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default function cycleRestrict(length: number, index: number) {\n return index - Math.floor(index / length) * length;\n}\n","import generateIdFor from './generateIdFor';\n\nexport interface CancellableCallback {\n (\n ...args: any[]\n ): void;\n\n isCanceled?: boolean;\n acceptsBuffer?: boolean;\n}\n\ntype CallMethodData = {\n type: 'callMethod';\n messageId?: string;\n name: string;\n args: any;\n};\n\ntype OriginMessageData = CallMethodData | {\n type: 'cancelProgress';\n messageId: string;\n};\n\nexport interface OriginMessageEvent {\n data: OriginMessageData;\n}\n\nexport type WorkerMessageData = {\n type: 'methodResponse';\n messageId: string;\n response?: any;\n error?: { message: string };\n} | {\n type: 'methodCallback';\n messageId: string;\n callbackArgs: any[];\n} | {\n type: 'unhandledError';\n error?: { message: string };\n};\n\nexport interface WorkerMessageEvent {\n data: WorkerMessageData;\n}\n\ninterface RequestStates {\n messageId: string;\n resolve: Function;\n reject: Function;\n callback: AnyToVoidFunction;\n}\n\n// TODO Replace `any` with proper generics\nexport default class WorkerConnector {\n private requestStates = new Map();\n\n private requestStatesByCallback = new Map();\n\n constructor(private worker: Worker) {\n this.subscribe();\n }\n\n request(messageData: { name: string; args: any }) {\n const { worker, requestStates, requestStatesByCallback } = this;\n\n const messageId = generateIdFor(requestStates);\n const payload: CallMethodData = {\n type: 'callMethod',\n messageId,\n ...messageData,\n };\n\n const requestState = { messageId } as RequestStates;\n\n // Re-wrap type because of `postMessage`\n const promise: Promise = new Promise((resolve, reject) => {\n Object.assign(requestState, { resolve, reject });\n });\n\n if (typeof payload.args[payload.args.length - 1] === 'function') {\n const callback = payload.args.pop() as AnyToVoidFunction;\n requestState.callback = callback;\n requestStatesByCallback.set(callback, requestState);\n }\n\n requestStates.set(messageId, requestState);\n promise\n .catch(() => undefined)\n .finally(() => {\n requestStates.delete(messageId);\n\n if (requestState.callback) {\n requestStatesByCallback.delete(requestState.callback);\n }\n });\n\n worker.postMessage(payload);\n\n return promise;\n }\n\n cancelCallback(progressCallback: CancellableCallback) {\n progressCallback.isCanceled = true;\n\n const { messageId } = this.requestStatesByCallback.get(progressCallback) || {};\n if (!messageId) {\n return;\n }\n\n this.worker.postMessage({\n type: 'cancelProgress',\n messageId,\n });\n }\n\n private subscribe() {\n const { worker, requestStates } = this;\n\n worker.addEventListener('message', ({ data }: WorkerMessageEvent) => {\n if (data.type === 'methodResponse') {\n const requestState = requestStates.get(data.messageId);\n if (requestState) {\n if (data.error) {\n requestState.reject(data.error);\n } else {\n requestState.resolve(data.response);\n }\n }\n } else if (data.type === 'methodCallback') {\n const requestState = requestStates.get(data.messageId);\n if (requestState && requestState.callback) {\n requestState.callback(...data.callbackArgs);\n }\n } else if (data.type === 'unhandledError') {\n throw data.error;\n }\n });\n }\n}\n","import Worker from 'worker-loader!./rlottie.worker';\n\nimport {\n DPR,\n IS_MOBILE_SCREEN,\n IS_SAFARI,\n} from '../../util/environment';\nimport WorkerConnector from '../../util/WorkerConnector';\nimport { animate } from '../../util/animation';\nimport cycleRestrict from '../../util/cycleRestrict';\n\ninterface Params {\n noLoop?: boolean;\n size?: number;\n quality?: number;\n isLowPriority?: boolean;\n}\n\ntype Frames = ArrayBuffer[];\ntype Chunks = (Frames | undefined)[];\n\n// TODO Consider removing chunks\nconst CHUNK_SIZE = 1;\nconst MAX_WORKERS = 4;\nconst HIGH_PRIORITY_QUALITY = IS_MOBILE_SCREEN ? 0.75 : 1;\nconst LOW_PRIORITY_QUALITY = 0.75;\nconst HIGH_PRIORITY_MAX_FPS = 60;\nconst LOW_PRIORITY_MAX_FPS = 30;\nconst HIGH_PRIORITY_CACHE_MODULO = IS_SAFARI ? 2 : 4;\nconst LOW_PRIORITY_CACHE_MODULO = 0;\n\nconst workers = new Array(MAX_WORKERS).fill(undefined).map(() => new WorkerConnector(new Worker()));\nlet lastWorkerIndex = -1;\n\nclass RLottie {\n // Config\n\n private imgSize!: number;\n\n private key!: string;\n\n private msPerFrame!: number;\n\n private reduceFactor!: number;\n\n private cacheModulo!: number;\n\n private chunkSize!: number;\n\n private workerIndex!: number;\n\n private chunks: Chunks = [];\n\n private framesCount?: number;\n\n private chunksCount?: number;\n\n // Container\n\n private canvas = document.createElement('canvas');\n\n private ctx = this.canvas.getContext('2d')!;\n\n // State\n\n private isAnimating = false;\n\n private isWaiting = true;\n\n private isOnLoadFired = false;\n\n private isDestroyed = false;\n\n private approxFrameIndex = 0;\n\n private prevFrameIndex = -1;\n\n private stopFrameIndex? = 0;\n\n private speed = 1;\n\n private direction: 1 | -1 = 1;\n\n private lastRenderAt?: number;\n\n constructor(\n private id: string,\n private container: HTMLDivElement,\n private animationData: AnyLiteral,\n private params: Params = {},\n private onLoad?: () => void,\n ) {\n this.initContainer();\n this.initConfig();\n this.initRenderer();\n }\n\n isPlaying() {\n return this.isAnimating || this.isWaiting;\n }\n\n play() {\n this.stopFrameIndex = undefined;\n this.direction = 1;\n this.doPlay();\n }\n\n pause() {\n if (this.isWaiting) {\n this.stopFrameIndex = this.approxFrameIndex;\n } else {\n this.isAnimating = false;\n }\n\n const currentChunkIndex = this.getChunkIndex(this.approxFrameIndex);\n this.chunks = this.chunks.map((chunk, i) => (i === currentChunkIndex ? chunk : undefined));\n }\n\n goToAndPlay(frameIndex: number) {\n this.approxFrameIndex = Math.floor(frameIndex / this.reduceFactor);\n this.stopFrameIndex = undefined;\n this.direction = 1;\n this.doPlay();\n }\n\n goToAndStop(frameIndex: number) {\n this.approxFrameIndex = Math.floor(frameIndex / this.reduceFactor);\n this.stopFrameIndex = Math.floor(frameIndex / this.reduceFactor);\n this.direction = 1;\n this.doPlay();\n }\n\n playSegment([startFrameIndex, stopFrameIndex]: [number, number]) {\n this.approxFrameIndex = Math.floor(startFrameIndex / this.reduceFactor);\n this.stopFrameIndex = Math.floor(stopFrameIndex / this.reduceFactor);\n this.direction = startFrameIndex < stopFrameIndex ? 1 : -1;\n this.doPlay();\n }\n\n setSpeed(speed: number) {\n this.speed = speed;\n }\n\n destroy() {\n this.isDestroyed = true;\n this.pause();\n this.destroyRenderer();\n this.destroyContainer();\n }\n\n private initContainer() {\n if (!(this.container.parentNode instanceof HTMLElement)) {\n throw new Error('[RLottie] Container is not mounted');\n }\n\n let { size } = this.params;\n\n if (!size) {\n size = (\n this.container.offsetWidth\n || parseInt(this.container.style.width, 10)\n || this.container.parentNode.offsetWidth\n );\n\n if (!size) {\n throw new Error('[RLottie] Failed to detect width from container');\n }\n }\n\n this.canvas.style.width = `${size}px`;\n this.canvas.style.height = `${size}px`;\n\n const { isLowPriority, quality = isLowPriority ? LOW_PRIORITY_QUALITY : HIGH_PRIORITY_QUALITY } = this.params;\n // Reduced quality only looks acceptable on high DPR screens\n const imgSize = Math.round(size * Math.max(DPR * quality, 1));\n\n this.canvas.width = imgSize;\n this.canvas.height = imgSize;\n\n this.container.appendChild(this.canvas);\n\n this.imgSize = imgSize;\n }\n\n private initConfig() {\n this.key = `${this.id}_${this.imgSize}`;\n\n const { isLowPriority } = this.params;\n\n const maxFps = isLowPriority ? LOW_PRIORITY_MAX_FPS : HIGH_PRIORITY_MAX_FPS;\n const sourceFps = this.animationData.fr || maxFps;\n this.reduceFactor = sourceFps % maxFps === 0 ? sourceFps / maxFps : 1;\n this.msPerFrame = 1000 / (sourceFps / this.reduceFactor);\n this.cacheModulo = isLowPriority ? LOW_PRIORITY_CACHE_MODULO : HIGH_PRIORITY_CACHE_MODULO;\n this.chunkSize = CHUNK_SIZE;\n }\n\n private destroyContainer() {\n this.canvas.remove();\n }\n\n private initRenderer() {\n this.workerIndex = cycleRestrict(MAX_WORKERS, ++lastWorkerIndex);\n\n workers[this.workerIndex].request({\n name: 'init',\n args: [\n this.key,\n this.animationData,\n this.imgSize,\n this.params.isLowPriority,\n this.reduceFactor,\n this.onRendererInit.bind(this),\n ],\n });\n }\n\n private destroyRenderer() {\n workers[this.workerIndex].request({\n name: 'destroy',\n args: [this.key],\n });\n }\n\n private onRendererInit(framesCount: number) {\n this.framesCount = framesCount;\n this.chunksCount = Math.ceil(framesCount / this.chunkSize);\n\n if (this.isWaiting) {\n this.doPlay();\n }\n }\n\n private doPlay() {\n if (!this.framesCount) {\n return;\n }\n\n if (this.isDestroyed) {\n return;\n }\n\n if (this.isAnimating) {\n return;\n }\n\n if (!this.isWaiting) {\n this.lastRenderAt = undefined;\n }\n\n this.isAnimating = true;\n this.isWaiting = false;\n\n animate(() => {\n if (this.isDestroyed) {\n return false;\n }\n\n // Paused from outside\n if (!this.isAnimating && this.isOnLoadFired) {\n return false;\n }\n\n const frameIndex = Math.round(this.approxFrameIndex);\n const chunkIndex = this.getChunkIndex(frameIndex);\n const chunk = this.chunks[chunkIndex];\n if (!chunk) {\n this.requestChunk(chunkIndex);\n this.isAnimating = false;\n this.isWaiting = true;\n return false;\n }\n\n if (this.cacheModulo && chunkIndex % this.cacheModulo === 0) {\n this.cleanupPrevChunk(chunkIndex);\n }\n\n this.requestNextChunk(chunkIndex);\n\n if (frameIndex !== this.prevFrameIndex) {\n const frame = this.getFrame(frameIndex);\n if (!frame) {\n this.isAnimating = false;\n this.isWaiting = true;\n return false;\n }\n\n const imageData = new ImageData(new Uint8ClampedArray(frame), this.imgSize, this.imgSize);\n this.ctx.putImageData(imageData, 0, 0);\n\n if (this.onLoad && !this.isOnLoadFired) {\n this.isOnLoadFired = true;\n this.onLoad();\n }\n\n this.prevFrameIndex = frameIndex;\n }\n\n const now = Date.now();\n const currentSpeed = this.lastRenderAt ? this.msPerFrame / (now - this.lastRenderAt) : 1;\n const delta = Math.min(1, (this.direction * this.speed) / currentSpeed);\n const expectedNextFrameIndex = Math.round(this.approxFrameIndex + delta);\n\n this.lastRenderAt = now;\n\n // Forward animation finished\n if (delta > 0 && (frameIndex === this.framesCount! - 1 || expectedNextFrameIndex > this.framesCount! - 1)) {\n if (this.params.noLoop) {\n this.isAnimating = false;\n return false;\n }\n\n this.approxFrameIndex = 0;\n\n // Backward animation finished\n } else if (delta < 0 && (frameIndex === 0 || expectedNextFrameIndex < 0)) {\n if (this.params.noLoop) {\n this.isAnimating = false;\n return false;\n }\n\n this.approxFrameIndex = this.framesCount! - 1;\n\n // Stop frame reached\n } else if (\n this.stopFrameIndex !== undefined\n && (frameIndex === this.stopFrameIndex\n || (\n (delta > 0 && expectedNextFrameIndex > this.stopFrameIndex)\n || (delta < 0 && expectedNextFrameIndex < this.stopFrameIndex)\n ))\n ) {\n this.stopFrameIndex = undefined;\n this.isAnimating = false;\n return false;\n\n // Preparing next frame\n } else {\n this.approxFrameIndex += delta;\n }\n\n const nextFrameIndex = Math.round(this.approxFrameIndex);\n\n if (!this.getFrame(nextFrameIndex)) {\n this.requestChunk(this.getChunkIndex(nextFrameIndex));\n this.isWaiting = true;\n this.isAnimating = false;\n return false;\n }\n\n return true;\n });\n }\n\n private getFrame(frameIndex: number) {\n const chunkIndex = this.getChunkIndex(frameIndex);\n const indexInChunk = this.getFrameIndexInChunk(frameIndex);\n const chunk = this.chunks[chunkIndex];\n if (!chunk) {\n return undefined;\n }\n\n return chunk[indexInChunk];\n }\n\n private getFrameIndexInChunk(frameIndex: number) {\n const chunkIndex = this.getChunkIndex(frameIndex);\n return frameIndex - chunkIndex * this.chunkSize;\n }\n\n private getChunkIndex(frameIndex: number) {\n return Math.floor(frameIndex / this.chunkSize);\n }\n\n private requestChunk(chunkIndex: number) {\n if (this.chunks[chunkIndex]) {\n return;\n }\n\n this.chunks[chunkIndex] = [];\n\n const fromIndex = chunkIndex * this.chunkSize;\n const toIndex = Math.min(fromIndex + this.chunkSize - 1, this.framesCount! - 1);\n\n workers[this.workerIndex].request({\n name: 'renderFrames',\n args: [this.key, fromIndex, toIndex, this.onFrameLoad.bind(this)],\n });\n }\n\n private cleanupPrevChunk(chunkIndex: number) {\n if (this.chunksCount! < 3) {\n return;\n }\n\n const prevChunkIndex = cycleRestrict(this.chunksCount!, chunkIndex - 1);\n this.chunks[prevChunkIndex] = undefined;\n }\n\n private requestNextChunk(chunkIndex: number) {\n if (this.chunksCount === 1) {\n return;\n }\n\n const nextChunkIndex = cycleRestrict(this.chunksCount!, chunkIndex + 1);\n\n if (!this.chunks[nextChunkIndex]) {\n this.requestChunk(nextChunkIndex);\n }\n }\n\n private onFrameLoad(frameIndex: number, arrayBuffer: ArrayBuffer) {\n const chunkIndex = this.getChunkIndex(frameIndex);\n const chunk = this.chunks[chunkIndex];\n // Frame can be skipped and chunk can be already cleaned up\n if (!chunk) {\n return;\n }\n\n chunk[this.getFrameIndexInChunk(frameIndex)] = arrayBuffer;\n\n if (this.isWaiting) {\n this.doPlay();\n }\n }\n}\n\nexport default RLottie;\n","module.exports = function() {\n return new Worker(__webpack_public_path__ + \"24b7e230104cb21baabe.worker.js\");\n};"],"sourceRoot":""}