react-native-fast-image 8.11.0 → 8.12.0

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package/README.md CHANGED
@@ -196,6 +196,12 @@ How the image is filtered when it's drawn smaller or larger than its size (like
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  ---
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+ ### `paused?: boolean`
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+
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+ Pauses an animated image (GIF, and animated WebP on iOS) on the frame it's showing; `false` plays it again from there. Each image animates on its own, so pausing one doesn't pause others showing the same file.
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+
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+ ---
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+
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  ### `onLoadStart?: () => void`
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  Called when the image starts to load.
@@ -18,6 +18,7 @@ import com.bumptech.glide.load.resource.bitmap.BitmapResource;
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  import com.bumptech.glide.load.resource.gif.GifBitmapProvider;
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  import com.bumptech.glide.load.resource.gif.GifDrawable;
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+ import java.lang.reflect.Field;
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  import java.nio.ByteBuffer;
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  // Gives a view its own animation of a GIF. Glide gives every view that shows
@@ -64,6 +65,42 @@ final class FastImageGif {
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  return copy;
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  }
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+ // GifDrawable.start() also starts counting plays again, so a paused GIF
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+ // would play its whole loop count again when resumed; iOS continues it.
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+ // The count isn't public: keep it across start() by reflection. A GIF
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+ // that already finished its plays starts over, as on iOS. Without the
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+ // fields (another Glide version), it counts again, as start() does.
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+ @Nullable
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+ private static final Field LOOP_COUNT = field("loopCount");
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+ @Nullable
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+ private static final Field MAX_LOOP_COUNT = field("maxLoopCount");
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+
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+ static void resume(GifDrawable gif) {
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+ if (LOOP_COUNT == null || MAX_LOOP_COUNT == null) {
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+ gif.start();
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+ return;
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+ }
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+ try {
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+ int played = LOOP_COUNT.getInt(gif);
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+ int max = MAX_LOOP_COUNT.getInt(gif);
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+ gif.start();
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+ if (max == GifDrawable.LOOP_FOREVER || played < max) LOOP_COUNT.setInt(gif, played);
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+ } catch (IllegalAccessException e) {
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+ gif.start();
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+ }
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+ }
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+
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+ @Nullable
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+ private static Field field(String name) {
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+ try {
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+ Field field = GifDrawable.class.getDeclaredField(name);
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+ field.setAccessible(true);
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+ return field.getType() == int.class ? field : null;
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+ } catch (Exception e) {
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+ return null;
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+ }
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+ }
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+
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  // ByteBufferGifDecoder's.
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  private static int sampleSize(GifHeader header, int width, int height) {
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  int exact = Math.min(header.getHeight() / height, header.getWidth() / width);
@@ -99,6 +99,11 @@ class FastImageViewManager extends SimpleViewManager<FastImageViewWithUrl> imple
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  view.setImageRendering(imageRendering);
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  }
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+ @ReactProp(name = "paused")
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+ public void setPaused(FastImageViewWithUrl view, boolean paused) {
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+ view.setPaused(paused);
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+ }
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+
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  @ReactProp(name = "resizeMode")
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  public void setResizeMode(FastImageViewWithUrl view, String resizeMode) {
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  final FastImageViewWithUrl.ScaleType scaleType = FastImageViewConverter.getScaleType(resizeMode);
@@ -79,8 +79,26 @@ class FastImageViewWithUrl extends AppCompatImageView {
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  // another view plays it.
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  if (mOwnGif != null && getDrawable() == mOwnGif) {
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  applyLoopCount(mOwnGif);
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- mOwnGif.stop();
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- mOwnGif.startFromFirstFrame();
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+ if (!mPaused) {
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+ mOwnGif.stop();
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+ mOwnGif.startFromFirstFrame();
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+ }
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+ }
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+ }
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+
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+ // Pauses GIFs on the frame they're showing (the view's own animation).
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+ private boolean mPaused = false;
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+
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+ public void setPaused(boolean paused) {
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+ if (paused == mPaused) return;
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+ mPaused = paused;
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+ if (mOwnGif != null && getDrawable() == mOwnGif) {
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+ if (paused) {
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+ mOwnGif.stop();
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+ } else {
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+ // Continues the loop count, as on iOS.
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+ FastImageGif.resume(mOwnGif);
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+ }
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  }
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  }
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@@ -112,12 +130,27 @@ class FastImageViewWithUrl extends AppCompatImageView {
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  applyLoopCount(own);
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  super.onResourceReady(own, transition);
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  mOwnGif = own;
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+ // The target starts it; paused, it waits on its first frame.
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+ if (mPaused) own.stop();
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  return;
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  }
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  }
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  super.onResourceReady(resource, transition);
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  }
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+ // The target starts animations again when the Activity does: not a
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+ // paused one, and the view's own GIF continues its loop count (start()
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+ // would count again).
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+ @Override
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+ public void onStart() {
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+ if (mPaused) return;
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+ if (mOwnGif != null && getDrawable() == mOwnGif) {
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+ FastImageGif.resume(mOwnGif);
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+ } else {
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+ super.onStart();
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+ }
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+ }
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+
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  @Override
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  protected void setResource(@Nullable Drawable resource) {
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  super.setResource(resource);
@@ -91,6 +91,7 @@ export type FastImageProps = $ReadOnly<{|
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  recyclingKey?: ?string,
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  loop?: ?(boolean | number),
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  imageRendering?: ?('auto' | 'smooth' | 'pixelated'),
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+ paused?: ?boolean,
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  testID?: ?string,
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  |}>
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package/dist/index.d.ts CHANGED
@@ -88,6 +88,12 @@ export interface FastImageProps extends AccessibilityProps, ViewProps {
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  * pixels, e.g. for pixel art).
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  */
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  imageRendering?: 'auto' | 'smooth' | 'pixelated';
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+ /**
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+ * Pauses an animated image (GIF, and animated WebP on iOS) on the frame
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+ * it's showing; `false` plays it again from there. Each image animates on
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+ * its own, so pausing one doesn't pause others showing the same file.
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+ */
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+ paused?: boolean;
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  onLoadStart?(): void;
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  onProgress?(event: OnProgressEvent): void;
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  onLoad?(event: OnLoadEvent): void;
@@ -91,6 +91,7 @@ export type FastImageProps = $ReadOnly<{|
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  recyclingKey?: ?string,
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  loop?: ?(boolean | number),
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  imageRendering?: ?('auto' | 'smooth' | 'pixelated'),
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+ paused?: ?boolean,
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  testID?: ?string,
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  |}>
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@@ -28,6 +28,8 @@
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  // How the image is filtered when drawn at another size: auto, smooth or
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  // pixelated.
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  @property (nonatomic, copy) NSString *imageRendering;
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+ // Pauses animated images on the frame they're showing.
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+ @property (nonatomic, assign) BOOL paused;
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  @end
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@@ -85,9 +85,28 @@ static CFTimeInterval FFFEnteredBackgroundAt = 0;
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  } else if (self.player && [self.image conformsToProtocol: @protocol(SDAnimatedImage)]) {
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  self.player.totalLoopCount = [(id<SDAnimatedImage>) self.image animatedImageLoopCount];
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  }
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- // Apply it to the image that's showing, and play it again.
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+ // Apply it to the image that's showing, and play it again (unless it's
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+ // paused: then it waits on the first frame).
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  if (self.player) {
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  [self.player seekToFrameAtIndex: 0 loopCount: 0];
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+ if (!_paused) {
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+ [self startAnimating];
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+ }
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+ }
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+ }
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+
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+ - (void) setPaused: (BOOL)paused {
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+ if (_paused == paused) {
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+ return;
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+ }
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+ _paused = paused;
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+ // SDAnimatedImageView starts an animated image when it's shown, and again
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+ // when the view comes back on screen, unless autoPlayAnimatedImage is off.
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+ // Stopping keeps the frame it's on (resetFrameIndexWhenStopped is off).
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+ self.autoPlayAnimatedImage = !paused;
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+ if (paused) {
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+ [self stopAnimating];
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+ } else {
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  [self startAnimating];
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  }
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  }
@@ -20,6 +20,7 @@ RCT_EXPORT_VIEW_PROPERTY(resizeMode, RCTResizeMode)
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  RCT_EXPORT_VIEW_PROPERTY(recyclingKey, NSString)
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  RCT_EXPORT_VIEW_PROPERTY(loopCount, NSInteger)
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  RCT_EXPORT_VIEW_PROPERTY(imageRendering, NSString)
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+ RCT_EXPORT_VIEW_PROPERTY(paused, BOOL)
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  RCT_EXPORT_VIEW_PROPERTY(onFastImageLoadStart, RCTDirectEventBlock)
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  RCT_EXPORT_VIEW_PROPERTY(onFastImageProgress, RCTDirectEventBlock)
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  RCT_EXPORT_VIEW_PROPERTY(onFastImageError, RCTDirectEventBlock)
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "react-native-fast-image",
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- "version": "8.11.0",
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+ "version": "8.12.0",
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  "description": "🚩 FastImage, performant React Native image component.",
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  "keywords": [
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  "cache",
@@ -51,6 +51,7 @@
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  "@types/react": "^17.0.14",
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  "@types/react-native": "^0.69.5",
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  "@types/react-test-renderer": "^17.0.1",
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+ "conventional-changelog-angular": "8.3.1",
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  "maestro-runner": "1.1.27",
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  "odiff-bin": "^4.5.0",
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  "oxfmt": "0.70.0",