LottieAnimationLayer.swift 55.3 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522
//
//  LottieAnimationLayer.swift
//  Lottie
//

import QuartzCore

// MARK: - LottieAnimationLayer

/// A CALayer subclass for rendering Lottie animations.
///  - Also available as a SwiftUI view (`LottieView`) and a UIView subclass (`LottieAnimationView`)
public class LottieAnimationLayer: CALayer {

  // MARK: Lifecycle

  /// Initializes a LottieAnimationLayer with an animation.
  public init(
    animation: LottieAnimation?,
    imageProvider: AnimationImageProvider? = nil,
    textProvider: AnimationKeypathTextProvider = DefaultTextProvider(),
    fontProvider: AnimationFontProvider = DefaultFontProvider(),
    configuration: LottieConfiguration = .shared,
    logger: LottieLogger = .shared)
  {
    self.animation = animation
    self.imageProvider = imageProvider ?? BundleImageProvider(bundle: Bundle.main, searchPath: nil)
    self.textProvider = textProvider
    self.fontProvider = fontProvider
    self.configuration = configuration
    screenScale = 1
    self.logger = logger
    super.init()
    makeAnimationLayer(usingEngine: configuration.renderingEngine)
    if let animation {
      frame = animation.bounds
    }
  }

  /// Initializes an LottieAnimationLayer with a .lottie file.
  public init(
    dotLottie: DotLottieFile?,
    animationId: String? = nil,
    textProvider: AnimationKeypathTextProvider = DefaultTextProvider(),
    fontProvider: AnimationFontProvider = DefaultFontProvider(),
    configuration: LottieConfiguration = .shared,
    logger: LottieLogger = .shared)
  {
    let dotLottieAnimation = dotLottie?.animation(for: animationId)
    animation = dotLottieAnimation?.animation
    imageProvider = dotLottie?.imageProvider ?? BundleImageProvider(bundle: Bundle.main, searchPath: nil)
    self.textProvider = textProvider
    self.fontProvider = fontProvider
    self.configuration = configuration
    screenScale = 1
    self.logger = logger
    super.init()
    loopMode = dotLottieAnimation?.configuration.loopMode ?? .playOnce
    animationSpeed = CGFloat(dotLottieAnimation?.configuration.speed ?? 1)
    makeAnimationLayer(usingEngine: configuration.renderingEngine)
    if let animation {
      frame = animation.bounds
    }
  }

  public init(
    configuration: LottieConfiguration = .shared,
    logger: LottieLogger = .shared)
  {
    animation = nil
    imageProvider = BundleImageProvider(bundle: Bundle.main, searchPath: nil)
    textProvider = DefaultTextProvider()
    fontProvider = DefaultFontProvider()
    self.configuration = configuration
    screenScale = 1
    self.logger = logger
    super.init()
  }

  /// Called by CoreAnimation to create a shadow copy of this layer
  /// More details: https://developer.apple.com/documentation/quartzcore/calayer/1410842-init
  override init(layer: Any) {
    guard let typedLayer = layer as? Self else {
      fatalError("\(Self.self).init(layer:) incorrectly called with \(type(of: layer))")
    }

    animation = typedLayer.animation
    imageProvider = typedLayer.imageProvider
    textProvider = typedLayer.textProvider
    fontProvider = typedLayer.fontProvider
    logger = typedLayer.logger
    screenScale = typedLayer.screenScale
    configuration = typedLayer.configuration
    super.init(layer: typedLayer)
  }

  required init?(coder _: NSCoder) {
    fatalError("init(coder:) has not been implemented")
  }

  // MARK: Open

  /// Plays the animation from its current state to the end.
  ///
  /// - Parameter completion: An optional completion closure to be called when the animation completes playing.
  open func play(completion: LottieCompletionBlock? = nil) {
    guard let animation else { return }

    defer {
      currentPlaybackMode = .playing(.fromProgress(nil, toProgress: 1, loopMode: loopMode))
    }

    if shouldOverrideWithReducedMotionAnimation {
      playReducedMotionAnimation(completion: completion)
      return
    }

    /// Build a context for the animation.
    let context = AnimationContext(
      playFrom: CGFloat(animation.startFrame),
      playTo: CGFloat(animation.endFrame),
      closure: completion)
    removeCurrentAnimationIfNecessary()
    addNewAnimationForContext(context)
  }

  /// Plays the animation from a progress (0-1) to a progress (0-1).
  ///
  /// - Parameter fromProgress: The start progress of the animation. If `nil` the animation will start at the current progress.
  /// - Parameter toProgress: The end progress of the animation.
  /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used.
  /// - Parameter completion: An optional completion closure to be called when the animation stops.
  open func play(
    fromProgress: AnimationProgressTime? = nil,
    toProgress: AnimationProgressTime,
    loopMode: LottieLoopMode? = nil,
    completion: LottieCompletionBlock? = nil)
  {
    guard let animation else { return }

    defer {
      currentPlaybackMode = .playing(.fromProgress(fromProgress, toProgress: toProgress, loopMode: loopMode ?? self.loopMode))
    }

    if shouldOverrideWithReducedMotionAnimation {
      playReducedMotionAnimation(completion: completion)
      return
    }

    removeCurrentAnimationIfNecessary()
    if let loopMode {
      /// Set the loop mode, if one was supplied
      self.loopMode = loopMode
    }
    let context = AnimationContext(
      playFrom: animation.frameTime(forProgress: fromProgress ?? currentProgress),
      playTo: animation.frameTime(forProgress: toProgress),
      closure: completion)
    addNewAnimationForContext(context)
  }

  /// Plays the animation from a start frame to an end frame in the animation's framerate.
  ///
  /// - Parameter fromFrame: The start frame of the animation. If `nil` the animation will start at the current frame.
  /// - Parameter toFrame: The end frame of the animation.
  /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used.
  /// - Parameter completion: An optional completion closure to be called when the animation stops.
  open func play(
    fromFrame: AnimationFrameTime? = nil,
    toFrame: AnimationFrameTime,
    loopMode: LottieLoopMode? = nil,
    completion: LottieCompletionBlock? = nil)
  {
    defer {
      currentPlaybackMode = .playing(.fromFrame(fromFrame, toFrame: toFrame, loopMode: loopMode ?? self.loopMode))
    }

    if shouldOverrideWithReducedMotionAnimation {
      playReducedMotionAnimation(completion: completion)
      return
    }

    removeCurrentAnimationIfNecessary()
    if let loopMode {
      /// Set the loop mode, if one was supplied
      self.loopMode = loopMode
    }

    let context = AnimationContext(
      playFrom: fromFrame ?? currentFrame,
      playTo: toFrame,
      closure: completion)
    addNewAnimationForContext(context)
  }

  /// Plays the animation from a named marker to another marker.
  ///
  /// Markers are point in time that are encoded into the Animation data and assigned
  /// a name.
  ///
  /// NOTE: If markers are not found the play command will exit.
  ///
  /// - Parameter fromMarker: The start marker for the animation playback. If `nil` the
  /// animation will start at the current progress.
  /// - Parameter toMarker: The end marker for the animation playback.
  /// - Parameter playEndMarkerFrame: A flag to determine whether or not to play the frame of the end marker. If the
  /// end marker represents the end of the section to play, it should be to true. If the provided end marker
  /// represents the beginning of the next section, it should be false.
  /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used.
  /// - Parameter completion: An optional completion closure to be called when the animation stops.
  open func play(
    fromMarker: String? = nil,
    toMarker: String,
    playEndMarkerFrame: Bool = true,
    loopMode: LottieLoopMode? = nil,
    completion: LottieCompletionBlock? = nil)
  {
    defer {
      currentPlaybackMode = .playing(.fromMarker(
        fromMarker,
        toMarker: toMarker,
        playEndMarkerFrame: playEndMarkerFrame,
        loopMode: loopMode ?? self.loopMode))
    }

    if shouldOverrideWithReducedMotionAnimation {
      playReducedMotionAnimation(completion: completion)
      return
    }

    guard let animation, let markers = animation.markerMap, let to = markers[toMarker] else {
      return
    }

    removeCurrentAnimationIfNecessary()
    if let loopMode {
      /// Set the loop mode, if one was supplied
      self.loopMode = loopMode
    }

    let fromTime: CGFloat =
      if let fromName = fromMarker, let from = markers[fromName] {
        CGFloat(from.frameTime)
      } else {
        currentFrame
      }

    let playTo = playEndMarkerFrame ? CGFloat(to.frameTime) : CGFloat(to.frameTime) - 1
    let context = AnimationContext(
      playFrom: fromTime,
      playTo: playTo,
      closure: completion)
    addNewAnimationForContext(context)
  }

  /// Plays the animation from a named marker to the end of the marker's duration.
  ///
  /// A marker is a point in time with an associated duration that is encoded into the
  /// animation data and assigned a name.
  ///
  /// NOTE: If marker is not found the play command will exit.
  ///
  /// - Parameter marker: The start marker for the animation playback.
  /// - Parameter loopMode: The loop behavior of the animation. If `nil` the layer's `loopMode` property will be used.
  /// - Parameter completion: An optional completion closure to be called when the animation stops.
  open func play(
    marker: String,
    loopMode: LottieLoopMode? = nil,
    completion: LottieCompletionBlock? = nil)
  {
    guard let from = animation?.markerMap?[marker] else {
      return
    }

    defer {
      currentPlaybackMode = .playing(.marker(marker, loopMode: loopMode ?? self.loopMode))
    }

    if shouldOverrideWithReducedMotionAnimation {
      playReducedMotionAnimation(completion: completion)
      return
    }

    play(
      fromFrame: from.frameTime,
      toFrame: from.frameTime + from.durationFrameTime,
      loopMode: loopMode,
      completion: completion)
  }

  /// Plays the given markers sequentially in order.
  ///
  /// A marker is a point in time with an associated duration that is encoded into the
  /// animation data and assigned a name. Multiple markers can be played sequentially
  /// to create programmable animations.
  ///
  /// If a marker is not found, it will be skipped.
  ///
  /// If a marker doesn't have a duration value, it will play with a duration of 0
  /// (effectively being skipped).
  ///
  /// If another animation is played (by calling any `play` method) while this
  /// marker sequence is playing, the marker sequence will be cancelled.
  ///
  /// - Parameter markers: The list of markers to play sequentially.
  /// - Parameter completion: An optional completion closure to be called when the animation stops.
  open func play(
    markers: [String],
    completion: LottieCompletionBlock? = nil)
  {
    guard !markers.isEmpty else { return }

    defer {
      currentPlaybackMode = .playing(.markers(markers))
    }

    if shouldOverrideWithReducedMotionAnimation {
      playReducedMotionAnimation(completion: nil)
      return
    }

    let markerToPlay = markers[0]
    let followingMarkers = Array(markers.dropFirst())

    guard animation?.markerMap?[markerToPlay] != nil else {
      play(markers: followingMarkers, completion: completion)
      return
    }

    play(marker: markerToPlay, loopMode: .playOnce, completion: { [weak self] completed in
      // If the completion handler is called with `completed: false` (which typically means
      // that another animation was played by calling some `play` method),
      // we should cancel the marker sequence and not play the next marker.
      guard completed, let self else {
        completion?(false)
        return
      }

      if followingMarkers.isEmpty {
        // If we don't have any more markers to play, then the marker sequence has completed.
        completion?(completed)
      } else {
        play(markers: followingMarkers, completion: completion)
      }
    })
  }

  /// Stops the animation and resets the layer to its start frame.
  ///
  /// The completion closure will be called with `false`
  open func stop() {
    removeCurrentAnimation()
    currentFrame = 0
  }

  /// Pauses the animation in its current state.
  ///
  /// The completion closure will be called with `false`
  open func pause() {
    pause(at: .currentFrame)
  }

  /// Pauses the animation at a given state.
  open func pause(at state: LottiePlaybackMode.PausedState) {
    switch state {
    case .currentFrame:
      removeCurrentAnimation()

    case .progress(let animationProgressTime):
      currentProgress = animationProgressTime

    case .frame(let animationFrameTime):
      currentFrame = animationFrameTime

    case .time(let timeInterval):
      currentTime = timeInterval

    case .marker(let name, let position):
      guard let from = animation?.markerMap?[name] else {
        return
      }

      switch position {
      case .start:
        currentTime = from.frameTime
      case .end:
        currentTime = from.frameTime + from.durationFrameTime
      }
    }

    currentPlaybackMode = .paused(at: state)
  }

  @available(*, deprecated, renamed: "setPlaybackMode(_:completion:)", message: "Will be removed in a future major release.")
  open func play(
    _ playbackMode: LottiePlaybackMode,
    animationCompletionHandler: LottieCompletionBlock? = nil)
  {
    setPlaybackMode(playbackMode, completion: animationCompletionHandler)
  }

  /// Applies the given `LottiePlaybackMode` to this layer.
  /// - Parameter playbackMode: The playback mode to apply
  /// - Parameter completion: A closure that is called after
  ///   an animation triggered by this method completes.
  open func setPlaybackMode(
    _ playbackMode: LottiePlaybackMode,
    completion: LottieCompletionBlock? = nil)
  {
    switch playbackMode {
    case .paused(at: let state):
      pause(at: state)

    case .playing(let mode):
      play(mode, completion: completion)

    case .progress(let progress):
      pause(at: .progress(progress))

    case .frame(let frame):
      pause(at: .frame(frame))

    case .time(let time):
      pause(at: .time(time))

    case .pause:
      pause(at: .currentFrame)

    case .fromProgress(let from, let to, let loopMode):
      play(.fromProgress(from, toProgress: to, loopMode: loopMode), completion: completion)

    case .fromFrame(let from, let to, let loopMode):
      play(.fromFrame(from, toFrame: to, loopMode: loopMode), completion: completion)

    case .fromMarker(let from, let to, let playEndMarkerFrame, let loopMode):
      play(.fromMarker(from, toMarker: to, playEndMarkerFrame: playEndMarkerFrame, loopMode: loopMode), completion: completion)

    case .marker(let name, let loopMode):
      play(.marker(name, loopMode: loopMode), completion: completion)

    case .markers(let names):
      play(.markers(names), completion: completion)
    }
  }

  /// Applies the given `LottiePlaybackMode` to this layer.
  /// - Parameter playbackMode: The playback mode to apply
  /// - Parameter completion: A closure that is called after
  ///   an animation triggered by this method completes.
  open func play(_ playbackMode: LottiePlaybackMode.PlaybackMode, completion: LottieCompletionBlock? = nil) {
    switch playbackMode {
    case .fromProgress(let from, let to, let loopMode):
      play(
        fromProgress: from,
        toProgress: to,
        loopMode: loopMode,
        completion: completion)

    case .fromFrame(let from, let to, let loopMode):
      play(
        fromFrame: from,
        toFrame: to,
        loopMode: loopMode,
        completion: completion)

    case .fromMarker(let from, let to, let playEndMarkerFrame, let loopMode):
      play(
        fromMarker: from,
        toMarker: to,
        playEndMarkerFrame: playEndMarkerFrame,
        loopMode: loopMode,
        completion: completion)

    case .marker(let name, loopMode: let loopMode):
      play(marker: name, loopMode: loopMode, completion: completion)

    case .markers(let names):
      play(markers: names, completion: completion)
    }
  }

  // MARK: Public

  /// The current `LottiePlaybackMode` that is being used
  public private(set) var currentPlaybackMode: LottiePlaybackMode?

  /// Value Providers that have been registered using `setValueProvider(_:keypath:)`
  public private(set) var valueProviders = [AnimationKeypath: AnyValueProvider]()

  /// A closure called when the animation layer has been loaded.
  /// Will inform the receiver the type of rendering engine that is used for the layer.
  public var animationLayerDidLoad: ((_ animationLayer: LottieAnimationLayer, _ renderingEngine: RenderingEngineOption) -> Void)?

  /// The configuration that this `LottieAnimationView` uses when playing its animation
  public var configuration: LottieConfiguration {
    didSet {
      if configuration.renderingEngine != oldValue.renderingEngine {
        makeAnimationLayer(usingEngine: configuration.renderingEngine)
      }
    }
  }

  /// The underlying CALayer created to display the content.
  /// Use this property to change CALayer props like the content's transform, anchor point, etc.
  public var animationLayer: CALayer? { rootAnimationLayer }

  public var screenScale: CGFloat {
    didSet {
      rootAnimationLayer?.renderScale = screenScale
    }
  }

  /// Describes the behavior of an AnimationView when the app is moved to the background.
  ///
  /// The default for the Main Thread animation engine is `pause`,
  /// which pauses the animation when the application moves to
  /// the background. This prevents the animation from consuming CPU
  /// resources when not on-screen. The completion block is called with
  /// `false` for completed.
  ///
  /// The default for the Core Animation engine is `continuePlaying`,
  /// since the Core Animation engine does not have any CPU overhead.
  public var backgroundBehavior: LottieBackgroundBehavior {
    get {
      let currentBackgroundBehavior = _backgroundBehavior ?? .default(for: currentRenderingEngine ?? .mainThread)

      if
        currentRenderingEngine == .mainThread,
        _backgroundBehavior == .continuePlaying
      {
        logger.assertionFailure("""
          `LottieBackgroundBehavior.continuePlaying` should not be used with the Main Thread
          rendering engine, since this would waste CPU resources on playing an animation
          that is not visible. Consider using a different background mode, or switching to
          the Core Animation rendering engine (which does not have any CPU overhead).
          """)
      }

      return currentBackgroundBehavior
    }
    set {
      _backgroundBehavior = newValue
    }
  }

  /// Sets the animation backing the animation layer. Setting this will clear the
  /// layer's contents, completion blocks and current state. The new animation will
  /// be loaded up and set to the beginning of its timeline.
  public var animation: LottieAnimation? {
    didSet {
      makeAnimationLayer(usingEngine: configuration.renderingEngine)

      if let animation {
        animationLoaded?(self, animation)
      }
    }
  }

  /// A closure that is called when `self.animation` is loaded. When setting this closure,
  /// it is called immediately if `self.animation` is non-nil.
  ///
  /// When initializing a `LottieAnimationView`, the animation will either be loaded
  /// synchronously (when loading a `LottieAnimation` from a .json file on disk)
  /// or asynchronously (when loading a `DotLottieFile` from disk, or downloading
  /// an animation from a URL). This closure is called in both cases once the
  /// animation is loaded and applied, so can be a useful way to configure this
  /// `LottieAnimationView` regardless of which initializer was used. For example:
  ///
  /// ```
  /// let animationView: LottieAnimationView
  ///
  /// if loadDotLottieFile {
  ///   // Loads the .lottie file asynchronously
  ///   animationView = LottieAnimationView(dotLottieName: "animation")
  /// } else {
  ///   // Loads the .json file synchronously
  ///   animationView = LottieAnimationView(name: "animation")
  /// }
  ///
  /// animationView.animationLoaded = { animationView, animation in
  ///   // If using a .lottie file, this is called once the file finishes loading.
  ///   // If using a .json file, this is called immediately (since the animation is loaded synchronously).
  ///   animationView.play()
  /// }
  /// ```
  public var animationLoaded: ((_ animationLayer: LottieAnimationLayer, _ animation: LottieAnimation) -> Void)? {
    didSet {
      if let animation {
        animationLoaded?(self, animation)
      }
    }
  }

  /// Sets the image provider for the animation layer. An image provider provides the
  /// animation with its required image data.
  ///
  /// Setting this will cause the animation to reload its image contents.
  public var imageProvider: AnimationImageProvider {
    didSet {
      rootAnimationLayer?.imageProvider = imageProvider.cachedImageProvider
      reloadImages()
    }
  }

  /// Sets the text provider for animation layer. A text provider provides the
  /// animation with values for text layers
  public var textProvider: AnimationKeypathTextProvider {
    didSet {
      rootAnimationLayer?.textProvider = textProvider
    }
  }

  /// Sets the text provider for animation layer. A text provider provides the
  /// animation with values for text layers
  public var fontProvider: AnimationFontProvider {
    didSet {
      rootAnimationLayer?.fontProvider = fontProvider
    }
  }

  /// Whether or not the animation is masked to the bounds. Defaults to true.
  public var maskAnimationToBounds = true {
    didSet {
      animationLayer?.masksToBounds = maskAnimationToBounds
    }
  }

  /// Returns `true` if the animation is currently playing.
  public var isAnimationPlaying: Bool {
    guard let animationLayer = rootAnimationLayer else {
      return false
    }

    if let valueFromLayer = animationLayer.isAnimationPlaying {
      return valueFromLayer
    } else {
      return animationLayer.animation(forKey: activeAnimationName) != nil
    }
  }

  /// Sets the loop behavior for `play` calls. Defaults to `playOnce`
  public var loopMode: LottieLoopMode = .playOnce {
    didSet {
      updateInFlightAnimation()
    }
  }

  /// When `true` the animation layer will rasterize its contents when not animating.
  /// Rasterizing will improve performance of static animations.
  ///
  /// Note: this will not produce crisp results at resolutions above the animations natural resolution.
  ///
  /// Defaults to `false`
  public var shouldRasterizeWhenIdle = false {
    didSet {
      updateRasterizationState()
    }
  }

  /// Sets the current animation time with a Progress Time
  ///
  /// Note: Setting this will stop the current animation, if any.
  /// Note 2: If `animation` is nil, setting this will fallback to 0
  public var currentProgress: AnimationProgressTime {
    set {
      if let animation {
        currentFrame = animation.frameTime(forProgress: newValue)
        currentPlaybackMode = .paused(at: .progress(newValue))
      } else {
        currentFrame = 0
      }
    }
    get {
      if let animation {
        animation.progressTime(forFrame: currentFrame)
      } else {
        0
      }
    }
  }

  /// Sets the current animation time with a time in seconds.
  ///
  /// Note: Setting this will stop the current animation, if any.
  /// Note 2: If `animation` is nil, setting this will fallback to 0
  public var currentTime: TimeInterval {
    set {
      if let animation {
        currentFrame = animation.frameTime(forTime: newValue)
        currentPlaybackMode = .paused(at: .time(newValue))
      } else {
        currentFrame = 0
      }
    }
    get {
      if let animation {
        animation.time(forFrame: currentFrame)
      } else {
        0
      }
    }
  }

  /// Sets the current animation time with a frame in the animations framerate.
  ///
  /// Note: Setting this will stop the current animation, if any.
  public var currentFrame: AnimationFrameTime {
    set {
      removeCurrentAnimationIfNecessary()
      updateAnimationFrame(newValue)
      currentPlaybackMode = .paused(at: .frame(currentFrame))
    }
    get {
      rootAnimationLayer?.currentFrame ?? 0
    }
  }

  /// Returns the current animation frame while an animation is playing.
  public var realtimeAnimationFrame: AnimationFrameTime {
    isAnimationPlaying ? rootAnimationLayer?.presentation()?.currentFrame ?? currentFrame : currentFrame
  }

  /// Returns the current animation frame while an animation is playing.
  public var realtimeAnimationProgress: AnimationProgressTime {
    if let animation {
      return animation.progressTime(forFrame: realtimeAnimationFrame)
    }
    return 0
  }

  /// Sets the speed of the animation playback. Defaults to 1
  public var animationSpeed: CGFloat = 1 {
    didSet {
      updateInFlightAnimation()
    }
  }

  /// When `true` the animation will play back at the framerate encoded in the
  /// `LottieAnimation` model. When `false` the animation will play at the framerate
  /// of the device.
  ///
  /// Defaults to false
  public var respectAnimationFrameRate = false {
    didSet {
      rootAnimationLayer?.respectAnimationFrameRate = respectAnimationFrameRate
    }
  }

  /// The rendering engine currently being used by this layer.
  ///  - This will only be `nil` in cases where the configuration is `automatic`
  ///    but a `RootAnimationLayer` hasn't been constructed yet
  public var currentRenderingEngine: RenderingEngine? {
    switch configuration.renderingEngine {
    case .specific(let engine):
      return engine

    case .automatic:
      guard let animationLayer else {
        return nil
      }

      if animationLayer is CoreAnimationLayer {
        return .coreAnimation
      } else {
        return .mainThread
      }
    }
  }

  /// Whether or not the Main Thread rendering engine should use `forceDisplayUpdate()`
  /// when rendering each individual frame.
  ///  - The main thread rendering engine implements optimizations to decrease the amount
  ///    of properties that have to be re-rendered on each frame. There are some cases
  ///    where this can result in bugs / incorrect behavior, so we allow it to be disabled.
  ///  - Forcing a full render on every frame will decrease performance, and is not recommended
  ///    except as a workaround to a bug in the main thread rendering engine.
  ///  - Has no effect when using the Core Animation rendering engine.
  public var mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame = false {
    didSet {
      (rootAnimationLayer as? MainThreadAnimationLayer)?.forceDisplayUpdateOnEachFrame
        = mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame
    }
  }

  /// Sets the lottie file backing the animation layer. Setting this will clear the
  /// layer's contents, completion blocks and current state. The new animation will
  /// be loaded up and set to the beginning of its timeline.
  /// The loopMode, animationSpeed and imageProvider will be set according
  /// to lottie file settings
  /// - Parameters:
  ///   - animationId: Internal animation id to play. Optional
  ///   Defaults to play first animation in file.
  ///   - dotLottieFile: Lottie file to play
  public func loadAnimation(
    _ animationId: String? = nil,
    from dotLottieFile: DotLottieFile)
  {
    guard let dotLottieAnimation = dotLottieFile.animation(for: animationId) else { return }
    loadAnimation(dotLottieAnimation)
  }

  /// Sets the lottie file backing the animation layer. Setting this will clear the
  /// layer's contents, completion blocks and current state. The new animation will
  /// be loaded up and set to the beginning of its timeline.
  /// The loopMode, animationSpeed and imageProvider will be set according
  /// to lottie file settings
  /// - Parameters:
  ///   - atIndex: Internal animation index to play.
  ///   Defaults to play first animation in file.
  ///   - dotLottieFile: Lottie file to play
  public func loadAnimation(
    atIndex index: Int,
    from dotLottieFile: DotLottieFile)
  {
    guard let dotLottieAnimation = dotLottieFile.animation(at: index) else { return }
    loadAnimation(dotLottieAnimation)
  }

  /// Reloads the images supplied to the animation from the `imageProvider`
  public func reloadImages() {
    rootAnimationLayer?.reloadImages()
  }

  /// Forces the LottieAnimationView to redraw its contents.
  public func forceDisplayUpdate() {
    rootAnimationLayer?.forceDisplayUpdate()
  }

  /// Sets a ValueProvider for the specified keypath. The value provider will be set
  /// on all properties that match the keypath.
  ///
  /// Nearly all properties of a Lottie animation can be changed at runtime using a
  /// combination of `Animation Keypaths` and `Value Providers`.
  /// Setting a ValueProvider on a keypath will cause the animation to update its
  /// contents and read the new Value Provider.
  ///
  /// A value provider provides a typed value on a frame by frame basis.
  ///
  /// - Parameter valueProvider: The new value provider for the properties.
  /// - Parameter keypath: The keypath used to search for properties.
  ///
  /// Example:
  /// ```
  /// /// A keypath that finds the color value for all `Fill 1` nodes.
  /// let fillKeypath = AnimationKeypath(keypath: "**.Fill 1.Color")
  /// /// A Color Value provider that returns a reddish color.
  /// let redValueProvider = ColorValueProvider(Color(r: 1, g: 0.2, b: 0.3, a: 1))
  /// /// Set the provider on the animationView.
  /// animationView.setValueProvider(redValueProvider, keypath: fillKeypath)
  /// ```
  public func setValueProvider(_ valueProvider: AnyValueProvider, keypath: AnimationKeypath) {
    guard let animationLayer = rootAnimationLayer else { return }

    valueProviders[keypath] = valueProvider
    animationLayer.setValueProvider(valueProvider, keypath: keypath)
  }

  /// Reads the value of a property specified by the Keypath.
  /// Returns nil if no property is found.
  ///
  /// - Parameter for: The keypath used to search for the property.
  /// - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used.
  public func getValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? {
    rootAnimationLayer?.getValue(for: keypath, atFrame: atFrame)
  }

  /// Reads the original value of a property specified by the Keypath.
  /// This will ignore any value providers and can be useful when implementing a value providers that makes change to the original value from the animation.
  /// Returns nil if no property is found.
  ///
  /// - Parameter for: The keypath used to search for the property.
  /// - Parameter atFrame: The Frame Time of the value to query. If nil then the current frame is used.
  public func getOriginalValue(for keypath: AnimationKeypath, atFrame: AnimationFrameTime?) -> Any? {
    rootAnimationLayer?.getOriginalValue(for: keypath, atFrame: atFrame)
  }

  /// Logs all child keypaths.
  public func logHierarchyKeypaths() {
    rootAnimationLayer?.logHierarchyKeypaths()
  }

  /// Computes and returns a list of all child keypaths in the current animation.
  /// The returned list is the same as the log output of `logHierarchyKeypaths()`
  public func allHierarchyKeypaths() -> [String] {
    rootAnimationLayer?.allHierarchyKeypaths() ?? []
  }

  /// Converts a CGRect from the LottieAnimationView's coordinate space into the
  /// coordinate space of the layer found at Keypath.
  ///
  /// If no layer is found, nil is returned
  ///
  /// - Parameter rect: The CGRect to convert.
  /// - Parameter toLayerAt: The keypath used to find the layer.
  public func convert(_ rect: CGRect, toLayerAt keypath: AnimationKeypath?) -> CGRect? {
    guard let animationLayer = rootAnimationLayer else { return nil }
    guard let keypath else {
      return convert(rect, to: animationLayer)
    }
    guard let sublayer = animationLayer.layer(for: keypath) else {
      return nil
    }
    setNeedsLayout()
    layoutIfNeeded()
    forceDisplayUpdate()
    return animationLayer.convert(rect, to: sublayer)
  }

  /// Converts a CGPoint from the LottieAnimationView's coordinate space into the
  /// coordinate space of the layer found at Keypath.
  ///
  /// If no layer is found, nil is returned
  ///
  /// - Parameter point: The CGPoint to convert.
  /// - Parameter toLayerAt: The keypath used to find the layer.
  public func convert(_ point: CGPoint, toLayerAt keypath: AnimationKeypath?) -> CGPoint? {
    guard let animationLayer = rootAnimationLayer else { return nil }
    guard let keypath else {
      return convert(point, to: animationLayer)
    }
    guard let sublayer = animationLayer.layer(for: keypath) else {
      return nil
    }
    setNeedsLayout()
    layoutIfNeeded()
    forceDisplayUpdate()
    return animationLayer.convert(point, to: sublayer)
  }

  /// Sets the enabled state of all animator nodes found with the keypath search.
  /// This can be used to interactively enable / disable parts of the animation.
  ///
  /// - Parameter isEnabled: When true the animator nodes affect the rendering tree. When false the node is removed from the tree.
  /// - Parameter keypath: The keypath used to find the node(s).
  public func setNodeIsEnabled(isEnabled: Bool, keypath: AnimationKeypath) {
    guard let animationLayer = rootAnimationLayer else { return }
    let nodes = animationLayer.animatorNodes(for: keypath)
    if let nodes {
      for node in nodes {
        node.isEnabled = isEnabled
      }
      forceDisplayUpdate()
    }
  }

  /// Markers are a way to describe a point in time by a key name.
  ///
  /// Markers are encoded into animation JSON. By using markers a designer can mark
  /// playback points for a developer to use without having to worry about keeping
  /// track of animation frames. If the animation file is updated, the developer
  /// does not need to update playback code.
  ///
  /// Returns the Progress Time for the marker named. Returns nil if no marker found.
  public func progressTime(forMarker named: String) -> AnimationProgressTime? {
    guard let animation else {
      return nil
    }
    return animation.progressTime(forMarker: named)
  }

  /// Markers are a way to describe a point in time by a key name.
  ///
  /// Markers are encoded into animation JSON. By using markers a designer can mark
  /// playback points for a developer to use without having to worry about keeping
  /// track of animation frames. If the animation file is updated, the developer
  /// does not need to update playback code.
  ///
  /// Returns the Frame Time for the marker named. Returns nil if no marker found.
  public func frameTime(forMarker named: String) -> AnimationFrameTime? {
    guard let animation else {
      return nil
    }
    return animation.frameTime(forMarker: named)
  }

  /// Markers are a way to describe a point in time and a duration by a key name.
  ///
  /// Markers are encoded into animation JSON. By using markers a designer can mark
  /// playback points for a developer to use without having to worry about keeping
  /// track of animation frames. If the animation file is updated, the developer
  /// does not need to update playback code.
  ///
  /// - Returns: The duration frame time for the marker, or `nil` if no marker found.
  public func durationFrameTime(forMarker named: String) -> AnimationFrameTime? {
    guard let animation else {
      return nil
    }
    return animation.durationFrameTime(forMarker: named)
  }

  public func updateAnimationForBackgroundState() {
    if let currentContext = animationContext {
      switch backgroundBehavior {
      case .stop:
        removeCurrentAnimation()
        updateAnimationFrame(currentContext.playFrom)

      case .pause:
        removeCurrentAnimation()

      case .pauseAndRestore:
        currentContext.closure.ignoreDelegate = true
        removeCurrentAnimation()
        /// Keep the stale context around for when the app enters the foreground.
        animationContext = currentContext

      case .forceFinish:
        removeCurrentAnimation()
        updateAnimationFrame(currentContext.playTo)

      case .continuePlaying:
        break
      }
    }
  }

  public func updateAnimationForForegroundState(wasWaitingToPlayAnimation: Bool) {
    if let currentContext = animationContext {
      if wasWaitingToPlayAnimation {
        addNewAnimationForContext(currentContext)
      } else if backgroundBehavior == .pauseAndRestore {
        /// Restore animation from saved state
        updateInFlightAnimation()
      }
    }
  }

  // MARK: Internal

  var rootAnimationLayer: RootAnimationLayer? = nil

  /// Context describing the animation that is currently playing in this `LottieAnimationView`
  ///  - When non-nil, an animation is currently playing in this layer. Otherwise,
  ///    the layer is paused on a specific frame.
  fileprivate(set) var animationContext: AnimationContext?

  var hasAnimationContext: Bool {
    animationContext != nil
  }

  /// Set animation name from Interface Builder
  var animationName: String? {
    didSet {
      animation = animationName.flatMap {
        LottieAnimation.named($0, animationCache: nil)
      }
    }
  }

  /// Updates the animation frame. Does not affect any current animations
  func updateAnimationFrame(_ newFrame: CGFloat) {
    // In performance tests, we have to wrap the animation layer setup
    // in a `CATransaction` in order for the layers to be deallocated at
    // the correct time. The `CATransaction`s in this method interfere
    // with the ones managed by the performance test, and aren't actually
    // necessary in a headless environment, so we disable them.
    if TestHelpers.performanceTestsAreRunning {
      rootAnimationLayer?.currentFrame = newFrame
      rootAnimationLayer?.forceDisplayUpdate()
      return
    }

    CATransaction.begin()
    CATransaction.setCompletionBlock {
      self.rootAnimationLayer?.forceDisplayUpdate()
    }
    CATransaction.setDisableActions(true)
    rootAnimationLayer?.currentFrame = newFrame
    CATransaction.commit()
  }

  /// Updates an in flight animation.
  func updateInFlightAnimation() {
    guard let animationContext else { return }

    guard animationContext.closure.animationState != .complete else {
      // Tried to re-add an already completed animation. Cancel.
      self.animationContext = nil
      return
    }

    /// Tell existing context to ignore its closure
    animationContext.closure.ignoreDelegate = true

    /// Make a new context, stealing the completion block from the previous.
    let newContext = AnimationContext(
      playFrom: animationContext.playFrom,
      playTo: animationContext.playTo,
      closure: animationContext.closure.completionBlock)

    /// Remove current animation, and freeze the current frame.
    let pauseFrame = realtimeAnimationFrame
    rootAnimationLayer?.removeAnimation(forKey: activeAnimationName)
    rootAnimationLayer?.currentFrame = pauseFrame

    addNewAnimationForContext(newContext)
  }

  func updateRasterizationState() {
    if isAnimationPlaying {
      animationLayer?.shouldRasterize = false
    } else {
      animationLayer?.shouldRasterize = shouldRasterizeWhenIdle
    }
  }

  func loadAnimation(_ animationSource: LottieAnimationSource?) {
    switch animationSource {
    case .lottieAnimation(let animation):
      self.animation = animation
    case .dotLottieFile(let dotLottieFile):
      loadAnimation(from: dotLottieFile)
    case nil:
      animation = nil
    }
  }

  // MARK: Fileprivate

  fileprivate var _activeAnimationName: String = LottieAnimationLayer.animationName
  fileprivate var animationID = 0

  fileprivate var activeAnimationName: String {
    switch rootAnimationLayer?.primaryAnimationKey {
    case .specific(let animationKey):
      animationKey
    case .managed, nil:
      _activeAnimationName
    }
  }

  /// Stops the current in flight animation and freezes the animation in its current state.
  fileprivate func removeCurrentAnimation() {
    guard animationContext != nil else { return }
    let pauseFrame = realtimeAnimationFrame
    animationLayer?.removeAnimation(forKey: activeAnimationName)
    updateAnimationFrame(pauseFrame)
    animationContext = nil
  }

  fileprivate func makeAnimationLayer(usingEngine renderingEngine: RenderingEngineOption) {
    /// Disable the default implicit crossfade animation Core Animation creates
    /// when adding or removing sublayers.
    actions = ["sublayers": NSNull()]

    /// Remove current animation if any
    removeCurrentAnimation()

    if let oldAnimation = animationLayer {
      oldAnimation.removeFromSuperlayer()
      rootAnimationLayer = nil
    }

    guard let animation else {
      return
    }
    let rootAnimationLayer: RootAnimationLayer? =
      switch renderingEngine {
      case .automatic:
        makeAutomaticEngineLayer(for: animation)
      case .specific(.coreAnimation):
        makeCoreAnimationLayer(for: animation)
      case .specific(.mainThread):
        makeMainThreadAnimationLayer(for: animation)
      }

    guard let animationLayer = rootAnimationLayer else {
      return
    }

    animationLayer.lottieAnimationLayer = self

    for (keypath, valueProvider) in valueProviders {
      animationLayer.setValueProvider(valueProvider, keypath: keypath)
    }

    animationLayerDidLoad?(self, renderingEngine)

    animationLayer.renderScale = screenScale

    addSublayer(animationLayer)
    self.rootAnimationLayer = animationLayer
    reloadImages()
    animationLayer.setNeedsDisplay()
    setNeedsLayout()
    currentFrame = CGFloat(animation.startFrame)
  }

  fileprivate func makeMainThreadAnimationLayer(for animation: LottieAnimation) -> MainThreadAnimationLayer {
    let mainThreadAnimationLayer = MainThreadAnimationLayer(
      animation: animation,
      imageProvider: imageProvider.cachedImageProvider,
      textProvider: textProvider,
      fontProvider: fontProvider,
      maskAnimationToBounds: maskAnimationToBounds,
      logger: logger)

    mainThreadAnimationLayer.forceDisplayUpdateOnEachFrame = mainThreadRenderingEngineShouldForceDisplayUpdateOnEachFrame
    return mainThreadAnimationLayer
  }

  fileprivate func makeCoreAnimationLayer(for animation: LottieAnimation) -> CoreAnimationLayer? {
    do {
      let coreAnimationLayer = try CoreAnimationLayer(
        animation: animation,
        imageProvider: imageProvider.cachedImageProvider,
        textProvider: textProvider,
        fontProvider: fontProvider,
        maskAnimationToBounds: maskAnimationToBounds,
        compatibilityTrackerMode: .track,
        logger: logger)

      coreAnimationLayer.didSetUpAnimation = { [logger] compatibilityIssues in
        logger.assert(
          compatibilityIssues.isEmpty,
          "Encountered Core Animation compatibility issues while setting up animation:\n"
            + compatibilityIssues.map { $0.description }.joined(separator: "\n") + "\n\n"
            + """
              This animation cannot be rendered correctly by the Core Animation engine.
              To resolve this issue, you can use `RenderingEngineOption.automatic`, which automatically falls back
              to the Main Thread rendering engine when necessary, or just use `RenderingEngineOption.mainThread`.

              """)
      }

      return coreAnimationLayer
    } catch {
      // This should never happen, because we initialize the `CoreAnimationLayer` with
      // `CompatibilityTracker.Mode.track` (which reports errors in `didSetUpAnimation`,
      // not by throwing).
      logger.assertionFailure("Encountered unexpected error \(error)")
      return nil
    }
  }

  fileprivate func makeAutomaticEngineLayer(for animation: LottieAnimation) -> CoreAnimationLayer? {
    do {
      // Attempt to set up the Core Animation layer. This can either throw immediately in `init`,
      // or throw an error later in `CALayer.display()` that will be reported in `didSetUpAnimation`.
      let coreAnimationLayer = try CoreAnimationLayer(
        animation: animation,
        imageProvider: imageProvider.cachedImageProvider,
        textProvider: textProvider,
        fontProvider: fontProvider,
        maskAnimationToBounds: maskAnimationToBounds,
        compatibilityTrackerMode: .abort,
        logger: logger)

      coreAnimationLayer.didSetUpAnimation = { [weak self] issues in
        self?.automaticEngineLayerDidSetUpAnimation(issues)
      }

      return coreAnimationLayer
    } catch {
      if case CompatibilityTracker.Error.encounteredCompatibilityIssue(let compatibilityIssue) = error {
        automaticEngineLayerDidSetUpAnimation([compatibilityIssue])
      } else {
        // This should never happen, because we expect `CoreAnimationLayer` to only throw
        // `CompatibilityTracker.Error.encounteredCompatibilityIssue` errors.
        logger.assertionFailure("Encountered unexpected error \(error)")
        automaticEngineLayerDidSetUpAnimation([])
      }

      return nil
    }
  }

  /// Handles any compatibility issues with the Core Animation engine
  /// by falling back to the Main Thread engine
  fileprivate func automaticEngineLayerDidSetUpAnimation(_ compatibilityIssues: [CompatibilityIssue]) {
    // If there weren't any compatibility issues, then there's nothing else to do
    if compatibilityIssues.isEmpty {
      return
    }

    logger.warn(
      "Encountered Core Animation compatibility issue while setting up animation:\n"
        + compatibilityIssues.map { $0.description }.joined(separator: "\n") + "\n"
        + """
          This animation may have additional compatibility issues, but animation setup was cancelled early to avoid wasted work.

          Automatically falling back to Main Thread rendering engine. This fallback comes with some additional performance
          overhead, which can be reduced by manually specifying that this animation should always use the Main Thread engine.

          """)

    let animationContext = animationContext
    let currentFrame = currentFrame

    // Disable the completion handler delegate before tearing down the `CoreAnimationLayer`
    // and building the `MainThreadAnimationLayer`. Otherwise deinitializing the
    // `CoreAnimationLayer` would trigger the animation completion handler even though
    // the animation hasn't even started playing yet.
    animationContext?.closure.ignoreDelegate = true

    makeAnimationLayer(usingEngine: .mainThread)

    // Set up the Main Thread animation layer using the same configuration that
    // was being used by the previous Core Animation layer
    self.currentFrame = currentFrame

    if let animationContext {
      // `AnimationContext.closure` (`AnimationCompletionDelegate`) is a reference type
      // that is the animation layer's `CAAnimationDelegate`, and holds a reference to
      // the animation layer. Reusing a single instance across different animation layers
      // can cause the animation setup to fail, so we create a copy of the `animationContext`:
      addNewAnimationForContext(AnimationContext(
        playFrom: animationContext.playFrom,
        playTo: animationContext.playTo,
        closure: animationContext.closure.completionBlock))
    }
  }

  /// Removes the current animation and pauses the animation at the current frame
  /// if necessary before setting up a new animation.
  ///  - This is not necessary with the Core Animation engine, and skipping
  ///    this step lets us avoid building the animations twice (once paused
  ///    and once again playing)
  ///  - This method should only be called immediately before setting up another
  ///    animation -- otherwise this LottieAnimationView could be put in an inconsistent state.
  fileprivate func removeCurrentAnimationIfNecessary() {
    switch currentRenderingEngine {
    case .mainThread:
      removeCurrentAnimation()
    case .coreAnimation, nil:
      // We still need to remove the `animationContext`, since it should only be present
      // when an animation is actually playing. Without this calling `removeCurrentAnimationIfNecessary()`
      // and then setting the animation to a specific paused frame would put this
      // `LottieAnimationView` in an inconsistent state.
      animationContext = nil
    }
  }

  /// Adds animation to animation layer and sets the delegate. If animation layer or animation are nil, exits.
  fileprivate func addNewAnimationForContext(_ animationContext: AnimationContext) {
    guard let animationlayer = rootAnimationLayer, let animation else {
      return
    }

    self.animationContext = animationContext

    animationID = animationID + 1
    _activeAnimationName = LottieAnimationLayer.animationName + String(animationID)

    if let coreAnimationLayer = animationlayer as? CoreAnimationLayer {
      var animationContext = animationContext

      // Core Animation doesn't natively support negative speed values,
      // so instead we can swap `playFrom` / `playTo`
      if animationSpeed < 0 {
        let temp = animationContext.playFrom
        animationContext.playFrom = animationContext.playTo
        animationContext.playTo = temp
      }

      var timingConfiguration = CoreAnimationLayer.CAMediaTimingConfiguration(
        autoreverses: loopMode.caAnimationConfiguration.autoreverses,
        repeatCount: loopMode.caAnimationConfiguration.repeatCount,
        speed: abs(Float(animationSpeed)))

      // The animation should start playing from the `currentFrame`,
      // if `currentFrame` is included in the time range being played.
      let lowerBoundTime = min(animationContext.playFrom, animationContext.playTo)
      let upperBoundTime = max(animationContext.playFrom, animationContext.playTo)
      if (lowerBoundTime ..< upperBoundTime).contains(round(currentFrame)) {
        // We have to configure this differently depending on the loop mode:
        switch loopMode {
        // When playing exactly once (and not looping), we can just set the
        // `playFrom` time to be the `currentFrame`. Since the animation duration
        // is based on `playFrom` and `playTo`, this automatically truncates the
        // duration (so the animation stops playing at `playFrom`).
        //  - Don't do this if the animation is already at that frame
        //    (e.g. playing from 100% to 0% when the animation is already at 0%)
        //    since that would cause the animation to not play at all.
        case .playOnce:
          if animationContext.playTo != currentFrame {
            animationContext.playFrom = currentFrame
          }

        // When looping, we specifically _don't_ want to affect the duration of the animation,
        // since that would affect the duration of all subsequent loops. We just want to adjust
        // the duration of the _first_ loop. Instead of setting `playFrom`, we just add a `timeOffset`
        // so the first loop begins at `currentTime` but all subsequent loops are the standard duration.
        default:
          if animationSpeed < 0 {
            timingConfiguration.timeOffset = animation.time(forFrame: animationContext.playFrom) - currentTime
          } else {
            timingConfiguration.timeOffset = currentTime - animation.time(forFrame: animationContext.playFrom)
          }
        }
      }

      // If attempting to play a zero-duration animation, just pause on that single frame instead
      if animationContext.playFrom == animationContext.playTo {
        currentFrame = animationContext.playTo
        animationContext.closure.completionBlock?(true)
        return
      }

      coreAnimationLayer.playAnimation(configuration: .init(
        animationContext: animationContext,
        timingConfiguration: timingConfiguration))

      return
    }

    /// At this point there is no animation on animationLayer and its state is set.

    let framerate = animation.framerate

    let playFrom = animationContext.playFrom.clamp(animation.startFrame, animation.endFrame)
    let playTo = animationContext.playTo.clamp(animation.startFrame, animation.endFrame)

    let duration = ((max(playFrom, playTo) - min(playFrom, playTo)) / CGFloat(framerate))

    let playingForward: Bool =
      (
        (animationSpeed > 0 && playFrom < playTo) ||
          (animationSpeed < 0 && playTo < playFrom))

    var startFrame = currentFrame.clamp(min(playFrom, playTo), max(playFrom, playTo))
    if startFrame == playTo {
      startFrame = playFrom
    }

    let timeOffset: TimeInterval = playingForward
      ? Double(startFrame - min(playFrom, playTo)) / framerate
      : Double(max(playFrom, playTo) - startFrame) / framerate

    let layerAnimation = CABasicAnimation(keyPath: "currentFrame")
    layerAnimation.fromValue = playFrom
    layerAnimation.toValue = playTo
    layerAnimation.speed = Float(animationSpeed)
    layerAnimation.duration = TimeInterval(duration)
    layerAnimation.fillMode = CAMediaTimingFillMode.both
    layerAnimation.repeatCount = loopMode.caAnimationConfiguration.repeatCount
    layerAnimation.autoreverses = loopMode.caAnimationConfiguration.autoreverses

    layerAnimation.isRemovedOnCompletion = false
    if timeOffset != 0 {
      let currentLayerTime = convertTime(CACurrentMediaTime(), from: nil)
      layerAnimation.beginTime = currentLayerTime - (timeOffset * 1 / Double(abs(animationSpeed)))
    }
    layerAnimation.delegate = animationContext.closure
    animationContext.closure.animationLayer = animationlayer
    animationContext.closure.animationKey = activeAnimationName

    animationlayer.add(layerAnimation, forKey: activeAnimationName)
    updateRasterizationState()
  }

  // MARK: Private

  static private let animationName = "Lottie"

  private let logger: LottieLogger

  /// The `LottieBackgroundBehavior` that was specified manually by setting `self.backgroundBehavior`
  private var _backgroundBehavior: LottieBackgroundBehavior?

  /// Whether or not the current animation should be overridden with
  /// the marker matching the current "reduced motion" mode.
  private var shouldOverrideWithReducedMotionAnimation: Bool {
    reducedMotionMarker != nil
  }

  /// The marker that corresponds to the current "reduced motion" mode.
  private var reducedMotionMarker: Marker? {
    switch configuration.reducedMotionOption.currentReducedMotionMode {
    case .standardMotion:
      nil
    case .reducedMotion:
      animation?.reducedMotionMarker
    }
  }

  private func loadAnimation(_ dotLottieAnimation: DotLottieFile.Animation) {
    loopMode = dotLottieAnimation.configuration.loopMode
    animationSpeed = CGFloat(dotLottieAnimation.configuration.speed)

    if let imageProvider = dotLottieAnimation.configuration.imageProvider {
      self.imageProvider = imageProvider
    }

    animation = dotLottieAnimation.animation
  }

  /// Plays the marker that corresponds to the current "reduced motion" mode if present.
  private func playReducedMotionAnimation(completion: LottieCompletionBlock?) {
    guard let reducedMotionMarker else { return }

    // `play(marker:)` calls the `play(fromFrame:toFrame:)` method which calls this
    // `playReducedMotionAnimation` method when `shouldOverrideWithReducedMotionAnimation`
    // is `true`. To prevent infinite recursion, disable the reduced motion functionality
    // until the end of this function.
    let currentConfiguration = configuration
    configuration.reducedMotionOption = .standardMotion
    defer { configuration = currentConfiguration }

    play(marker: reducedMotionMarker.name, completion: completion)
  }

}

// MARK: - LottieLoopMode + caAnimationConfiguration

extension LottieLoopMode {
  /// The `CAAnimation` configuration that reflects this mode
  var caAnimationConfiguration: (repeatCount: Float, autoreverses: Bool) {
    switch self {
    case .playOnce:
      (repeatCount: 1, autoreverses: false)
    case .loop:
      (repeatCount: .greatestFiniteMagnitude, autoreverses: false)
    case .autoReverse:
      (repeatCount: .greatestFiniteMagnitude, autoreverses: true)
    case .repeat(let amount):
      (repeatCount: amount, autoreverses: false)
    case .repeatBackwards(let amount):
      (repeatCount: amount, autoreverses: true)
    }
  }
}