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createSvgIcon from './utils/createSvgIcon';\nimport { jsx as _jsx } from \"react/jsx-runtime\";\nexport default createSvgIcon( /*#__PURE__*/_jsx(\"path\", {\n d: \"M11 7h2v2h-2zm0 4h2v6h-2zm1-9C6.48 2 2 6.48 2 12s4.48 10 10 10 10-4.48 10-10S17.52 2 12 2zm0 18c-4.41 0-8-3.59-8-8s3.59-8 8-8 8 3.59 8 8-3.59 8-8 8z\"\n}), 'InfoOutlined');","(function (global, factory) {\n typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('lottie-web'), require('react')) :\n typeof define === 'function' && define.amd ? define(['exports', 'lottie-web', 'react'], factory) :\n (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global[\"lottie-react\"] = {}, global.Lottie, global.React));\n})(this, (function (exports, lottie, React) { 'use strict';\n\n function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }\n\n var lottie__default = /*#__PURE__*/_interopDefaultLegacy(lottie);\n var React__default = /*#__PURE__*/_interopDefaultLegacy(React);\n\n function ownKeys(object, enumerableOnly) {\n var keys = Object.keys(object);\n\n if (Object.getOwnPropertySymbols) {\n var symbols = Object.getOwnPropertySymbols(object);\n enumerableOnly && (symbols = symbols.filter(function (sym) {\n return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n })), keys.push.apply(keys, symbols);\n }\n\n return keys;\n }\n\n function _objectSpread2(target) {\n for (var i = 1; i < arguments.length; i++) {\n var source = null != arguments[i] ? arguments[i] : {};\n i % 2 ? ownKeys(Object(source), !0).forEach(function (key) {\n _defineProperty(target, key, source[key]);\n }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys(Object(source)).forEach(function (key) {\n Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n });\n }\n\n return target;\n }\n\n function _defineProperty(obj, key, value) {\n if (key in obj) {\n Object.defineProperty(obj, key, {\n value: value,\n enumerable: true,\n configurable: true,\n writable: true\n });\n } else {\n obj[key] = value;\n }\n\n return obj;\n }\n\n function _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\n\n for (i = 0; i < sourceKeys.length; i++) {\n key = sourceKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n target[key] = source[key];\n }\n\n return target;\n }\n\n function _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n\n var target = _objectWithoutPropertiesLoose(source, excluded);\n\n var key, i;\n\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n\n for (i = 0; i < sourceSymbolKeys.length; i++) {\n key = sourceSymbolKeys[i];\n if (excluded.indexOf(key) >= 0) continue;\n if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n target[key] = source[key];\n }\n }\n\n return target;\n }\n\n function _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n }\n\n function _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n }\n\n function _iterableToArrayLimit(arr, i) {\n var _i = arr == null ? null : typeof Symbol !== \"undefined\" && arr[Symbol.iterator] || arr[\"@@iterator\"];\n\n if (_i == null) return;\n var _arr = [];\n var _n = true;\n var _d = false;\n\n var _s, _e;\n\n try {\n for (_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true) {\n _arr.push(_s.value);\n\n if (i && _arr.length === i) break;\n }\n } catch (err) {\n _d = true;\n _e = err;\n } finally {\n try {\n if (!_n && _i[\"return\"] != null) _i[\"return\"]();\n } finally {\n if (_d) throw _e;\n }\n }\n\n return _arr;\n }\n\n function _unsupportedIterableToArray(o, minLen) {\n if (!o) return;\n if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n var n = Object.prototype.toString.call(o).slice(8, -1);\n if (n === \"Object\" && o.constructor) n = o.constructor.name;\n if (n === \"Map\" || n === \"Set\") return Array.from(o);\n if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n }\n\n function _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n\n return arr2;\n }\n\n function _nonIterableRest() {\n throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n }\n\n var _excluded$1 = [\"animationData\", \"loop\", \"autoplay\", \"initialSegment\", \"onComplete\", \"onLoopComplete\", \"onEnterFrame\", \"onSegmentStart\", \"onConfigReady\", \"onDataReady\", \"onDataFailed\", \"onLoadedImages\", \"onDOMLoaded\", \"onDestroy\", \"lottieRef\", \"renderer\", \"name\", \"assetsPath\", \"rendererSettings\"];\n\n var useLottie = function useLottie(props, style) {\n var animationData = props.animationData,\n loop = props.loop,\n autoplay = props.autoplay,\n initialSegment = props.initialSegment,\n onComplete = props.onComplete,\n onLoopComplete = props.onLoopComplete,\n onEnterFrame = props.onEnterFrame,\n onSegmentStart = props.onSegmentStart,\n onConfigReady = props.onConfigReady,\n onDataReady = props.onDataReady,\n onDataFailed = props.onDataFailed,\n onLoadedImages = props.onLoadedImages,\n onDOMLoaded = props.onDOMLoaded,\n onDestroy = props.onDestroy;\n props.lottieRef;\n props.renderer;\n props.name;\n props.assetsPath;\n props.rendererSettings;\n var rest = _objectWithoutProperties(props, _excluded$1);\n\n var _useState = React.useState(false),\n _useState2 = _slicedToArray(_useState, 2),\n animationLoaded = _useState2[0],\n setAnimationLoaded = _useState2[1];\n\n var animationInstanceRef = React.useRef();\n var animationContainer = React.useRef(null);\n /*\n ======================================\n INTERACTION METHODS\n ======================================\n */\n\n /**\n * Play\n */\n\n var play = function play() {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.play();\n };\n /**\n * Stop\n */\n\n\n var stop = function stop() {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.stop();\n };\n /**\n * Pause\n */\n\n\n var pause = function pause() {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.pause();\n };\n /**\n * Set animation speed\n * @param speed\n */\n\n\n var setSpeed = function setSpeed(speed) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setSpeed(speed);\n };\n /**\n * Got to frame and play\n * @param value\n * @param isFrame\n */\n\n\n var goToAndPlay = function goToAndPlay(value, isFrame) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.goToAndPlay(value, isFrame);\n };\n /**\n * Got to frame and stop\n * @param value\n * @param isFrame\n */\n\n\n var goToAndStop = function goToAndStop(value, isFrame) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.goToAndStop(value, isFrame);\n };\n /**\n * Set animation direction\n * @param direction\n */\n\n\n var setDirection = function setDirection(direction) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setDirection(direction);\n };\n /**\n * Play animation segments\n * @param segments\n * @param forceFlag\n */\n\n\n var playSegments = function playSegments(segments, forceFlag) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.playSegments(segments, forceFlag);\n };\n /**\n * Set sub frames\n * @param useSubFrames\n */\n\n\n var setSubframe = function setSubframe(useSubFrames) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setSubframe(useSubFrames);\n };\n /**\n * Get animation duration\n * @param inFrames\n */\n\n\n var getDuration = function getDuration(inFrames) {\n var _a;\n\n return (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.getDuration(inFrames);\n };\n /**\n * Destroy animation\n */\n\n\n var destroy = function destroy() {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n };\n /*\n ======================================\n LOTTIE\n ======================================\n */\n\n /**\n * Load a new animation, and if it's the case, destroy the previous one\n * @param {Object} forcedConfigs\n */\n\n\n var loadAnimation = function loadAnimation() {\n var forcedConfigs = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n var _a; // Return if the container ref is null\n\n\n if (!animationContainer.current) {\n return;\n } // Destroy any previous instance\n\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy(); // Build the animation configuration\n\n var config = _objectSpread2(_objectSpread2(_objectSpread2({}, props), forcedConfigs), {}, {\n container: animationContainer.current\n }); // Save the animation instance\n\n\n animationInstanceRef.current = lottie__default[\"default\"].loadAnimation(config);\n setAnimationLoaded(!!animationInstanceRef.current);\n };\n /**\n * Initialize and listen for changes that affect the animation state\n */\n // Reinitialize when animation data changed\n\n\n React.useEffect(function () {\n loadAnimation();\n }, [animationData]); // Update the loop state\n\n React.useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n }\n\n animationInstanceRef.current.loop = !!loop;\n\n if (loop && animationInstanceRef.current.isPaused) {\n animationInstanceRef.current.play();\n }\n }, [loop]); // Update the autoplay state\n\n React.useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n }\n\n animationInstanceRef.current.autoplay = !!autoplay;\n }, [autoplay]); // Update the initial segment state\n\n React.useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n } // When null should reset to default animation length\n\n\n if (!initialSegment) {\n animationInstanceRef.current.resetSegments(false);\n return;\n } // If it's not a valid segment, do nothing\n\n\n if (!Array.isArray(initialSegment) || !initialSegment.length) {\n return;\n } // If the current position it's not in the new segment\n // set the current position to start\n\n\n if (animationInstanceRef.current.currentRawFrame < initialSegment[0] || animationInstanceRef.current.currentRawFrame > initialSegment[1]) {\n animationInstanceRef.current.currentRawFrame = initialSegment[0];\n } // Update the segment\n\n\n animationInstanceRef.current.setSegment(initialSegment[0], initialSegment[1]);\n }, [initialSegment]);\n /*\n ======================================\n EVENTS\n ======================================\n */\n\n /**\n * Reinitialize listener on change\n */\n\n React.useEffect(function () {\n var partialListeners = [{\n name: \"complete\",\n handler: onComplete\n }, {\n name: \"loopComplete\",\n handler: onLoopComplete\n }, {\n name: \"enterFrame\",\n handler: onEnterFrame\n }, {\n name: \"segmentStart\",\n handler: onSegmentStart\n }, {\n name: \"config_ready\",\n handler: onConfigReady\n }, {\n name: \"data_ready\",\n handler: onDataReady\n }, {\n name: \"data_failed\",\n handler: onDataFailed\n }, {\n name: \"loaded_images\",\n handler: onLoadedImages\n }, {\n name: \"DOMLoaded\",\n handler: onDOMLoaded\n }, {\n name: \"destroy\",\n handler: onDestroy\n }];\n var listeners = partialListeners.filter(function (listener) {\n return listener.handler != null;\n });\n\n if (!listeners.length) {\n return;\n }\n\n var deregisterList = listeners.map(\n /**\n * Handle the process of adding an event listener\n * @param {Listener} listener\n * @return {Function} Function that deregister the listener\n */\n function (listener) {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.addEventListener(listener.name, listener.handler); // Return a function to deregister this listener\n\n return function () {\n var _a;\n\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.removeEventListener(listener.name, listener.handler);\n };\n }); // Deregister listeners on unmount\n\n return function () {\n deregisterList.forEach(function (deregister) {\n return deregister();\n });\n };\n }, [onComplete, onLoopComplete, onEnterFrame, onSegmentStart, onConfigReady, onDataReady, onDataFailed, onLoadedImages, onDOMLoaded, onDestroy]);\n /**\n * Build the animation view\n */\n\n var View = /*#__PURE__*/React__default[\"default\"].createElement(\"div\", _objectSpread2({\n style: style,\n ref: animationContainer\n }, rest));\n return {\n View: View,\n play: play,\n stop: stop,\n pause: pause,\n setSpeed: setSpeed,\n goToAndStop: goToAndStop,\n goToAndPlay: goToAndPlay,\n setDirection: setDirection,\n playSegments: playSegments,\n setSubframe: setSubframe,\n getDuration: getDuration,\n destroy: destroy,\n animationContainerRef: animationContainer,\n animationLoaded: animationLoaded,\n animationItem: animationInstanceRef.current\n };\n };\n\n function getContainerVisibility(container) {\n var _container$getBoundin = container.getBoundingClientRect(),\n top = _container$getBoundin.top,\n height = _container$getBoundin.height;\n\n var current = window.innerHeight - top;\n var max = window.innerHeight + height;\n return current / max;\n }\n function getContainerCursorPosition(container, cursorX, cursorY) {\n var _container$getBoundin2 = container.getBoundingClientRect(),\n top = _container$getBoundin2.top,\n left = _container$getBoundin2.left,\n width = _container$getBoundin2.width,\n height = _container$getBoundin2.height;\n\n var x = (cursorX - left) / width;\n var y = (cursorY - top) / height;\n return {\n x: x,\n y: y\n };\n }\n var useInitInteractivity = function useInitInteractivity(_ref) {\n var wrapperRef = _ref.wrapperRef,\n animationItem = _ref.animationItem,\n mode = _ref.mode,\n actions = _ref.actions;\n React.useEffect(function () {\n var wrapper = wrapperRef.current;\n\n if (!wrapper || !animationItem) {\n return;\n }\n\n animationItem.stop();\n\n var scrollModeHandler = function scrollModeHandler() {\n var assignedSegment = null;\n\n var scrollHandler = function scrollHandler() {\n var currentPercent = getContainerVisibility(wrapper); // Find the first action that satisfies the current position conditions\n\n var action = actions.find(function (_ref2) {\n var visibility = _ref2.visibility;\n return visibility && currentPercent >= visibility[0] && currentPercent <= visibility[1];\n }); // Skip if no matching action was found!\n\n if (!action) {\n return;\n }\n\n if (action.type === \"seek\" && action.visibility && action.frames.length === 2) {\n // Seek: Go to a frame based on player scroll position action\n var frameToGo = action.frames[0] + Math.ceil((currentPercent - action.visibility[0]) / (action.visibility[1] - action.visibility[0]) * action.frames[1]); //! goToAndStop must be relative to the start of the current segment\n\n animationItem.goToAndStop(frameToGo - animationItem.firstFrame - 1, true);\n }\n\n if (action.type === \"loop\") {\n // Loop: Loop a given frames\n if (assignedSegment === null) {\n // if not playing any segments currently. play those segments and save to state\n animationItem.playSegments(action.frames, true);\n assignedSegment = action.frames;\n } else {\n // if playing any segments currently.\n //check if segments in state are equal to the frames selected by action\n if (assignedSegment !== action.frames) {\n // if they are not equal. new segments are to be loaded\n animationItem.playSegments(action.frames, true);\n assignedSegment = action.frames;\n } else if (animationItem.isPaused) {\n // if they are equal the play method must be called only if lottie is paused\n animationItem.playSegments(action.frames, true);\n assignedSegment = action.frames;\n }\n }\n }\n\n if (action.type === \"play\" && animationItem.isPaused) {\n // Play: Reset segments and continue playing full animation from current position\n animationItem.resetSegments(true);\n animationItem.play();\n }\n\n if (action.type === \"stop\") {\n // Stop: Stop playback\n animationItem.goToAndStop(action.frames[0] - animationItem.firstFrame - 1, true);\n }\n };\n\n document.addEventListener(\"scroll\", scrollHandler);\n return function () {\n document.removeEventListener(\"scroll\", scrollHandler);\n };\n };\n\n var cursorModeHandler = function cursorModeHandler() {\n var handleCursor = function handleCursor(_x, _y) {\n var x = _x;\n var y = _y; // Resolve cursor position if cursor is inside container\n\n if (x !== -1 && y !== -1) {\n // Get container cursor position\n var pos = getContainerCursorPosition(wrapper, x, y); // Use the resolved position\n\n x = pos.x;\n y = pos.y;\n } // Find the first action that satisfies the current position conditions\n\n\n var action = actions.find(function (_ref3) {\n var position = _ref3.position;\n\n if (position && Array.isArray(position.x) && Array.isArray(position.y)) {\n return x >= position.x[0] && x <= position.x[1] && y >= position.y[0] && y <= position.y[1];\n }\n\n if (position && !Number.isNaN(position.x) && !Number.isNaN(position.y)) {\n return x === position.x && y === position.y;\n }\n\n return false;\n }); // Skip if no matching action was found!\n\n if (!action) {\n return;\n } // Process action types:\n\n\n if (action.type === \"seek\" && action.position && Array.isArray(action.position.x) && Array.isArray(action.position.y) && action.frames.length === 2) {\n // Seek: Go to a frame based on player scroll position action\n var xPercent = (x - action.position.x[0]) / (action.position.x[1] - action.position.x[0]);\n var yPercent = (y - action.position.y[0]) / (action.position.y[1] - action.position.y[0]);\n animationItem.playSegments(action.frames, true);\n animationItem.goToAndStop(Math.ceil((xPercent + yPercent) / 2 * (action.frames[1] - action.frames[0])), true);\n }\n\n if (action.type === \"loop\") {\n animationItem.playSegments(action.frames, true);\n }\n\n if (action.type === \"play\") {\n // Play: Reset segments and continue playing full animation from current position\n if (animationItem.isPaused) {\n animationItem.resetSegments(false);\n }\n\n animationItem.playSegments(action.frames);\n }\n\n if (action.type === \"stop\") {\n animationItem.goToAndStop(action.frames[0], true);\n }\n };\n\n var mouseMoveHandler = function mouseMoveHandler(ev) {\n handleCursor(ev.clientX, ev.clientY);\n };\n\n var mouseOutHandler = function mouseOutHandler() {\n handleCursor(-1, -1);\n };\n\n wrapper.addEventListener(\"mousemove\", mouseMoveHandler);\n wrapper.addEventListener(\"mouseout\", mouseOutHandler);\n return function () {\n wrapper.removeEventListener(\"mousemove\", mouseMoveHandler);\n wrapper.removeEventListener(\"mouseout\", mouseOutHandler);\n };\n };\n\n switch (mode) {\n case \"scroll\":\n return scrollModeHandler();\n\n case \"cursor\":\n return cursorModeHandler();\n }\n }, [mode, animationItem]);\n };\n\n var useLottieInteractivity = function useLottieInteractivity(_ref4) {\n var actions = _ref4.actions,\n mode = _ref4.mode,\n lottieObj = _ref4.lottieObj;\n var animationItem = lottieObj.animationItem,\n View = lottieObj.View;\n useInitInteractivity({\n actions: actions,\n animationItem: animationItem,\n mode: mode,\n wrapperRef: lottieObj.animationContainerRef\n });\n return View;\n };\n\n var _excluded = [\"style\", \"interactivity\"];\n\n var Lottie = function Lottie(props) {\n var _a;\n\n var style = props.style,\n interactivity = props.interactivity,\n lottieProps = _objectWithoutProperties(props, _excluded);\n /**\n * Initialize the 'useLottie' hook\n */\n\n\n var _useLottie = useLottie(lottieProps, style),\n View = _useLottie.View,\n play = _useLottie.play,\n stop = _useLottie.stop,\n pause = _useLottie.pause,\n setSpeed = _useLottie.setSpeed,\n goToAndStop = _useLottie.goToAndStop,\n goToAndPlay = _useLottie.goToAndPlay,\n setDirection = _useLottie.setDirection,\n playSegments = _useLottie.playSegments,\n setSubframe = _useLottie.setSubframe,\n getDuration = _useLottie.getDuration,\n destroy = _useLottie.destroy,\n animationContainerRef = _useLottie.animationContainerRef,\n animationLoaded = _useLottie.animationLoaded,\n animationItem = _useLottie.animationItem;\n /**\n * Make the hook variables/methods available through the provided 'lottieRef'\n */\n\n\n React.useEffect(function () {\n if (props.lottieRef) {\n props.lottieRef.current = {\n play: play,\n stop: stop,\n pause: pause,\n setSpeed: setSpeed,\n goToAndPlay: goToAndPlay,\n goToAndStop: goToAndStop,\n setDirection: setDirection,\n playSegments: playSegments,\n setSubframe: setSubframe,\n getDuration: getDuration,\n destroy: destroy,\n animationContainerRef: animationContainerRef,\n animationLoaded: animationLoaded,\n animationItem: animationItem\n };\n }\n }, [(_a = props.lottieRef) === null || _a === void 0 ? void 0 : _a.current]);\n\n if (interactivity) {\n return useLottieInteractivity(_objectSpread2({\n lottieObj: {\n View: View,\n play: play,\n stop: stop,\n pause: pause,\n setSpeed: setSpeed,\n goToAndStop: goToAndStop,\n goToAndPlay: goToAndPlay,\n setDirection: setDirection,\n playSegments: playSegments,\n setSubframe: setSubframe,\n getDuration: getDuration,\n destroy: destroy,\n animationContainerRef: animationContainerRef,\n animationLoaded: animationLoaded,\n animationItem: animationItem\n }\n }, interactivity));\n }\n\n return View;\n };\n\n var Animator = Lottie;\n var useAnimator = useLottie;\n\n Object.defineProperty(exports, 'LottiePlayer', {\n enumerable: true,\n get: function () { return lottie__default[\"default\"]; }\n });\n exports.Animator = Animator;\n exports[\"default\"] = Lottie;\n exports.useAnimator = useAnimator;\n exports.useLottie = useLottie;\n exports.useLottieInteractivity = useLottieInteractivity;\n\n Object.defineProperty(exports, '__esModule', { value: true });\n\n}));\n//# 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