import "lottie-web";
//#region src/animation/configureLottie.d.ts
/** What {@link configureLottie} can be told. */
interface ConfigureLottieOptions {
  /**
   * The base of every element ID the engine mints, so that two copies of the
   * library on one page can be told apart. Each engine build appends its own
   * suffix (`-lottie`, `-lottie_svg`, `-lottie_light`), so the three builds
   * never share an ID with each other. `lottie-react` unless set.
   */
  idPrefix?: string;
  /**
   * How finely curves are drawn: `low`, `medium`, `high`, or a number of
   * segments above 1. Left alone, the engine draws with 150, between `medium`
   * (50) and `high` (200); the named levels trade smoothness for work. Set it
   * once, before animations load: the engine reads it whenever it builds a
   * curve, so a change reaches every animation on the engine, running ones
   * included.
   */
  quality?: "low" | "medium" | "high" | number;
}
/**
 * Sets what is global to the engine rather than to one animation: the prefix
 * of the element IDs it mints, and how finely it draws curves.
 *
 * ```ts
 * configureLottie({ idPrefix: "crm", quality: "low" });
 * ```
 *
 * Set it once, at startup, before animations load. It takes effect at once on
 * every engine that has loaded an animation, and on the others when they first
 * do, and it reaches what is already on screen: element IDs for everything the
 * engines build from then on, the drawing quality of every animation on them.
 * A field left out keeps its value.
 */
declare function configureLottie(options: ConfigureLottieOptions): void;
//#endregion
export { ConfigureLottieOptions, configureLottie };