{"version":3,"file":"chunk-klb-pay64.js","sources":["../node_modules/lottie-react/build/index.es.js"],"sourcesContent":["import lottie from 'lottie-web';\nexport { default as LottiePlayer } from 'lottie-web';\nimport React, { useState, useRef, useEffect } from 'react';\n\nfunction _iterableToArrayLimit(arr, i) {\n var _i = null == arr ? null : \"undefined\" != typeof Symbol && arr[Symbol.iterator] || arr[\"@@iterator\"];\n if (null != _i) {\n var _s,\n _e,\n _x,\n _r,\n _arr = [],\n _n = !0,\n _d = !1;\n try {\n if (_x = (_i = _i.call(arr)).next, 0 === i) {\n if (Object(_i) !== _i) return;\n _n = !1;\n } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);\n } catch (err) {\n _d = !0, _e = err;\n } finally {\n try {\n if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;\n } finally {\n if (_d) throw _e;\n }\n }\n return _arr;\n }\n}\nfunction ownKeys(object, enumerableOnly) {\n var keys = Object.keys(object);\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 return keys;\n}\nfunction _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 return target;\n}\nfunction _defineProperty(obj, key, value) {\n key = _toPropertyKey(key);\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 return obj;\n}\nfunction _objectWithoutPropertiesLoose(source, excluded) {\n if (source == null) return {};\n var target = {};\n var sourceKeys = Object.keys(source);\n var key, i;\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 return target;\n}\nfunction _objectWithoutProperties(source, excluded) {\n if (source == null) return {};\n var target = _objectWithoutPropertiesLoose(source, excluded);\n var key, i;\n if (Object.getOwnPropertySymbols) {\n var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\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 return target;\n}\nfunction _slicedToArray(arr, i) {\n return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n}\nfunction _arrayWithHoles(arr) {\n if (Array.isArray(arr)) return arr;\n}\nfunction _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}\nfunction _arrayLikeToArray(arr, len) {\n if (len == null || len > arr.length) len = arr.length;\n for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n return arr2;\n}\nfunction _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}\nfunction _toPrimitive(input, hint) {\n if (typeof input !== \"object\" || input === null) return input;\n var prim = input[Symbol.toPrimitive];\n if (prim !== undefined) {\n var res = prim.call(input, hint || \"default\");\n if (typeof res !== \"object\") return res;\n throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n }\n return (hint === \"string\" ? String : Number)(input);\n}\nfunction _toPropertyKey(arg) {\n var key = _toPrimitive(arg, \"string\");\n return typeof key === \"symbol\" ? key : String(key);\n}\n\nvar _excluded$1 = [\"animationData\", \"loop\", \"autoplay\", \"initialSegment\", \"onComplete\", \"onLoopComplete\", \"onEnterFrame\", \"onSegmentStart\", \"onConfigReady\", \"onDataReady\", \"onDataFailed\", \"onLoadedImages\", \"onDOMLoaded\", \"onDestroy\", \"lottieRef\", \"renderer\", \"name\", \"assetsPath\", \"rendererSettings\"];\nvar 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 var _useState = useState(false),\n _useState2 = _slicedToArray(_useState, 2),\n animationLoaded = _useState2[0],\n setAnimationLoaded = _useState2[1];\n var animationInstanceRef = useRef();\n var animationContainer = useRef(null);\n /*\n ======================================\n INTERACTION METHODS\n ======================================\n */\n /**\n * Play\n */\n var play = function play() {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.play();\n };\n /**\n * Stop\n */\n var stop = function stop() {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.stop();\n };\n /**\n * Pause\n */\n var pause = function pause() {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.pause();\n };\n /**\n * Set animation speed\n * @param speed\n */\n var setSpeed = function setSpeed(speed) {\n var _a;\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 var goToAndPlay = function goToAndPlay(value, isFrame) {\n var _a;\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 var goToAndStop = function goToAndStop(value, isFrame) {\n var _a;\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 var setDirection = function setDirection(direction) {\n var _a;\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 var playSegments = function playSegments(segments, forceFlag) {\n var _a;\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 var setSubframe = function setSubframe(useSubFrames) {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setSubframe(useSubFrames);\n };\n /**\n * Get animation duration\n * @param inFrames\n */\n var getDuration = function getDuration(inFrames) {\n var _a;\n return (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.getDuration(inFrames);\n };\n /**\n * Destroy animation\n */\n var destroy = function destroy() {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n // Removing the reference to the animation so separate cleanups are skipped.\n // Without it the internal `lottie-react` instance throws exceptions as it already cleared itself on destroy.\n animationInstanceRef.current = undefined;\n };\n /*\n ======================================\n LOTTIE\n ======================================\n */\n /**\n * Load a new animation, and if it's the case, destroy the previous one\n * @param {Object} forcedConfigs\n */\n var loadAnimation = function loadAnimation() {\n var forcedConfigs = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n var _a;\n // Return if the container ref is null\n if (!animationContainer.current) {\n return;\n }\n // Destroy any previous instance\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n // Build the animation configuration\n var config = _objectSpread2(_objectSpread2(_objectSpread2({}, props), forcedConfigs), {}, {\n container: animationContainer.current\n });\n // Save the animation instance\n animationInstanceRef.current = lottie.loadAnimation(config);\n setAnimationLoaded(!!animationInstanceRef.current);\n // Return a function that will clean up\n return function () {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n animationInstanceRef.current = undefined;\n };\n };\n /**\n * (Re)Initialize when animation data changed\n */\n useEffect(function () {\n var onUnmount = loadAnimation();\n // Clean up on unmount\n return function () {\n return onUnmount === null || onUnmount === void 0 ? void 0 : onUnmount();\n };\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [animationData, loop]);\n // Update the autoplay state\n useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n }\n animationInstanceRef.current.autoplay = !!autoplay;\n }, [autoplay]);\n // Update the initial segment state\n useEffect(function () {\n if (!animationInstanceRef.current) {\n return;\n }\n // When null should reset to default animation length\n if (!initialSegment) {\n animationInstanceRef.current.resetSegments(true);\n return;\n }\n // If it's not a valid segment, do nothing\n if (!Array.isArray(initialSegment) || !initialSegment.length) {\n return;\n }\n // If the current position it's not in the new segment\n // set the current position to start\n if (animationInstanceRef.current.currentRawFrame < initialSegment[0] || animationInstanceRef.current.currentRawFrame > initialSegment[1]) {\n animationInstanceRef.current.currentRawFrame = initialSegment[0];\n }\n // Update the segment\n animationInstanceRef.current.setSegment(initialSegment[0], initialSegment[1]);\n }, [initialSegment]);\n /*\n ======================================\n EVENTS\n ======================================\n */\n /**\n * Reinitialize listener on change\n */\n 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 if (!listeners.length) {\n return;\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 (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.addEventListener(listener.name, listener.handler);\n // Return a function to deregister this listener\n return function () {\n var _a;\n (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.removeEventListener(listener.name, listener.handler);\n };\n });\n // Deregister listeners on unmount\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 var View = /*#__PURE__*/React.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// helpers\nfunction getContainerVisibility(container) {\n var _container$getBoundin = container.getBoundingClientRect(),\n top = _container$getBoundin.top,\n height = _container$getBoundin.height;\n var current = window.innerHeight - top;\n var max = window.innerHeight + height;\n return current / max;\n}\nfunction 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 var x = (cursorX - left) / width;\n var y = (cursorY - top) / height;\n return {\n x: x,\n y: y\n };\n}\nvar useInitInteractivity = function useInitInteractivity(_ref) {\n var wrapperRef = _ref.wrapperRef,\n animationItem = _ref.animationItem,\n mode = _ref.mode,\n actions = _ref.actions;\n useEffect(function () {\n var wrapper = wrapperRef.current;\n if (!wrapper || !animationItem || !actions.length) {\n return;\n }\n animationItem.stop();\n var scrollModeHandler = function scrollModeHandler() {\n var assignedSegment = null;\n var scrollHandler = function scrollHandler() {\n var currentPercent = getContainerVisibility(wrapper);\n // Find the first action that satisfies the current position conditions\n var action = actions.find(function (_ref2) {\n var visibility = _ref2.visibility;\n return visibility && currentPercent >= visibility[0] && currentPercent <= visibility[1];\n });\n // Skip if no matching action was found!\n if (!action) {\n return;\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]);\n //! goToAndStop must be relative to the start of the current segment\n animationItem.goToAndStop(frameToGo - animationItem.firstFrame - 1, true);\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 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 if (action.type === \"stop\") {\n // Stop: Stop playback\n animationItem.goToAndStop(action.frames[0] - animationItem.firstFrame - 1, true);\n }\n };\n document.addEventListener(\"scroll\", scrollHandler);\n return function () {\n document.removeEventListener(\"scroll\", scrollHandler);\n };\n };\n var cursorModeHandler = function cursorModeHandler() {\n var handleCursor = function handleCursor(_x, _y) {\n var x = _x;\n var y = _y;\n // Resolve cursor position if cursor is inside container\n if (x !== -1 && y !== -1) {\n // Get container cursor position\n var pos = getContainerCursorPosition(wrapper, x, y);\n // Use the resolved position\n x = pos.x;\n y = pos.y;\n }\n // Find the first action that satisfies the current position conditions\n var action = actions.find(function (_ref3) {\n var position = _ref3.position;\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 if (position && !Number.isNaN(position.x) && !Number.isNaN(position.y)) {\n return x === position.x && y === position.y;\n }\n return false;\n });\n // Skip if no matching action was found!\n if (!action) {\n return;\n }\n // Process action types:\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 if (action.type === \"loop\") {\n animationItem.playSegments(action.frames, true);\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 animationItem.playSegments(action.frames);\n }\n if (action.type === \"stop\") {\n animationItem.goToAndStop(action.frames[0], true);\n }\n };\n var mouseMoveHandler = function mouseMoveHandler(ev) {\n handleCursor(ev.clientX, ev.clientY);\n };\n var mouseOutHandler = function mouseOutHandler() {\n handleCursor(-1, -1);\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 switch (mode) {\n case \"scroll\":\n return scrollModeHandler();\n case \"cursor\":\n return cursorModeHandler();\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [mode, animationItem]);\n};\nvar 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 animationContainerRef = lottieObj.animationContainerRef;\n useInitInteractivity({\n actions: actions,\n animationItem: animationItem,\n mode: mode,\n wrapperRef: animationContainerRef\n });\n return View;\n};\n\nvar _excluded = [\"style\", \"interactivity\"];\nvar Lottie = function Lottie(props) {\n var _a, _b, _c;\n var style = props.style,\n interactivity = props.interactivity,\n lottieProps = _objectWithoutProperties(props, _excluded);\n /**\n * Initialize the 'useLottie' hook\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 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 // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [(_a = props.lottieRef) === null || _a === void 0 ? void 0 : _a.current]);\n return useLottieInteractivity({\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 actions: (_b = interactivity === null || interactivity === void 0 ? void 0 : interactivity.actions) !== null && _b !== void 0 ? _b : [],\n mode: (_c = interactivity === null || interactivity === void 0 ? void 0 : interactivity.mode) !== null && _c !== void 0 ? _c : \"scroll\"\n });\n};\n\nexport { Lottie as default, useLottie, useLottieInteractivity };\n//# 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