-
-
- {children}
-
+
}>
+
+
+
+
+ {children}
+
+
+ {!hideFooter ?
: null}
- {!hideFooter ?
: null}
-
+
>
);
};
@@ -109,4 +112,4 @@ const ErrorBoundary = withRouter(
},
);
-export default Layout;
+export default AppLayout;
diff --git a/app/core/layouts/layout/loader-gradient.js b/app/core/layouts/layout/loader-gradient.js
new file mode 100644
index 0000000..c2e4344
--- /dev/null
+++ b/app/core/layouts/layout/loader-gradient.js
@@ -0,0 +1,749 @@
+/*
+ * Stripe WebGl Gradient Animation
+ * All Credits to Stripe.com
+ * ScrollObserver functionality to disable animation when not scrolled into view has been disabled and
+ * commented out for now.
+ * https://kevinhufnagl.com
+ */
+
+//Converting colors to proper format
+function normalizeColor(hexCode) {
+ return [((hexCode >> 16) & 255) / 255, ((hexCode >> 8) & 255) / 255, (255 & hexCode) / 255];
+}
+["SCREEN", "LINEAR_LIGHT"].reduce(
+ (hexCode, t, n) =>
+ Object.assign(hexCode, {
+ [t]: n,
+ }),
+ {},
+);
+
+//Essential functionality of WebGl
+//t = width
+//n = height
+class MiniGl {
+ constructor(canvas, width, height, debug = false) {
+ const _miniGl = this,
+ debug_output = -1 !== document.location.search.toLowerCase().indexOf("debug=webgl");
+ (_miniGl.canvas = canvas),
+ (_miniGl.gl = _miniGl.canvas.getContext("webgl", {
+ antialias: true,
+ })),
+ (_miniGl.meshes = []);
+ const context = _miniGl.gl;
+ width && height && this.setSize(width, height),
+ _miniGl.lastDebugMsg,
+ (_miniGl.debug =
+ debug && debug_output
+ ? function (e) {
+ const t = new Date();
+ t - _miniGl.lastDebugMsg > 1e3 && console.log("---"),
+ console.log(
+ t.toLocaleTimeString() + Array(Math.max(0, 32 - e.length)).join(" ") + e + ": ",
+ ...Array.from(arguments).slice(1),
+ ),
+ (_miniGl.lastDebugMsg = t);
+ }
+ : () => {}),
+ Object.defineProperties(_miniGl, {
+ Material: {
+ enumerable: false,
+ value: class {
+ constructor(vertexShaders, fragments, uniforms = {}) {
+ const material = this;
+ function getShaderByType(type, source) {
+ const shader = context.createShader(type);
+ return (
+ context.shaderSource(shader, source),
+ context.compileShader(shader),
+ context.getShaderParameter(shader, context.COMPILE_STATUS) ||
+ console.error(context.getShaderInfoLog(shader)),
+ _miniGl.debug("Material.compileShaderSource", {
+ source: source,
+ }),
+ shader
+ );
+ }
+ function getUniformVariableDeclarations(uniforms, type) {
+ return Object.entries(uniforms)
+ .map(([uniform, value]) => value.getDeclaration(uniform, type))
+ .join("\n");
+ }
+ (material.uniforms = uniforms), (material.uniformInstances = []);
+
+ const prefix = "\n precision highp float;\n ";
+ (material.vertexSource = `\n ${prefix}\n attribute vec4 position;\n attribute vec2 uv;\n attribute vec2 uvNorm;\n ${getUniformVariableDeclarations(
+ _miniGl.commonUniforms,
+ "vertex",
+ )}\n ${getUniformVariableDeclarations(
+ uniforms,
+ "vertex",
+ )}\n ${vertexShaders}\n `),
+ (material.Source = `\n ${prefix}\n ${getUniformVariableDeclarations(
+ _miniGl.commonUniforms,
+ "fragment",
+ )}\n ${getUniformVariableDeclarations(
+ uniforms,
+ "fragment",
+ )}\n ${fragments}\n `),
+ (material.vertexShader = getShaderByType(context.VERTEX_SHADER, material.vertexSource)),
+ (material.fragmentShader = getShaderByType(context.FRAGMENT_SHADER, material.Source)),
+ (material.program = context.createProgram()),
+ context.attachShader(material.program, material.vertexShader),
+ context.attachShader(material.program, material.fragmentShader),
+ context.linkProgram(material.program),
+ context.getProgramParameter(material.program, context.LINK_STATUS) ||
+ console.error(context.getProgramInfoLog(material.program)),
+ context.useProgram(material.program),
+ material.attachUniforms(void 0, _miniGl.commonUniforms),
+ material.attachUniforms(void 0, material.uniforms);
+ }
+ //t = uniform
+ attachUniforms(name, uniforms) {
+ //n = material
+ const material = this;
+ void 0 === name
+ ? Object.entries(uniforms).forEach(([name, uniform]) => {
+ material.attachUniforms(name, uniform);
+ })
+ : "array" == uniforms.type
+ ? uniforms.value.forEach((uniform, i) =>
+ material.attachUniforms(`${name}[${i}]`, uniform),
+ )
+ : "struct" == uniforms.type
+ ? Object.entries(uniforms.value).forEach(([uniform, i]) =>
+ material.attachUniforms(`${name}.${uniform}`, i),
+ )
+ : (_miniGl.debug("Material.attachUniforms", {
+ name: name,
+ uniform: uniforms,
+ }),
+ material.uniformInstances.push({
+ uniform: uniforms,
+ location: context.getUniformLocation(material.program, name),
+ }));
+ }
+ },
+ },
+ Uniform: {
+ enumerable: !1,
+ value: class {
+ constructor(e) {
+ (this.type = "float"), Object.assign(this, e);
+ (this.typeFn =
+ {
+ float: "1f",
+ int: "1i",
+ vec2: "2fv",
+ vec3: "3fv",
+ vec4: "4fv",
+ mat4: "Matrix4fv",
+ }[this.type] || "1f"),
+ this.update();
+ }
+ update(value) {
+ void 0 !== this.value &&
+ context[`uniform${this.typeFn}`](
+ value,
+ 0 === this.typeFn.indexOf("Matrix") ? this.transpose : this.value,
+ 0 === this.typeFn.indexOf("Matrix") ? this.value : null,
+ );
+ }
+ //e - name
+ //t - type
+ //n - length
+ getDeclaration(name, type, length) {
+ const uniform = this;
+ if (uniform.excludeFrom !== type) {
+ if ("array" === uniform.type)
+ return (
+ uniform.value[0].getDeclaration(name, type, uniform.value.length) +
+ `\nconst int ${name}_length = ${uniform.value.length};`
+ );
+ if ("struct" === uniform.type) {
+ let name_no_prefix = name.replace("u_", "");
+ return (
+ (name_no_prefix =
+ name_no_prefix.charAt(0).toUpperCase() + name_no_prefix.slice(1)),
+ `uniform struct ${name_no_prefix}
+ {\n` +
+ Object.entries(uniform.value)
+ .map(([name, uniform]) =>
+ uniform.getDeclaration(name, type).replace(/^uniform/, ""),
+ )
+ .join("") +
+ `\n} ${name}${length > 0 ? `[${length}]` : ""};`
+ );
+ }
+ return `uniform ${uniform.type} ${name}${length > 0 ? `[${length}]` : ""};`;
+ }
+ }
+ },
+ },
+ PlaneGeometry: {
+ enumerable: !1,
+ value: class {
+ constructor(width, height, n, i, orientation) {
+ context.createBuffer(),
+ (this.attributes = {
+ position: new _miniGl.Attribute({
+ target: context.ARRAY_BUFFER,
+ size: 3,
+ }),
+ uv: new _miniGl.Attribute({
+ target: context.ARRAY_BUFFER,
+ size: 2,
+ }),
+ uvNorm: new _miniGl.Attribute({
+ target: context.ARRAY_BUFFER,
+ size: 2,
+ }),
+ index: new _miniGl.Attribute({
+ target: context.ELEMENT_ARRAY_BUFFER,
+ size: 3,
+ type: context.UNSIGNED_SHORT,
+ }),
+ }),
+ this.setTopology(n, i),
+ this.setSize(width, height, orientation);
+ }
+ setTopology(e = 1, t = 1) {
+ const n = this;
+ (n.xSegCount = e),
+ (n.ySegCount = t),
+ (n.vertexCount = (n.xSegCount + 1) * (n.ySegCount + 1)),
+ (n.quadCount = n.xSegCount * n.ySegCount * 2),
+ (n.attributes.uv.values = new Float32Array(2 * n.vertexCount)),
+ (n.attributes.uvNorm.values = new Float32Array(2 * n.vertexCount)),
+ (n.attributes.index.values = new Uint16Array(3 * n.quadCount));
+ for (let e = 0; e <= n.ySegCount; e++)
+ for (let t = 0; t <= n.xSegCount; t++) {
+ const i = e * (n.xSegCount + 1) + t;
+ if (
+ ((n.attributes.uv.values[2 * i] = t / n.xSegCount),
+ (n.attributes.uv.values[2 * i + 1] = 1 - e / n.ySegCount),
+ (n.attributes.uvNorm.values[2 * i] = (t / n.xSegCount) * 2 - 1),
+ (n.attributes.uvNorm.values[2 * i + 1] = 1 - (e / n.ySegCount) * 2),
+ t < n.xSegCount && e < n.ySegCount)
+ ) {
+ const s = e * n.xSegCount + t;
+ (n.attributes.index.values[6 * s] = i),
+ (n.attributes.index.values[6 * s + 1] = i + 1 + n.xSegCount),
+ (n.attributes.index.values[6 * s + 2] = i + 1),
+ (n.attributes.index.values[6 * s + 3] = i + 1),
+ (n.attributes.index.values[6 * s + 4] = i + 1 + n.xSegCount),
+ (n.attributes.index.values[6 * s + 5] = i + 2 + n.xSegCount);
+ }
+ }
+ n.attributes.uv.update(),
+ n.attributes.uvNorm.update(),
+ n.attributes.index.update(),
+ _miniGl.debug("Geometry.setTopology", {
+ uv: n.attributes.uv,
+ uvNorm: n.attributes.uvNorm,
+ index: n.attributes.index,
+ });
+ }
+ setSize(width = 1, height = 1, orientation = "xz") {
+ const geometry = this;
+ (geometry.width = width),
+ (geometry.height = height),
+ (geometry.orientation = orientation),
+ (geometry.attributes.position.values &&
+ geometry.attributes.position.values.length === 3 * geometry.vertexCount) ||
+ (geometry.attributes.position.values = new Float32Array(3 * geometry.vertexCount));
+ const o = width / -2,
+ r = height / -2,
+ segment_width = width / geometry.xSegCount,
+ segment_height = height / geometry.ySegCount;
+ for (let yIndex = 0; yIndex <= geometry.ySegCount; yIndex++) {
+ const t = r + yIndex * segment_height;
+ for (let xIndex = 0; xIndex <= geometry.xSegCount; xIndex++) {
+ const r = o + xIndex * segment_width,
+ l = yIndex * (geometry.xSegCount + 1) + xIndex;
+ (geometry.attributes.position.values[3 * l + "xyz".indexOf(orientation[0])] = r),
+ (geometry.attributes.position.values[3 * l + "xyz".indexOf(orientation[1])] =
+ -t);
+ }
+ }
+ geometry.attributes.position.update(),
+ _miniGl.debug("Geometry.setSize", {
+ position: geometry.attributes.position,
+ });
+ }
+ },
+ },
+ Mesh: {
+ enumerable: !1,
+ value: class {
+ constructor(geometry, material) {
+ const mesh = this;
+ (mesh.geometry = geometry),
+ (mesh.material = material),
+ (mesh.wireframe = !1),
+ (mesh.attributeInstances = []),
+ Object.entries(mesh.geometry.attributes).forEach(([e, attribute]) => {
+ mesh.attributeInstances.push({
+ attribute: attribute,
+ location: attribute.attach(e, mesh.material.program),
+ });
+ }),
+ _miniGl.meshes.push(mesh),
+ _miniGl.debug("Mesh.constructor", {
+ mesh: mesh,
+ });
+ }
+ draw() {
+ context.useProgram(this.material.program),
+ this.material.uniformInstances.forEach(({ uniform: e, location: t }) => e.update(t)),
+ this.attributeInstances.forEach(({ attribute: e, location: t }) => e.use(t)),
+ context.drawElements(
+ this.wireframe ? context.LINES : context.TRIANGLES,
+ this.geometry.attributes.index.values.length,
+ context.UNSIGNED_SHORT,
+ 0,
+ );
+ }
+ remove() {
+ _miniGl.meshes = _miniGl.meshes.filter((e) => e != this);
+ }
+ },
+ },
+ Attribute: {
+ enumerable: !1,
+ value: class {
+ constructor(e) {
+ (this.type = context.FLOAT),
+ (this.normalized = !1),
+ (this.buffer = context.createBuffer()),
+ Object.assign(this, e),
+ this.update();
+ }
+ update() {
+ void 0 !== this.values &&
+ (context.bindBuffer(this.target, this.buffer),
+ context.bufferData(this.target, this.values, context.STATIC_DRAW));
+ }
+ attach(e, t) {
+ const n = context.getAttribLocation(t, e);
+ return (
+ this.target === context.ARRAY_BUFFER &&
+ (context.enableVertexAttribArray(n),
+ context.vertexAttribPointer(n, this.size, this.type, this.normalized, 0, 0)),
+ n
+ );
+ }
+ use(e) {
+ context.bindBuffer(this.target, this.buffer),
+ this.target === context.ARRAY_BUFFER &&
+ (context.enableVertexAttribArray(e),
+ context.vertexAttribPointer(e, this.size, this.type, this.normalized, 0, 0));
+ }
+ },
+ },
+ });
+ const a = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
+ _miniGl.commonUniforms = {
+ projectionMatrix: new _miniGl.Uniform({
+ type: "mat4",
+ value: a,
+ }),
+ modelViewMatrix: new _miniGl.Uniform({
+ type: "mat4",
+ value: a,
+ }),
+ resolution: new _miniGl.Uniform({
+ type: "vec2",
+ value: [1, 1],
+ }),
+ aspectRatio: new _miniGl.Uniform({
+ type: "float",
+ value: 1,
+ }),
+ };
+ }
+ setSize(e = 640, t = 480) {
+ (this.width = e),
+ (this.height = t),
+ (this.canvas.width = e),
+ (this.canvas.height = t),
+ this.gl.viewport(0, 0, e, t),
+ (this.commonUniforms.resolution.value = [e, t]),
+ (this.commonUniforms.aspectRatio.value = e / t),
+ this.debug("MiniGL.setSize", {
+ width: e,
+ height: t,
+ });
+ }
+ //left, right, top, bottom, near, far
+ setOrthographicCamera(e = 0, t = 0, n = 0, i = -2e3, s = 2e3) {
+ (this.commonUniforms.projectionMatrix.value = [
+ 2 / this.width,
+ 0,
+ 0,
+ 0,
+ 0,
+ 2 / this.height,
+ 0,
+ 0,
+ 0,
+ 0,
+ 2 / (i - s),
+ 0,
+ e,
+ t,
+ n,
+ 1,
+ ]),
+ this.debug("setOrthographicCamera", this.commonUniforms.projectionMatrix.value);
+ }
+ render() {
+ this.gl.clearColor(0, 0, 0, 0), this.gl.clearDepth(1), this.meshes.forEach((e) => e.draw());
+ }
+}
+
+//Sets initial properties
+function e(object, propertyName, val) {
+ return (
+ propertyName in object
+ ? Object.defineProperty(object, propertyName, {
+ value: val,
+ enumerable: !0,
+ configurable: !0,
+ writable: !0,
+ })
+ : (object[propertyName] = val),
+ object
+ );
+}
+
+//Gradient object
+class Gradient {
+ constructor(...t) {
+ e(this, "el", void 0),
+ e(this, "cssVarRetries", 0),
+ e(this, "maxCssVarRetries", 200),
+ e(this, "angle", 0),
+ e(this, "isLoadedClass", !1),
+ e(this, "isScrolling", !1),
+ /*e(this, "isStatic", o.disableAmbientAnimations()),*/ e(this, "scrollingTimeout", void 0),
+ e(this, "scrollingRefreshDelay", 200),
+ e(this, "isIntersecting", !1),
+ e(this, "shaderFiles", void 0),
+ e(this, "vertexShader", void 0),
+ e(this, "sectionColors", void 0),
+ e(this, "computedCanvasStyle", void 0),
+ e(this, "conf", void 0),
+ e(this, "uniforms", void 0),
+ e(this, "t", 1253106),
+ e(this, "last", 0),
+ e(this, "width", void 0),
+ e(this, "minWidth", 1111),
+ e(this, "height", 600),
+ e(this, "xSegCount", void 0),
+ e(this, "ySegCount", void 0),
+ e(this, "mesh", void 0),
+ e(this, "material", void 0),
+ e(this, "geometry", void 0),
+ e(this, "minigl", void 0),
+ e(this, "scrollObserver", void 0),
+ e(this, "amp", 320),
+ e(this, "seed", 5),
+ e(this, "freqX", 14e-5),
+ e(this, "freqY", 29e-5),
+ e(this, "freqDelta", 1e-5),
+ e(this, "activeColors", [1, 1, 1, 1]),
+ e(this, "isMetaKey", !1),
+ e(this, "isGradientLegendVisible", !1),
+ e(this, "isMouseDown", !1),
+ e(this, "handleScroll", () => {
+ clearTimeout(this.scrollingTimeout),
+ (this.scrollingTimeout = setTimeout(this.handleScrollEnd, this.scrollingRefreshDelay)),
+ this.isGradientLegendVisible && this.hideGradientLegend(),
+ this.conf.playing && ((this.isScrolling = !0), this.pause());
+ }),
+ e(this, "handleScrollEnd", () => {
+ (this.isScrolling = !1), this.isIntersecting && this.play();
+ }),
+ e(this, "resize", () => {
+ (this.width = window.innerWidth),
+ this.minigl.setSize(this.width, this.height),
+ this.minigl.setOrthographicCamera(),
+ (this.xSegCount = Math.ceil(this.width * this.conf.density[0])),
+ (this.ySegCount = Math.ceil(this.height * this.conf.density[1])),
+ this.mesh.geometry.setTopology(this.xSegCount, this.ySegCount),
+ this.mesh.geometry.setSize(this.width, this.height),
+ (this.mesh.material.uniforms.u_shadow_power.value = this.width < 600 ? 5 : 6);
+ }),
+ e(this, "handleMouseDown", (e) => {
+ this.isGradientLegendVisible &&
+ ((this.isMetaKey = e.metaKey),
+ (this.isMouseDown = !0),
+ !1 === this.conf.playing && requestAnimationFrame(this.animate));
+ }),
+ e(this, "handleMouseUp", () => {
+ this.isMouseDown = !1;
+ }),
+ e(this, "animate", (e) => {
+ if (!this.shouldSkipFrame(e) || this.isMouseDown) {
+ if (((this.t += Math.min(e - this.last, 1e3 / 15)), (this.last = e), this.isMouseDown)) {
+ let e = 160;
+ this.isMetaKey && (e = -160), (this.t += e);
+ }
+ (this.mesh.material.uniforms.u_time.value = this.t), this.minigl.render();
+ }
+ if (0 !== this.last && this.isStatic) return this.minigl.render(), void this.disconnect();
+ /*this.isIntersecting && */ (this.conf.playing || this.isMouseDown) &&
+ requestAnimationFrame(this.animate);
+ }),
+ e(this, "addIsLoadedClass", () => {
+ /*this.isIntersecting && */ !this.isLoadedClass &&
+ ((this.isLoadedClass = !0),
+ this.el.classList.add("isLoaded"),
+ setTimeout(() => {
+ this.el.parentElement.classList.add("isLoaded");
+ }, 3e3));
+ }),
+ e(this, "pause", () => {
+ this.conf.playing = false;
+ }),
+ e(this, "play", () => {
+ requestAnimationFrame(this.animate), (this.conf.playing = true);
+ }),
+ e(this, "initGradient", (selector) => {
+ this.el = document.querySelector(selector);
+ this.connect();
+ return this;
+ });
+ }
+ async connect() {
+ (this.shaderFiles = {
+ vertex: "varying vec3 v_color;\n\nvoid main() {\n float time = u_time * u_global.noiseSpeed;\n\n vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq;\n\n vec2 st = 1. - uvNorm.xy;\n\n //\n // Tilting the plane\n //\n\n // Front-to-back tilt\n float tilt = resolution.y / 2.0 * uvNorm.y;\n\n // Left-to-right angle\n float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline;\n\n // Up-down shift to offset incline\n float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y);\n\n //\n // Vertex noise\n //\n\n float noise = snoise(vec3(\n noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow,\n noiseCoord.y * u_vertDeform.noiseFreq.y,\n time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed\n )) * u_vertDeform.noiseAmp;\n\n // Fade noise to zero at edges\n noise *= 1.0 - pow(abs(uvNorm.y), 2.0);\n\n // Clamp to 0\n noise = max(0.0, noise);\n\n vec3 pos = vec3(\n position.x,\n position.y + tilt + incline + noise - offset,\n position.z\n );\n\n //\n // Vertex color, to be passed to fragment shader\n //\n\n if (u_active_colors[0] == 1.) {\n v_color = u_baseColor;\n }\n\n for (int i = 0; i < u_waveLayers_length; i++) {\n if (u_active_colors[i + 1] == 1.) {\n WaveLayers layer = u_waveLayers[i];\n\n float noise = smoothstep(\n layer.noiseFloor,\n layer.noiseCeil,\n snoise(vec3(\n noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow,\n noiseCoord.y * layer.noiseFreq.y,\n time * layer.noiseSpeed + layer.noiseSeed\n )) / 2.0 + 0.5\n );\n\n v_color = blendNormal(v_color, layer.color, pow(noise, 4.));\n }\n }\n\n //\n // Finish\n //\n\n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);\n}",
+ noise: "//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+1.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat snoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n// First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n// Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n// Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n// Gradients: 7x7 points over a square, mapped onto an octahedron.\n// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n//Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n// Mix final noise value\n vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}",
+ blend: "//\n// https://github.com/jamieowen/glsl-blend\n//\n\n// Normal\n\nvec3 blendNormal(vec3 base, vec3 blend) {\n\treturn blend;\n}\n\nvec3 blendNormal(vec3 base, vec3 blend, float opacity) {\n\treturn (blendNormal(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Screen\n\nfloat blendScreen(float base, float blend) {\n\treturn 1.0-((1.0-base)*(1.0-blend));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend) {\n\treturn vec3(blendScreen(base.r,blend.r),blendScreen(base.g,blend.g),blendScreen(base.b,blend.b));\n}\n\nvec3 blendScreen(vec3 base, vec3 blend, float opacity) {\n\treturn (blendScreen(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Multiply\n\nvec3 blendMultiply(vec3 base, vec3 blend) {\n\treturn base*blend;\n}\n\nvec3 blendMultiply(vec3 base, vec3 blend, float opacity) {\n\treturn (blendMultiply(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Overlay\n\nfloat blendOverlay(float base, float blend) {\n\treturn base<0.5?(2.0*base*blend):(1.0-2.0*(1.0-base)*(1.0-blend));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend) {\n\treturn vec3(blendOverlay(base.r,blend.r),blendOverlay(base.g,blend.g),blendOverlay(base.b,blend.b));\n}\n\nvec3 blendOverlay(vec3 base, vec3 blend, float opacity) {\n\treturn (blendOverlay(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Hard light\n\nvec3 blendHardLight(vec3 base, vec3 blend) {\n\treturn blendOverlay(blend,base);\n}\n\nvec3 blendHardLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendHardLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Soft light\n\nfloat blendSoftLight(float base, float blend) {\n\treturn (blend<0.5)?(2.0*base*blend+base*base*(1.0-2.0*blend)):(sqrt(base)*(2.0*blend-1.0)+2.0*base*(1.0-blend));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend) {\n\treturn vec3(blendSoftLight(base.r,blend.r),blendSoftLight(base.g,blend.g),blendSoftLight(base.b,blend.b));\n}\n\nvec3 blendSoftLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendSoftLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color dodge\n\nfloat blendColorDodge(float base, float blend) {\n\treturn (blend==1.0)?blend:min(base/(1.0-blend),1.0);\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend) {\n\treturn vec3(blendColorDodge(base.r,blend.r),blendColorDodge(base.g,blend.g),blendColorDodge(base.b,blend.b));\n}\n\nvec3 blendColorDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Color burn\n\nfloat blendColorBurn(float base, float blend) {\n\treturn (blend==0.0)?blend:max((1.0-((1.0-base)/blend)),0.0);\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend) {\n\treturn vec3(blendColorBurn(base.r,blend.r),blendColorBurn(base.g,blend.g),blendColorBurn(base.b,blend.b));\n}\n\nvec3 blendColorBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendColorBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Vivid Light\n\nfloat blendVividLight(float base, float blend) {\n\treturn (blend<0.5)?blendColorBurn(base,(2.0*blend)):blendColorDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend) {\n\treturn vec3(blendVividLight(base.r,blend.r),blendVividLight(base.g,blend.g),blendVividLight(base.b,blend.b));\n}\n\nvec3 blendVividLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendVividLight(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Lighten\n\nfloat blendLighten(float base, float blend) {\n\treturn max(blend,base);\n}\n\nvec3 blendLighten(vec3 base, vec3 blend) {\n\treturn vec3(blendLighten(base.r,blend.r),blendLighten(base.g,blend.g),blendLighten(base.b,blend.b));\n}\n\nvec3 blendLighten(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLighten(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear burn\n\nfloat blendLinearBurn(float base, float blend) {\n\t// Note : Same implementation as BlendSubtractf\n\treturn max(base+blend-1.0,0.0);\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendSubtract\n\treturn max(base+blend-vec3(1.0),vec3(0.0));\n}\n\nvec3 blendLinearBurn(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearBurn(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear dodge\n\nfloat blendLinearDodge(float base, float blend) {\n\t// Note : Same implementation as BlendAddf\n\treturn min(base+blend,1.0);\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend) {\n\t// Note : Same implementation as BlendAdd\n\treturn min(base+blend,vec3(1.0));\n}\n\nvec3 blendLinearDodge(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearDodge(base, blend) * opacity + base * (1.0 - opacity));\n}\n\n// Linear light\n\nfloat blendLinearLight(float base, float blend) {\n\treturn blend<0.5?blendLinearBurn(base,(2.0*blend)):blendLinearDodge(base,(2.0*(blend-0.5)));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend) {\n\treturn vec3(blendLinearLight(base.r,blend.r),blendLinearLight(base.g,blend.g),blendLinearLight(base.b,blend.b));\n}\n\nvec3 blendLinearLight(vec3 base, vec3 blend, float opacity) {\n\treturn (blendLinearLight(base, blend) * opacity + base * (1.0 - opacity));\n}",
+ fragment:
+ "varying vec3 v_color;\n\nvoid main() {\n vec3 color = v_color;\n if (u_darken_top == 1.0) {\n vec2 st = gl_FragCoord.xy/resolution.xy;\n color.g -= pow(st.y + sin(-12.0) * st.x, u_shadow_power) * 0.4;\n }\n gl_FragColor = vec4(color, 1.0);\n}",
+ }),
+ (this.conf = {
+ presetName: "",
+ wireframe: false,
+ density: [0.06, 0.16],
+ zoom: 1,
+ rotation: 0,
+ playing: true,
+ }),
+ document.querySelectorAll("canvas").length < 1
+ ? console.log("DID NOT LOAD HERO STRIPE CANVAS")
+ : ((this.minigl = new MiniGl(this.el, null, null, !0)),
+ requestAnimationFrame(() => {
+ this.el && ((this.computedCanvasStyle = getComputedStyle(this.el)), this.waitForCssVars());
+ }));
+ /*
+ this.scrollObserver = await s.create(.1, !1),
+ this.scrollObserver.observe(this.el),
+ this.scrollObserver.onSeparate(() => {
+ window.removeEventListener("scroll", this.handleScroll), window.removeEventListener("mousedown", this.handleMouseDown), window.removeEventListener("mouseup", this.handleMouseUp), window.removeEventListener("keydown", this.handleKeyDown), this.isIntersecting = !1, this.conf.playing && this.pause()
+ }),
+ this.scrollObserver.onIntersect(() => {
+ window.addEventListener("scroll", this.handleScroll), window.addEventListener("mousedown", this.handleMouseDown), window.addEventListener("mouseup", this.handleMouseUp), window.addEventListener("keydown", this.handleKeyDown), this.isIntersecting = !0, this.addIsLoadedClass(), this.play()
+ })*/
+ }
+ disconnect() {
+ this.scrollObserver &&
+ (window.removeEventListener("scroll", this.handleScroll),
+ window.removeEventListener("mousedown", this.handleMouseDown),
+ window.removeEventListener("mouseup", this.handleMouseUp),
+ window.removeEventListener("keydown", this.handleKeyDown),
+ this.scrollObserver.disconnect()),
+ window.removeEventListener("resize", this.resize);
+ }
+ initMaterial() {
+ this.uniforms = {
+ u_time: new this.minigl.Uniform({
+ value: 0,
+ }),
+ u_shadow_power: new this.minigl.Uniform({
+ value: 5,
+ }),
+ u_darken_top: new this.minigl.Uniform({
+ value: "" === this.el.dataset.jsDarkenTop ? 1 : 0,
+ }),
+ u_active_colors: new this.minigl.Uniform({
+ value: this.activeColors,
+ type: "vec4",
+ }),
+ u_global: new this.minigl.Uniform({
+ value: {
+ noiseFreq: new this.minigl.Uniform({
+ value: [this.freqX, this.freqY],
+ type: "vec2",
+ }),
+ noiseSpeed: new this.minigl.Uniform({
+ value: 5e-6,
+ }),
+ },
+ type: "struct",
+ }),
+ u_vertDeform: new this.minigl.Uniform({
+ value: {
+ incline: new this.minigl.Uniform({
+ value: Math.sin(this.angle) / Math.cos(this.angle),
+ }),
+ offsetTop: new this.minigl.Uniform({
+ value: -0.5,
+ }),
+ offsetBottom: new this.minigl.Uniform({
+ value: -0.5,
+ }),
+ noiseFreq: new this.minigl.Uniform({
+ value: [3, 4],
+ type: "vec2",
+ }),
+ noiseAmp: new this.minigl.Uniform({
+ value: this.amp,
+ }),
+ noiseSpeed: new this.minigl.Uniform({
+ value: 10,
+ }),
+ noiseFlow: new this.minigl.Uniform({
+ value: 3,
+ }),
+ noiseSeed: new this.minigl.Uniform({
+ value: this.seed,
+ }),
+ },
+ type: "struct",
+ excludeFrom: "fragment",
+ }),
+ u_baseColor: new this.minigl.Uniform({
+ value: this.sectionColors[0],
+ type: "vec3",
+ excludeFrom: "fragment",
+ }),
+ u_waveLayers: new this.minigl.Uniform({
+ value: [],
+ excludeFrom: "fragment",
+ type: "array",
+ }),
+ };
+ for (let e = 1; e < this.sectionColors.length; e += 1)
+ this.uniforms.u_waveLayers.value.push(
+ new this.minigl.Uniform({
+ value: {
+ color: new this.minigl.Uniform({
+ value: this.sectionColors[e],
+ type: "vec3",
+ }),
+ noiseFreq: new this.minigl.Uniform({
+ value: [2 + e / this.sectionColors.length, 3 + e / this.sectionColors.length],
+ type: "vec2",
+ }),
+ noiseSpeed: new this.minigl.Uniform({
+ value: 11 + 0.3 * e,
+ }),
+ noiseFlow: new this.minigl.Uniform({
+ value: 6.5 + 0.3 * e,
+ }),
+ noiseSeed: new this.minigl.Uniform({
+ value: this.seed + 10 * e,
+ }),
+ noiseFloor: new this.minigl.Uniform({
+ value: 0.1,
+ }),
+ noiseCeil: new this.minigl.Uniform({
+ value: 0.63 + 0.07 * e,
+ }),
+ },
+ type: "struct",
+ }),
+ );
+ return (
+ (this.vertexShader = [this.shaderFiles.noise, this.shaderFiles.blend, this.shaderFiles.vertex].join(
+ "\n\n",
+ )),
+ new this.minigl.Material(this.vertexShader, this.shaderFiles.fragment, this.uniforms)
+ );
+ }
+ initMesh() {
+ (this.material = this.initMaterial()),
+ (this.geometry = new this.minigl.PlaneGeometry()),
+ (this.mesh = new this.minigl.Mesh(this.geometry, this.material));
+ }
+ shouldSkipFrame(e) {
+ return !!window.document.hidden || !this.conf.playing || parseInt(e, 10) % 2 == 0 || void 0;
+ }
+ updateFrequency(e) {
+ (this.freqX += e), (this.freqY += e);
+ }
+ toggleColor(index) {
+ this.activeColors[index] = 0 === this.activeColors[index] ? 1 : 0;
+ }
+ showGradientLegend() {
+ this.width > this.minWidth &&
+ ((this.isGradientLegendVisible = !0), document.body.classList.add("isGradientLegendVisible"));
+ }
+ hideGradientLegend() {
+ (this.isGradientLegendVisible = !1), document.body.classList.remove("isGradientLegendVisible");
+ }
+ init() {
+ this.initGradientColors(),
+ this.initMesh(),
+ this.resize(),
+ requestAnimationFrame(this.animate),
+ window.addEventListener("resize", this.resize);
+ }
+ /*
+ * Waiting for the css variables to become available, usually on page load before we can continue.
+ * Using default colors assigned below if no variables have been found after maxCssVarRetries
+ */
+ waitForCssVars() {
+ if (
+ this.computedCanvasStyle &&
+ -1 !== this.computedCanvasStyle.getPropertyValue("--gradient-color-1").indexOf("#")
+ )
+ this.init(), this.addIsLoadedClass();
+ else {
+ if (((this.cssVarRetries += 1), this.cssVarRetries > this.maxCssVarRetries)) {
+ return (this.sectionColors = [16711680, 16711680, 16711935, 65280, 255]), void this.init();
+ }
+ requestAnimationFrame(() => this.waitForCssVars());
+ }
+ }
+ /*
+ * Initializes the four section colors by retrieving them from css variables.
+ */
+ initGradientColors() {
+ this.sectionColors = ["--gradient-color-1", "--gradient-color-2", "--gradient-color-3", "--gradient-color-4"]
+ .map((cssPropertyName) => {
+ let hex = this.computedCanvasStyle.getPropertyValue(cssPropertyName).trim();
+ //Check if shorthand hex value was used and double the length so the conversion in normalizeColor will work.
+ if (4 === hex.length) {
+ const hexTemp = hex
+ .substr(1)
+ .split("")
+ .map((hexTemp) => hexTemp + hexTemp)
+ .join("");
+ hex = `#${hexTemp}`;
+ }
+ return hex && `0x${hex.substr(1)}`;
+ })
+ .filter(Boolean)
+ .map(normalizeColor);
+ }
+}
+
+/*
+ *Finally initializing the Gradient class, assigning a canvas to it and calling Gradient.connect() which initializes everything,
+ * Use Gradient.pause() and Gradient.play() for controls.
+ *
+ * Here are some default property values you can change anytime:
+ * Amplitude: Gradient.amp = 0
+ * Colors: Gradient.sectionColors (if you change colors, use normalizeColor(#hexValue)) before you assign it.
+ *
+ *
+ * Useful functions
+ * Gradient.toggleColor(index)
+ * Gradient.updateFrequency(freq)
+ */
+
+export { Gradient };
diff --git a/app/core/layouts/layout/loader.module.css b/app/core/layouts/layout/loader.module.css
new file mode 100644
index 0000000..2ab5eba
--- /dev/null
+++ b/app/core/layouts/layout/loader.module.css
@@ -0,0 +1,8 @@
+#gradientCanvas {
+ width: 100%;
+ height: 100%;
+ --gradient-color-1: #c3e4ff;
+ --gradient-color-2: #6ec3f4;
+ --gradient-color-3: #eae2ff;
+ --gradient-color-4: #b9beff;
+}
diff --git a/app/core/layouts/layout/loader.tsx b/app/core/layouts/layout/loader.tsx
new file mode 100644
index 0000000..f589f9b
--- /dev/null
+++ b/app/core/layouts/layout/loader.tsx
@@ -0,0 +1,26 @@
+import { useEffect } from "react";
+
+import Logo from "../../components/logo";
+import { Gradient } from "./loader-gradient.js";
+
+import styles from "./loader.module.css";
+
+export default function Loader() {
+ useEffect(() => {
+ const gradient = new Gradient();
+ // @ts-ignore
+ gradient.initGradient(`#${styles.gradientCanvas}`);
+ }, []);
+
+ return (
+
+
+
+
+ Loading up Shellphone...
+
+
+
+
+ );
+}
diff --git a/app/messages/pages/messages.tsx b/app/messages/pages/messages.tsx
index a4825c4..f6f43cf 100644
--- a/app/messages/pages/messages.tsx
+++ b/app/messages/pages/messages.tsx
@@ -3,13 +3,14 @@ import type { BlitzPage } from "blitz";
import { Routes, dynamic } from "blitz";
import { atom, useAtom } from "jotai";
-import Layout from "app/core/layouts/layout";
+import AppLayout from "app/core/layouts/layout";
import ConversationsList from "../components/conversations-list";
import NewMessageButton from "../components/new-message-button";
import MissingTwilioCredentials from "app/core/components/missing-twilio-credentials";
import useNotifications from "app/core/hooks/use-notifications";
import useCurrentUser from "app/core/hooks/use-current-user";
import PageTitle from "../../core/components/page-title";
+import Spinner from "../../core/components/spinner";
const Messages: BlitzPage = () => {
const { hasFilledTwilioCredentials, hasPhoneNumber } = useCurrentUser();
@@ -26,7 +27,7 @@ const Messages: BlitzPage = () => {
return (
<>
-
+
>
);
}
@@ -35,7 +36,8 @@ const Messages: BlitzPage = () => {
<>
-
+ }>
+ {/* TODO: skeleton conversations list */}
@@ -52,7 +54,7 @@ const NewMessageBottomSheet = dynamic(() => import("../components/new-message-bo
export const bottomSheetOpenAtom = atom(false);
-Messages.getLayout = (page) =>
{page};
+Messages.getLayout = (page) =>
{page};
Messages.authenticate = { redirectTo: Routes.SignIn().pathname };
diff --git a/app/messages/pages/messages/[recipient].tsx b/app/messages/pages/messages/[recipient].tsx
index f8e9cc9..d75ac82 100644
--- a/app/messages/pages/messages/[recipient].tsx
+++ b/app/messages/pages/messages/[recipient].tsx
@@ -3,7 +3,7 @@ import type { BlitzPage } from "blitz";
import { Routes, useRouter } from "blitz";
import { IoChevronBack, IoInformationCircle, IoCall } from "react-icons/io5";
-import Layout from "../../../core/layouts/layout";
+import AppLayout from "../../../core/layouts/layout";
import Conversation from "../../components/conversation";
import useConversation from "../../hooks/use-conversation";
@@ -14,7 +14,7 @@ const ConversationPage: BlitzPage = () => {
const conversation = useConversation(recipient)[0];
return (
-
+
@@ -28,7 +28,7 @@ const ConversationPage: BlitzPage = () => {
Loading messages with {recipient}
-
+
);
};
diff --git a/app/pages/_app.tsx b/app/pages/_app.tsx
index 0ed7c5e..f9826a5 100644
--- a/app/pages/_app.tsx
+++ b/app/pages/_app.tsx
@@ -21,7 +21,7 @@ import "app/core/styles/index.css";
const { publicRuntimeConfig } = getConfig();
export default function App({ Component, pageProps }: AppProps) {
- const session = useSession();
+ const session = useSession({ suspense: false });
usePanelbear(publicRuntimeConfig.panelBear.siteId);
useEffect(() => {
if (session.userId) {
@@ -42,7 +42,8 @@ export default function App({ Component, pageProps }: AppProps) {
FallbackComponent={RootErrorFallback}
onReset={useQueryErrorResetBoundary().reset}
>
-
);
}
diff --git a/app/pages/_offline.tsx b/app/pages/_offline.tsx
index 7233ac5..dc07ee3 100644
--- a/app/pages/_offline.tsx
+++ b/app/pages/_offline.tsx
@@ -1,11 +1,11 @@
import { useRouter } from "blitz";
-import Layout from "../core/layouts/layout";
+import AppLayout from "../core/layouts/layout";
export default function Offline() {
const router = useRouter();
return (
-
+
);
}
diff --git a/app/phone-calls/pages/calls.tsx b/app/phone-calls/pages/calls.tsx
index 6932f48..b037778 100644
--- a/app/phone-calls/pages/calls.tsx
+++ b/app/phone-calls/pages/calls.tsx
@@ -2,11 +2,12 @@ import { Suspense } from "react";
import type { BlitzPage } from "blitz";
import { Routes } from "blitz";
-import Layout from "app/core/layouts/layout";
+import AppLayout from "app/core/layouts/layout";
import PhoneCallsList from "../components/phone-calls-list";
import MissingTwilioCredentials from "app/core/components/missing-twilio-credentials";
import useCurrentUser from "app/core/hooks/use-current-user";
import PageTitle from "../../core/components/page-title";
+import Spinner from "../../core/components/spinner";
const PhoneCalls: BlitzPage = () => {
const { hasFilledTwilioCredentials, hasPhoneNumber } = useCurrentUser();
@@ -15,7 +16,7 @@ const PhoneCalls: BlitzPage = () => {
return (
<>
>
);
}
@@ -24,7 +25,8 @@ const PhoneCalls: BlitzPage = () => {
<>
@@ -32,7 +34,7 @@ const PhoneCalls: BlitzPage = () => {
);
};
-PhoneCalls.getLayout = (page) =>
;
PhoneCalls.authenticate = { redirectTo: Routes.SignIn() };
diff --git a/app/phone-calls/pages/keypad.tsx b/app/phone-calls/pages/keypad.tsx
index c7ddc24..a4d4230 100644
--- a/app/phone-calls/pages/keypad.tsx
+++ b/app/phone-calls/pages/keypad.tsx
@@ -7,7 +7,7 @@ import { Transition } from "@headlessui/react";
import { IoBackspace, IoCall } from "react-icons/io5";
import { Direction } from "db";
-import Layout from "app/core/layouts/layout";
+import AppLayout from "app/core/layouts/layout";
import Keypad from "../components/keypad";
import usePhoneCalls from "../hooks/use-phone-calls";
import useKeyPress from "../hooks/use-key-press";
@@ -161,7 +161,7 @@ const pressBackspaceAtom = atom(null, (get, set) => {
set(phoneNumberAtom, (prevState) => prevState.slice(0, -1));
});
-KeypadPage.getLayout = (page) =>
;
KeypadPage.authenticate = { redirectTo: Routes.SignIn() };
diff --git a/app/settings/components/billing/billing-history.tsx b/app/settings/components/billing/billing-history.tsx
index fb8472f..82f9f59 100644
--- a/app/settings/components/billing/billing-history.tsx
+++ b/app/settings/components/billing/billing-history.tsx
@@ -10,10 +10,11 @@ export default function BillingHistory() {
skip,
pagesNumber,
currentPage,
- goToPreviousPage,
+ lastPage,
hasPreviousPage,
- goToNextPage,
hasNextPage,
+ goToPreviousPage,
+ goToNextPage,
setPage,
} = usePaymentsHistory();
@@ -104,8 +105,8 @@ export default function BillingHistory() {
Previous