const preact = require('preact');
const { Component } = require('preact');
const anime = require('animejs').default;
const { connect } = require('preact-redux');

const { TIMES } = require('../../constants');

const addState = connect(
    function receiveState(state) {
        const { animCb } = state;
        return { animCb };
    }
);

class Block extends Component {
    constructor() {
        super();
        this.animations = [];
    }

    render() {
        return (
            <svg
                class='skill-animation white'
                version="1.1"
                id="block"
                xmlns="http://www.w3.org/2000/svg"
                transform="rotate(180)"
                viewBox="0 0 256 256">
                <polygon points='128,168 80,240 176,240'/>
                <polyline points='176,240 212,216 128,96 44,216 80,240'/>
                <polyline points='212,216 248,192 128,24 8,192 44,216'/>
            </svg>
        );
    }

    componentDidMount() {
        this.animations.push(anime({
            targets: ['#block'],
            opacity: [
                { value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
                { value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
            ],
            easing: 'easeInOutSine',
        }));
    }

    // this is necessary because
    // skipping / timing / unmounting race conditions
    // can cause the animations to cut short, this will ensure the values are reset
    // because preact will recycle all these components
    componentWillUnmount() {
        for (let i = this.animations.length - 1; i >= 0; i--) {
            this.animations[i].reset();
        }
        this.props.animCb && this.props.animCb();
    }
}

module.exports = addState(Block);
