b54088b8639edd0 = function(arg0, arg1) {\n arg0.compute = arg1;\n };\n imports.wbg.__wbg_setconstants_08df997e38e4da58 = function(arg0, arg1) {\n arg0.constants = arg1;\n };\n imports.wbg.__wbg_setconstants_8fdb7b4cac7ebe8c = function(arg0, arg1) {\n arg0.constants = arg1;\n };\n imports.wbg.__wbg_setconstants_a7158f4f0eb335b7 = function(arg0, arg1) {\n arg0.constants = arg1;\n };\n imports.wbg.__wbg_setcount_f0218523e435fe27 = function(arg0, arg1) {\n arg0.count = arg1 >>> 0;\n };\n imports.wbg.__wbg_setcullmode_d07f4cca149fc8fd = function(arg0, arg1) {\n arg0.cullMode = __wbindgen_enum_GpuCullMode[arg1];\n };\n imports.wbg.__wbg_setdepthbias_d0a6693d6a8ab87e = function(arg0, arg1) {\n arg0.depthBias = arg1;\n };\n imports.wbg.__wbg_setdepthbiasclamp_256485c28643d20d = function(arg0, arg1) {\n arg0.depthBiasClamp = arg1;\n };\n imports.wbg.__wbg_setdepthbiasslopescale_b7ec92a9bda5e232 = function(arg0, arg1) {\n arg0.depthBiasSlopeScale = arg1;\n };\n imports.wbg.__wbg_setdepthclearvalue_e427925fb817bffc = function(arg0, arg1) {\n arg0.depthClearValue = arg1;\n };\n imports.wbg.__wbg_setdepthcompare_3d414508518d2332 = function(arg0, arg1) {\n arg0.depthCompare = __wbindgen_enum_GpuCompareFunction[arg1];\n };\n imports.wbg.__wbg_setdepthfailop_bb45e35727206b07 = function(arg0, arg1) {\n arg0.depthFailOp = __wbindgen_enum_GpuStencilOperation[arg1];\n };\n imports.wbg.__wbg_setdepthloadop_6e7ed58390bcb472 = function(arg0, arg1) {\n arg0.depthLoadOp = __wbindgen_enum_GpuLoadOp[arg1];\n };\n imports.wbg.__wbg_setdepthorarraylayers_f883a5503c92fcbe = function(arg0, arg1) {\n arg0.depthOrArrayLayers = arg1 >>> 0;\n };\n imports.wbg.__wbg_setdepthreadonly_ec5f87de25f955c6 = function(arg0, arg1) {\n arg0.depthReadOnly = arg1 !== 0;\n };\n imports.wbg.__wbg_setdepthslice_4c2d15e75ec01602 = function(arg0, arg1) {\n arg0.depthSlice = arg1 >>> 0;\n };\n imports.wbg.__wbg_setdepthstencil_ab24ec143b022ff9 = function(arg0, arg1) {\n arg0.depthStencil = arg1;\n };\n imports.wbg.__wbg_setdepthstencilattachment_8abbf392d55551bd = function(arg0, arg1) {\n arg0.depthStencilAttachment = arg1;\n };\n imports.wbg.__wbg_setdepthstoreop_c529093252e36c11 = function(arg0, arg1) {\n arg0.depthStoreOp = __wbindgen_enum_GpuStoreOp[arg1];\n };\n imports.wbg.__wbg_setdepthwriteenabled_a97b018ec8906115 = function(arg0, arg1) {\n arg0.depthWriteEnabled = arg1 !== 0;\n };\n imports.wbg.__wbg_setdimension_2892b665919c0e54 = function(arg0, arg1) {\n arg0.dimension = __wbindgen_enum_GpuTextureViewDimension[arg1];\n };\n imports.wbg.__wbg_setdimension_c14e0b4f680f2a14 = function(arg0, arg1) {\n arg0.dimension = __wbindgen_enum_GpuTextureDimension[arg1];\n };\n imports.wbg.__wbg_setdstfactor_04b172f73540aabf = function(arg0, arg1) {\n arg0.dstFactor = __wbindgen_enum_GpuBlendFactor[arg1];\n };\n imports.wbg.__wbg_setendofpasswriteindex_6923ba50f58bb0df = function(arg0, arg1) {\n arg0.endOfPassWriteIndex = arg1 >>> 0;\n };\n imports.wbg.__wbg_setendofpasswriteindex_832ce3e1b3972fae = function(arg0, arg1) {\n arg0.endOfPassWriteIndex = arg1 >>> 0;\n };\n imports.wbg.__wbg_setentries_545836ca7979d0c3 = function(arg0, arg1) {\n arg0.entries = arg1;\n };\n imports.wbg.__wbg_setentries_99398ac8873772cf = function(arg0, arg1) {\n arg0.entries = arg1;\n };\n imports.wbg.__wbg_setentrypoint_40d651c49abeabef = function(arg0, arg1, arg2) {\n arg0.entryPoint = getStringFromWasm0(arg1, arg2);\n };\n imports.wbg.__wbg_setentrypoint_78553a4419def0b5 = function(arg0, arg1, arg2) {\n arg0.entryPoint = getStringFromWasm0(arg1, arg2);\n };\n imports.wbg.__wbg_setentrypoint_9de314a2c2570802 = function(arg0, arg1, arg2) {\n arg0.entryPoint = getStringFromWasm0(arg1, arg2);\n };\n imports.wbg.__wbg_setfailop_3b7d50b0a4f08e69 = function(arg0, arg1) {\n arg0.failOp = __wbindgen_enum_GpuStencilOperation[arg1];\n };\n imports.wbg.__wbg_setformat_01f82498bb7aa545 = function(arg0, arg1) {\n arg0.format = __wbindgen_enum_GpuTextureFormat[arg1];\n };\n imports.wbg.__wbg_setformat_3dd749532151c43e = function(arg0, arg1) {\n arg0.format = __wbindgen_enum_GpuTextureFormat[arg1];\n };\n imports.wbg.__wbg_setformat_5106903c3bec7f29 = function(arg0, arg1) {\n arg0.format = __wbindgen_enum_GpuTextureFormat[arg1];\n };\n imports.wbg.__wbg_setformat_984f8b09308d0584 = function(arg0, arg1) {\n arg0.format = __wbindgen_enum_GpuTextureFormat[arg1];\n };\n imports.wbg.__wbg_setformat_c0f2655a6b8dae1a = function(arg0, arg1) {\n arg0.format = __wbindgen_enum_GpuTextureFormat[arg1];\n };\n imports.wbg.__wbg_setformat_d474115239036438 = function(arg0, arg1) {\n arg0.format = __wbindgen_enum_GpuVertexFormat[arg1];\n };\n imports.wbg.__wbg_setfragment_1f67ab59aff99617 = function(arg0, arg1) {\n arg0.fragment = arg1;\n };\n imports.wbg.__wbg_setfrontface_1875a91bf87e5bad = function(arg0, arg1) {\n arg0.frontFace = __wbindgen_enum_GpuFrontFace[arg1];\n };\n imports.wbg.__wbg_setg_a62d6aa648d4cd4c = function(arg0, arg1) {\n arg0.g = arg1;\n };\n imports.wbg.__wbg_sethasdynamicoffset_78853235cc49b8ea = function(arg0, arg1) {\n arg0.hasDynamicOffset = arg1 !== 0;\n };\n imports.wbg.__wbg_setheight_1e158913ddc793af = function(arg0, arg1) {\n arg0.height = arg1 >>> 0;\n };\n imports.wbg.__wbg_setindex_4e73afdcd9bb95cd = function(arg0, arg1, arg2) {\n arg0[arg1 >>> 0] = arg2;\n };\n imports.wbg.__wbg_setlayout_44fc85f3dd4d8fd6 = function(arg0, arg1) {\n arg0.layout = arg1;\n };\n imports.wbg.__wbg_setlayout_74172b78828c84fe = function(arg0, arg1) {\n arg0.layout = arg1;\n };\n imports.wbg.__wbg_setlayout_a9e58d0996412dfa = function(arg0, arg1) {\n arg0.layout = arg1;\n };\n imports.wbg.__wbg_setloadop_f1ccd5d15b52ca5d = function(arg0, arg1) {\n arg0.loadOp = __wbindgen_enum_GpuLoadOp[arg1];\n };\n imports.wbg.__wbg_setlodmaxclamp_2c14826867287557 = function(arg0, arg1) {\n arg0.lodMaxClamp = arg1;\n };\n imports.wbg.__wbg_setlodminclamp_90c60cc7e8baa95b = function(arg0, arg1) {\n arg0.lodMinClamp = arg1;\n };\n imports.wbg.__wbg_setmagfilter_064b565970422154 = function(arg0, arg1) {\n arg0.magFilter = __wbindgen_enum_GpuFilterMode[arg1];\n };\n imports.wbg.__wbg_setmappedatcreation_5b22281a9edff7fa = function(arg0, arg1) {\n arg0.mappedAtCreation = arg1 !== 0;\n };\n imports.wbg.__wbg_setmask_2007e390b35587d6 = function(arg0, arg1) {\n arg0.mask = arg1 >>> 0;\n };\n imports.wbg.__wbg_setmaxanisotropy_d90cbfc49f762cf1 = function(arg0, arg1) {\n arg0.maxAnisotropy = arg1;\n };\n imports.wbg.__wbg_setminbindingsize_b6106c56d37c8a84 = function(arg0, arg1) {\n arg0.minBindingSize = arg1;\n };\n imports.wbg.__wbg_setminfilter_712d4dcd764a0d5e = function(arg0, arg1) {\n arg0.minFilter = __wbindgen_enum_GpuFilterMode[arg1];\n };\n imports.wbg.__wbg_setmiplevel_5fa33ce523901448 = function(arg0, arg1) {\n arg0.mipLevel = arg1 >>> 0;\n };\n imports.wbg.__wbg_setmiplevelcount_836d12b93ef02836 = function(arg0, arg1) {\n arg0.mipLevelCount = arg1 >>> 0;\n };\n imports.wbg.__wbg_setmiplevelcount_da876250f18dd0e7 = function(arg0, arg1) {\n arg0.mipLevelCount = arg1 >>> 0;\n };\n imports.wbg.__wbg_setmipmapfilter_9cac92abe21b7816 = function(arg0, arg1) {\n arg0.mipmapFilter = __wbindgen_enum_GpuMipmapFilterMode[arg1];\n };\n imports.wbg.__wbg_setmodule_7b8dd93fefd91a73 = function(arg0, arg1) {\n arg0.module = arg1;\n };\n imports.wbg.__wbg_setmodule_e1281341685bf91a = function(arg0, arg1) {\n arg0.module = arg1;\n };\n imports.wbg.__wbg_setmodule_e7a882363768bf73 = function(arg0, arg1) {\n arg0.module = arg1;\n };\n imports.wbg.__wbg_setmultisample_95fbbb44e36714e3 = function(arg0, arg1) {\n arg0.multisample = arg1;\n };\n imports.wbg.__wbg_setmultisampled_f7f0562151e1ff91 = function(arg0, arg1) {\n arg0.multisampled = arg1 !== 0;\n };\n imports.wbg.__wbg_setocclusionqueryset_a2a4abf338fb3441 = function(arg0, arg1) {\n arg0.occlusionQuerySet = arg1;\n };\n imports.wbg.__wbg_setoffset_1bf2826ce181376a = function(arg0, arg1) {\n arg0.offset = arg1;\n };\n imports.wbg.__wbg_setoffset_f6f822a44e88af7e = function(arg0, arg1) {\n arg0.offset = arg1;\n };\n imports.wbg.__wbg_setoffset_fe9f09cc240192d0 = function(arg0, arg1) {\n arg0.offset = arg1;\n };\n imports.wbg.__wbg_setoperation_de3d845bdac61eb3 = function(arg0, arg1) {\n arg0.operation = __wbindgen_enum_GpuBlendOperation[arg1];\n };\n imports.wbg.__wbg_setorigin_9d2dbc71ffaae355 = function(arg0, arg1) {\n arg0.origin = arg1;\n };\n imports.wbg.__wbg_setpassop_8767e1a56e3c30da = function(arg0, arg1) {\n arg0.passOp = __wbindgen_enum_GpuStencilOperation[arg1];\n };\n imports.wbg.__wbg_setprimitive_491591635926383f = function(arg0, arg1) {\n arg0.primitive = arg1;\n };\n imports.wbg.__wbg_setqueryset_0351509707c5cd51 = function(arg0, arg1) {\n arg0.querySet = arg1;\n };\n imports.wbg.__wbg_setqueryset_c4a0351a777cdfbd = function(arg0, arg1) {\n arg0.querySet = arg1;\n };\n imports.wbg.__wbg_setr_732e149cd5493a75 = function(arg0, arg1) {\n arg0.r = arg1;\n };\n imports.wbg.__wbg_setresolvetarget_56e82fe32d6e757b = function(arg0, arg1) {\n arg0.resolveTarget = arg1;\n };\n imports.wbg.__wbg_setresource_261b30a085bc9a72 = function(arg0, arg1) {\n arg0.resource = arg1;\n };\n imports.wbg.__wbg_setrowsperimage_5d58ebd56fa65231 = function(arg0, arg1) {\n arg0.rowsPerImage = arg1 >>> 0;\n };\n imports.wbg.__wbg_setsamplecount_ecdebb2cba9265c0 = function(arg0, arg1) {\n arg0.sampleCount = arg1 >>> 0;\n };\n imports.wbg.__wbg_setsampler_5d1ee8efc1fd14d3 = function(arg0, arg1) {\n arg0.sampler = arg1;\n };\n imports.wbg.__wbg_setsampletype_afa82d0d8ad6e2d7 = function(arg0, arg1) {\n arg0.sampleType = __wbindgen_enum_GpuTextureSampleType[arg1];\n };\n imports.wbg.__wbg_setshaderlocation_315967bfde4427a8 = function(arg0, arg1) {\n arg0.shaderLocation = arg1 >>> 0;\n };\n imports.wbg.__wbg_setsize_021142f0cf8b49c2 = function(arg0, arg1) {\n arg0.size = arg1;\n };\n imports.wbg.__wbg_setsize_4f9d7203f06fc54a = function(arg0, arg1) {\n arg0.size = arg1;\n };\n imports.wbg.__wbg_setsize_a2662ec0e7f16cc9 = function(arg0, arg1) {\n arg0.size = arg1;\n };\n imports.wbg.__wbg_setsrcfactor_5aea25a9f1933072 = function(arg0, arg1) {\n arg0.srcFactor = __wbindgen_enum_GpuBlendFactor[arg1];\n };\n imports.wbg.__wbg_setstencilback_1b6b2643a15d5066 = function(arg0, arg1) {\n arg0.stencilBack = arg1;\n };\n imports.wbg.__wbg_setstencilclearvalue_ef82d3b767ad806f = function(arg0, arg1) {\n arg0.stencilClearValue = arg1 >>> 0;\n };\n imports.wbg.__wbg_setstencilfront_4e2eaace01795028 = function(arg0, arg1) {\n arg0.stencilFront = arg1;\n };\n imports.wbg.__wbg_setstencilloadop_6e7bc3186a01330e = function(arg0, arg1) {\n arg0.stencilLoadOp = __wbindgen_enum_GpuLoadOp[arg1];\n };\n imports.wbg.__wbg_setstencilreadmask_99287c6b013f0ae2 = function(arg0, arg1) {\n arg0.stencilReadMask = arg1 >>> 0;\n };\n imports.wbg.__wbg_setstencilreadonly_00d790631a8e4330 = function(arg0, arg1) {\n arg0.stencilReadOnly = arg1 !== 0;\n };\n imports.wbg.__wbg_setstencilstoreop_22d01da4d35271b2 = function(arg0, arg1) {\n arg0.stencilStoreOp = __wbindgen_enum_GpuStoreOp[arg1];\n };\n imports.wbg.__wbg_setstencilwritemask_30cfa473ca5600c7 = function(arg0, arg1) {\n arg0.stencilWriteMask = arg1 >>> 0;\n };\n imports.wbg.__wbg_setstepmode_ac000a7f17d3b87d = function(arg0, arg1) {\n arg0.stepMode = __wbindgen_enum_GpuVertexStepMode[arg1];\n };\n imports.wbg.__wbg_setstoragetexture_c17314bf4e104ece = function(arg0, arg1) {\n arg0.storageTexture = arg1;\n };\n imports.wbg.__wbg_setstoreop_571e86638124baba = function(arg0, arg1) {\n arg0.storeOp = __wbindgen_enum_GpuStoreOp[arg1];\n };\n imports.wbg.__wbg_setstripindexformat_9ec52f6405d7985b = function(arg0, arg1) {\n arg0.stripIndexFormat = __wbindgen_enum_GpuIndexFormat[arg1];\n };\n imports.wbg.__wbg_settargets_591e8613a4896aac = function(arg0, arg1) {\n arg0.targets = arg1;\n };\n imports.wbg.__wbg_settexture_62c91e1557d1310a = function(arg0, arg1) {\n arg0.texture = arg1;\n };\n imports.wbg.__wbg_settexture_a8c8df2623f6e670 = function(arg0, arg1) {\n arg0.texture = arg1;\n };\n imports.wbg.__wbg_settimestampwrites_65e353db5011b652 = function(arg0, arg1) {\n arg0.timestampWrites = arg1;\n };\n imports.wbg.__wbg_settimestampwrites_c48f0b3db52a9119 = function(arg0, arg1) {\n arg0.timestampWrites = arg1;\n };\n imports.wbg.__wbg_settopology_35540552af8ad12e = function(arg0, arg1) {\n arg0.topology = __wbindgen_enum_GpuPrimitiveTopology[arg1];\n };\n imports.wbg.__wbg_settype_51c2819925b5e0a6 = function(arg0, arg1) {\n arg0.type = __wbindgen_enum_GpuSamplerBindingType[arg1];\n };\n imports.wbg.__wbg_settype_a275611edc111d26 = function(arg0, arg1) {\n arg0.type = __wbindgen_enum_GpuBufferBindingType[arg1];\n };\n imports.wbg.__wbg_setunclippeddepth_43cbbb9961b4b705 = function(arg0, arg1) {\n arg0.unclippedDepth = arg1 !== 0;\n };\n imports.wbg.__wbg_setusage_7836ddf40e55971a = function(arg0, arg1) {\n arg0.usage = arg1 >>> 0;\n };\n imports.wbg.__wbg_setusage_7e9a6c2f119cab96 = function(arg0, arg1) {\n arg0.usage = arg1 >>> 0;\n };\n imports.wbg.__wbg_setusage_97670aee3d9bbf16 = function(arg0, arg1) {\n arg0.usage = arg1 >>> 0;\n };\n imports.wbg.__wbg_setvertex_602fd330026bc0be = function(arg0, arg1) {\n arg0.vertex = arg1;\n };\n imports.wbg.__wbg_setview_2eb28c0fa8228e7c = function(arg0, arg1) {\n arg0.view = arg1;\n };\n imports.wbg.__wbg_setview_451a1441471a69db = function(arg0, arg1) {\n arg0.view = arg1;\n };\n imports.wbg.__wbg_setviewdimension_d632693fb1d12b24 = function(arg0, arg1) {\n arg0.viewDimension = __wbindgen_enum_GpuTextureViewDimension[arg1];\n };\n imports.wbg.__wbg_setviewdimension_dc868215e54cbbba = function(arg0, arg1) {\n arg0.viewDimension = __wbindgen_enum_GpuTextureViewDimension[arg1];\n };\n 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override _setupRendererOnCanvas(): void {\n // Reset 2D context ref (not used for WebGPU)\n this._context = null;\n\n if (this._gpuContext) {\n this._gpuContext.unconfigure();\n this._gpuContext = null;\n }\n\n if (!this._canvas || !this._dotLottieCore || !this._gpuDevice) return;\n\n this._setupGpuContext();\n }\n\n public override destroy(): void {\n if (this._gpuContext) {\n this._gpuContext.unconfigure();\n this._gpuContext = null;\n }\n\n // Free the WASM core while the GPU device is still alive, so WASM\n // cleanup code can release GPU resources without hitting a destroyed device.\n super.destroy();\n\n if (this._deviceOwned && this._gpuDevice) {\n this._gpuDevice.destroy();\n }\n\n this._gpuDevice = null;\n }\n\n public get device(): GPUDevice | null {\n return this._gpuDevice;\n }\n\n public static override setWasmUrl(url: string): void {\n webGPUWasmLoader.setWasmUrl(url);\n 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|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@lottiefiles/dotlottie-web",
|
|
3
|
-
"version": "0.
|
|
3
|
+
"version": "0.66.0",
|
|
4
4
|
"type": "module",
|
|
5
5
|
"description": "Lottie and DotLottie player for the web",
|
|
6
6
|
"repository": {
|
|
@@ -18,6 +18,41 @@
|
|
|
18
18
|
"main": "dist/index.cjs",
|
|
19
19
|
"module": "dist/index.js",
|
|
20
20
|
"types": "dist/index.d.ts",
|
|
21
|
+
"exports": {
|
|
22
|
+
".": {
|
|
23
|
+
"import": {
|
|
24
|
+
"types": "./dist/index.d.ts",
|
|
25
|
+
"default": "./dist/index.js"
|
|
26
|
+
},
|
|
27
|
+
"require": {
|
|
28
|
+
"types": "./dist/index.d.cts",
|
|
29
|
+
"default": "./dist/index.cjs"
|
|
30
|
+
}
|
|
31
|
+
},
|
|
32
|
+
"./webgl": {
|
|
33
|
+
"import": {
|
|
34
|
+
"types": "./dist/webgl/index.d.ts",
|
|
35
|
+
"default": "./dist/webgl/index.js"
|
|
36
|
+
},
|
|
37
|
+
"require": {
|
|
38
|
+
"types": "./dist/webgl/index.d.cts",
|
|
39
|
+
"default": "./dist/webgl/index.cjs"
|
|
40
|
+
}
|
|
41
|
+
},
|
|
42
|
+
"./webgpu": {
|
|
43
|
+
"import": {
|
|
44
|
+
"types": "./dist/webgpu/index.d.ts",
|
|
45
|
+
"default": "./dist/webgpu/index.js"
|
|
46
|
+
},
|
|
47
|
+
"require": {
|
|
48
|
+
"types": "./dist/webgpu/index.d.cts",
|
|
49
|
+
"default": "./dist/webgpu/index.cjs"
|
|
50
|
+
}
|
|
51
|
+
},
|
|
52
|
+
"./dotlottie-player.wasm": "./dist/dotlottie-player.wasm",
|
|
53
|
+
"./webgl/dotlottie-player.wasm": "./dist/webgl/dotlottie-player.wasm",
|
|
54
|
+
"./webgpu/dotlottie-player.wasm": "./dist/webgpu/dotlottie-player.wasm"
|
|
55
|
+
},
|
|
21
56
|
"files": [
|
|
22
57
|
"dist"
|
|
23
58
|
],
|
|
@@ -36,6 +71,7 @@
|
|
|
36
71
|
"@vitest/browser": "^4.0.18",
|
|
37
72
|
"@vitest/browser-playwright": "^4.0.18",
|
|
38
73
|
"@vitest/coverage-istanbul": "^4.0.18",
|
|
74
|
+
"@webgpu/types": "^0.1.69",
|
|
39
75
|
"esbuild": "^0.23.0",
|
|
40
76
|
"tsdown": "^0.20.3",
|
|
41
77
|
"typescript": "5.9.3",
|