'use strict'; const isBrowser = typeof document !== "undefined"; /** * Convert camelCase to dash-case properties. */ const camelToDash = (str) => str.replace(/([a-z])([A-Z])/g, "$1-$2").toLowerCase(); const optimizedAppearDataId = "framerAppearId"; const optimizedAppearDataAttribute = "data-" + camelToDash(optimizedAppearDataId); function isRefObject(ref) { return (ref && typeof ref === "object" && Object.prototype.hasOwnProperty.call(ref, "current")); } /** * Decides if the supplied variable is variant label */ function isVariantLabel(v) { return typeof v === "string" || Array.isArray(v); } function isAnimationControls(v) { return (v !== null && typeof v === "object" && typeof v.start === "function"); } const variantPriorityOrder = [ "animate", "whileInView", "whileFocus", "whileHover", "whileTap", "whileDrag", "exit", ]; const variantProps = ["initial", ...variantPriorityOrder]; function isControllingVariants(props) { return (isAnimationControls(props.animate) || variantProps.some((name) => isVariantLabel(props[name]))); } function isVariantNode(props) { return Boolean(isControllingVariants(props) || props.variants); } const featureProps = { animation: [ "animate", "variants", "whileHover", "whileTap", "exit", "whileInView", "whileFocus", "whileDrag", ], exit: ["exit"], drag: ["drag", "dragControls"], focus: ["whileFocus"], hover: ["whileHover", "onHoverStart", "onHoverEnd"], tap: ["whileTap", "onTap", "onTapStart", "onTapCancel"], pan: ["onPan", "onPanStart", "onPanSessionStart", "onPanEnd"], inView: ["whileInView", "onViewportEnter", "onViewportLeave"], layout: ["layout", "layoutId"], }; const featureDefinitions = {}; for (const key in featureProps) { featureDefinitions[key] = { isEnabled: (props) => featureProps[key].some((name) => !!props[name]), }; } const scaleCorrectors = {}; function addScaleCorrector(correctors) { Object.assign(scaleCorrectors, correctors); } /** * Generate a list of every possible transform key. */ const transformPropOrder = [ "transformPerspective", "x", "y", "z", "translateX", "translateY", "translateZ", "scale", "scaleX", "scaleY", "rotate", "rotateX", "rotateY", "rotateZ", "skew", "skewX", "skewY", ]; /** * A quick lookup for transform props. */ const transformProps = new Set(transformPropOrder); function isForcedMotionValue(key, { layout, layoutId }) { return (transformProps.has(key) || key.startsWith("origin") || ((layout || layoutId !== undefined) && (!!scaleCorrectors[key] || key === "opacity"))); } const isMotionValue = (value) => Boolean(value && value.getVelocity); const translateAlias = { x: "translateX", y: "translateY", z: "translateZ", transformPerspective: "perspective", }; const numTransforms = transformPropOrder.length; /** * Build a CSS transform style from individual x/y/scale etc properties. * * This outputs with a default order of transforms/scales/rotations, this can be customised by * providing a transformTemplate function. */ function buildTransform(transform, { enableHardwareAcceleration = true, allowTransformNone = true, }, transformIsDefault, transformTemplate) { // The transform string we're going to build into. let transformString = ""; /** * Loop over all possible transforms in order, adding the ones that * are present to the transform string. */ for (let i = 0; i < numTransforms; i++) { const key = transformPropOrder[i]; if (transform[key] !== undefined) { const transformName = translateAlias[key] || key; transformString += `${transformName}(${transform[key]}) `; } } if (enableHardwareAcceleration && !transform.z) { transformString += "translateZ(0)"; } transformString = transformString.trim(); // If we have a custom `transform` template, pass our transform values and // generated transformString to that before returning if (transformTemplate) { transformString = transformTemplate(transform, transformIsDefault ? "" : transformString); } else if (allowTransformNone && transformIsDefault) { transformString = "none"; } return transformString; } const checkStringStartsWith = (token) => (key) => typeof key === "string" && key.startsWith(token); const isCSSVariableName = checkStringStartsWith("--"); const isCSSVariableToken = checkStringStartsWith("var(--"); const cssVariableRegex = /var\s*\(\s*--[\w-]+(\s*,\s*(?:(?:[^)(]|\((?:[^)(]+|\([^)(]*\))*\))*)+)?\s*\)/g; /** * Provided a value and a ValueType, returns the value as that value type. */ const getValueAsType = (value, type) => { return type && typeof value === "number" ? type.transform(value) : value; }; const clamp = (min, max, v) => Math.min(Math.max(v, min), max); const number = { test: (v) => typeof v === "number", parse: parseFloat, transform: (v) => v, }; const alpha = { ...number, transform: (v) => clamp(0, 1, v), }; const scale = { ...number, default: 1, }; /** * TODO: When we move from string as a source of truth to data models * everything in this folder should probably be referred to as models vs types */ // If this number is a decimal, make it just five decimal places // to avoid exponents const sanitize = (v) => Math.round(v * 100000) / 100000; const floatRegex = /(-)?([\d]*\.?[\d])+/g; const colorRegex = /(#[0-9a-f]{3,8}|(rgb|hsl)a?\((-?[\d\.]+%?[,\s]+){2}(-?[\d\.]+%?)\s*[\,\/]?\s*[\d\.]*%?\))/gi; const singleColorRegex = /^(#[0-9a-f]{3,8}|(rgb|hsl)a?\((-?[\d\.]+%?[,\s]+){2}(-?[\d\.]+%?)\s*[\,\/]?\s*[\d\.]*%?\))$/i; function isString(v) { return typeof v === "string"; } const createUnitType = (unit) => ({ test: (v) => isString(v) && v.endsWith(unit) && v.split(" ").length === 1, parse: parseFloat, transform: (v) => `${v}${unit}`, }); const degrees = createUnitType("deg"); const percent = createUnitType("%"); const px = createUnitType("px"); const vh = createUnitType("vh"); const vw = createUnitType("vw"); const progressPercentage = { ...percent, parse: (v) => percent.parse(v) / 100, transform: (v) => percent.transform(v * 100), }; const int = { ...number, transform: Math.round, }; const numberValueTypes = { // Border props borderWidth: px, borderTopWidth: px, borderRightWidth: px, borderBottomWidth: px, borderLeftWidth: px, borderRadius: px, radius: px, borderTopLeftRadius: px, borderTopRightRadius: px, borderBottomRightRadius: px, borderBottomLeftRadius: px, // Positioning props width: px, maxWidth: px, height: px, maxHeight: px, size: px, top: px, right: px, bottom: px, left: px, // Spacing props padding: px, paddingTop: px, paddingRight: px, paddingBottom: px, paddingLeft: px, margin: px, marginTop: px, marginRight: px, marginBottom: px, marginLeft: px, // Transform props rotate: degrees, rotateX: degrees, rotateY: degrees, rotateZ: degrees, scale, scaleX: scale, scaleY: scale, scaleZ: scale, skew: degrees, skewX: degrees, skewY: degrees, distance: px, translateX: px, translateY: px, translateZ: px, x: px, y: px, z: px, perspective: px, transformPerspective: px, opacity: alpha, originX: progressPercentage, originY: progressPercentage, originZ: px, // Misc zIndex: int, // SVG fillOpacity: alpha, strokeOpacity: alpha, numOctaves: int, }; function buildHTMLStyles(state, latestValues, options, transformTemplate) { const { style, vars, transform, transformOrigin } = state; // Track whether we encounter any transform or transformOrigin values. let hasTransform = false; let hasTransformOrigin = false; // Does the calculated transform essentially equal "none"? let transformIsNone = true; /** * Loop over all our latest animated values and decide whether to handle them * as a style or CSS variable. * * Transforms and transform origins are kept seperately for further processing. */ for (const key in latestValues) { const value = latestValues[key]; /** * If this is a CSS variable we don't do any further processing. */ if (isCSSVariableName(key)) { vars[key] = value; continue; } // Convert the value to its default value type, ie 0 -> "0px" const valueType = numberValueTypes[key]; const valueAsType = getValueAsType(value, valueType); if (transformProps.has(key)) { // If this is a transform, flag to enable further transform processing hasTransform = true; transform[key] = valueAsType; // If we already know we have a non-default transform, early return if (!transformIsNone) continue; // Otherwise check to see if this is a default transform if (value !== (valueType.default || 0)) transformIsNone = false; } else if (key.startsWith("origin")) { // If this is a transform origin, flag and enable further transform-origin processing hasTransformOrigin = true; transformOrigin[key] = valueAsType; } else { style[key] = valueAsType; } } if (!latestValues.transform) { if (hasTransform || transformTemplate) { style.transform = buildTransform(state.transform, options, transformIsNone, transformTemplate); } else if (style.transform) { /** * If we have previously created a transform but currently don't have any, * reset transform style to none. */ style.transform = "none"; } } /** * Build a transformOrigin style. Uses the same defaults as the browser for * undefined origins. */ if (hasTransformOrigin) { const { originX = "50%", originY = "50%", originZ = 0, } = transformOrigin; style.transformOrigin = `${originX} ${originY} ${originZ}`; } } function calcOrigin(origin, offset, size) { return typeof origin === "string" ? origin : px.transform(offset + size * origin); } /** * The SVG transform origin defaults are different to CSS and is less intuitive, * so we use the measured dimensions of the SVG to reconcile these. */ function calcSVGTransformOrigin(dimensions, originX, originY) { const pxOriginX = calcOrigin(originX, dimensions.x, dimensions.width); const pxOriginY = calcOrigin(originY, dimensions.y, dimensions.height); return `${pxOriginX} ${pxOriginY}`; } const dashKeys = { offset: "stroke-dashoffset", array: "stroke-dasharray", }; const camelKeys = { offset: "strokeDashoffset", array: "strokeDasharray", }; /** * Build SVG path properties. Uses the path's measured length to convert * our custom pathLength, pathSpacing and pathOffset into stroke-dashoffset * and stroke-dasharray attributes. * * This function is mutative to reduce per-frame GC. */ function buildSVGPath(attrs, length, spacing = 1, offset = 0, useDashCase = true) { // Normalise path length by setting SVG attribute pathLength to 1 attrs.pathLength = 1; // We use dash case when setting attributes directly to the DOM node and camel case // when defining props on a React component. const keys = useDashCase ? dashKeys : camelKeys; // Build the dash offset attrs[keys.offset] = px.transform(-offset); // Build the dash array const pathLength = px.transform(length); const pathSpacing = px.transform(spacing); attrs[keys.array] = `${pathLength} ${pathSpacing}`; } /** * Build SVG visual attrbutes, like cx and style.transform */ function buildSVGAttrs(state, { attrX, attrY, attrScale, originX, originY, pathLength, pathSpacing = 1, pathOffset = 0, // This is object creation, which we try to avoid per-frame. ...latest }, options, isSVGTag, transformTemplate) { buildHTMLStyles(state, latest, options, transformTemplate); /** * For svg tags we just want to make sure viewBox is animatable and treat all the styles * as normal HTML tags. */ if (isSVGTag) { if (state.style.viewBox) { state.attrs.viewBox = state.style.viewBox; } return; } state.attrs = state.style; state.style = {}; const { attrs, style, dimensions } = state; /** * However, we apply transforms as CSS transforms. So if we detect a transform we take it from attrs * and copy it into style. */ if (attrs.transform) { if (dimensions) style.transform = attrs.transform; delete attrs.transform; } // Parse transformOrigin if (dimensions && (originX !== undefined || originY !== undefined || style.transform)) { style.transformOrigin = calcSVGTransformOrigin(dimensions, originX !== undefined ? originX : 0.5, originY !== undefined ? originY : 0.5); } // Render attrX/attrY/attrScale as attributes if (attrX !== undefined) attrs.x = attrX; if (attrY !== undefined) attrs.y = attrY; if (attrScale !== undefined) attrs.scale = attrScale; // Build SVG path if one has been defined if (pathLength !== undefined) { buildSVGPath(attrs, pathLength, pathSpacing, pathOffset, false); } } const isSVGTag = (tag) => typeof tag === "string" && tag.toLowerCase() === "svg"; function renderHTML(element, { style, vars }, styleProp, projection) { Object.assign(element.style, style, projection && projection.getProjectionStyles(styleProp)); // Loop over any CSS variables and assign those. for (const key in vars) { element.style.setProperty(key, vars[key]); } } /** * A set of attribute names that are always read/written as camel case. */ const camelCaseAttributes = new Set([ "baseFrequency", "diffuseConstant", "kernelMatrix", "kernelUnitLength", "keySplines", "keyTimes", "limitingConeAngle", "markerHeight", "markerWidth", "numOctaves", "targetX", "targetY", "surfaceScale", "specularConstant", "specularExponent", "stdDeviation", "tableValues", "viewBox", "gradientTransform", "pathLength", "startOffset", "textLength", "lengthAdjust", ]); function renderSVG(element, renderState, _styleProp, projection) { renderHTML(element, renderState, undefined, projection); for (const key in renderState.attrs) { element.setAttribute(!camelCaseAttributes.has(key) ? camelToDash(key) : key, renderState.attrs[key]); } } function scrapeMotionValuesFromProps$1(props, prevProps) { const { style } = props; const newValues = {}; for (const key in style) { if (isMotionValue(style[key]) || (prevProps.style && isMotionValue(prevProps.style[key])) || isForcedMotionValue(key, props)) { newValues[key] = style[key]; } } return newValues; } function scrapeMotionValuesFromProps(props, prevProps) { const newValues = scrapeMotionValuesFromProps$1(props, prevProps); for (const key in props) { if (isMotionValue(props[key]) || isMotionValue(prevProps[key])) { const targetKey = transformPropOrder.indexOf(key) !== -1 ? "attr" + key.charAt(0).toUpperCase() + key.substring(1) : key; newValues[targetKey] = props[key]; } } return newValues; } function resolveVariantFromProps(props, definition, custom, currentValues = {}, currentVelocity = {}) { /** * If the variant definition is a function, resolve. */ if (typeof definition === "function") { definition = definition(custom !== undefined ? custom : props.custom, currentValues, currentVelocity); } /** * If the variant definition is a variant label, or * the function returned a variant label, resolve. */ if (typeof definition === "string") { definition = props.variants && props.variants[definition]; } /** * At this point we've resolved both functions and variant labels, * but the resolved variant label might itself have been a function. * If so, resolve. This can only have returned a valid target object. */ if (typeof definition === "function") { definition = definition(custom !== undefined ? custom : props.custom, currentValues, currentVelocity); } return definition; } const isKeyframesTarget = (v) => { return Array.isArray(v); }; const isCustomValue = (v) => { return Boolean(v && typeof v === "object" && v.mix && v.toValue); }; const resolveFinalValueInKeyframes = (v) => { // TODO maybe throw if v.length - 1 is placeholder token? return isKeyframesTarget(v) ? v[v.length - 1] || 0 : v; }; const noop = (any) => any; class Queue { constructor() { this.order = []; this.scheduled = new Set(); } add(process) { if (!this.scheduled.has(process)) { this.scheduled.add(process); this.order.push(process); return true; } } remove(process) { const index = this.order.indexOf(process); if (index !== -1) { this.order.splice(index, 1); this.scheduled.delete(process); } } clear() { this.order.length = 0; this.scheduled.clear(); } } function createRenderStep(runNextFrame) { /** * We create and reuse two queues, one to queue jobs for the current frame * and one for the next. We reuse to avoid triggering GC after x frames. */ let thisFrame = new Queue(); let nextFrame = new Queue(); let numToRun = 0; /** * Track whether we're currently processing jobs in this step. This way * we can decide whether to schedule new jobs for this frame or next. */ let isProcessing = false; let flushNextFrame = false; /** * A set of processes which were marked keepAlive when scheduled. */ const toKeepAlive = new WeakSet(); const step = { /** * Schedule a process to run on the next frame. */ schedule: (callback, keepAlive = false, immediate = false) => { const addToCurrentFrame = immediate && isProcessing; const queue = addToCurrentFrame ? thisFrame : nextFrame; if (keepAlive) toKeepAlive.add(callback); if (queue.add(callback) && addToCurrentFrame && isProcessing) { // If we're adding it to the currently running queue, update its measured size numToRun = thisFrame.order.length; } return callback; }, /** * Cancel the provided callback from running on the next frame. */ cancel: (callback) => { nextFrame.remove(callback); toKeepAlive.delete(callback); }, /** * Execute all schedule callbacks. */ process: (frameData) => { /** * If we're already processing we've probably been triggered by a flushSync * inside an existing process. Instead of executing, mark flushNextFrame * as true and ensure we flush the following frame at the end of this one. */ if (isProcessing) { flushNextFrame = true; return; } isProcessing = true; [thisFrame, nextFrame] = [nextFrame, thisFrame]; // Clear the next frame queue nextFrame.clear(); // Execute this frame numToRun = thisFrame.order.length; if (numToRun) { for (let i = 0; i < numToRun; i++) { const callback = thisFrame.order[i]; callback(frameData); if (toKeepAlive.has(callback)) { step.schedule(callback); runNextFrame(); } } } isProcessing = false; if (flushNextFrame) { flushNextFrame = false; step.process(frameData); } }, }; return step; } const stepsOrder = [ "prepare", "read", "update", "preRender", "render", "postRender", ]; const maxElapsed$1 = 40; function createRenderBatcher(scheduleNextBatch, allowKeepAlive) { let runNextFrame = false; let useDefaultElapsed = true; const state = { delta: 0, timestamp: 0, isProcessing: false, }; const steps = stepsOrder.reduce((acc, key) => { acc[key] = createRenderStep(() => (runNextFrame = true)); return acc; }, {}); const processStep = (stepId) => steps[stepId].process(state); const processBatch = () => { const timestamp = performance.now(); runNextFrame = false; state.delta = useDefaultElapsed ? 1000 / 60 : Math.max(Math.min(timestamp - state.timestamp, maxElapsed$1), 1); state.timestamp = timestamp; state.isProcessing = true; stepsOrder.forEach(processStep); state.isProcessing = false; if (runNextFrame && allowKeepAlive) { useDefaultElapsed = false; scheduleNextBatch(processBatch); } }; const wake = () => { runNextFrame = true; useDefaultElapsed = true; if (!state.isProcessing) { scheduleNextBatch(processBatch); } }; const schedule = stepsOrder.reduce((acc, key) => { const step = steps[key]; acc[key] = (process, keepAlive = false, immediate = false) => { if (!runNextFrame) wake(); return step.schedule(process, keepAlive, immediate); }; return acc; }, {}); const cancel = (process) => stepsOrder.forEach((key) => steps[key].cancel(process)); return { schedule, cancel, state, steps }; } const { schedule: frame, cancel: cancelFrame, state: frameData, steps, } = createRenderBatcher(typeof requestAnimationFrame !== "undefined" ? requestAnimationFrame : noop, true); /** * Pipe * Compose other transformers to run linearily * pipe(min(20), max(40)) * @param {...functions} transformers * @return {function} */ const combineFunctions = (a, b) => (v) => b(a(v)); const pipe = (...transformers) => transformers.reduce(combineFunctions); /** * Creates an object containing the latest state of every MotionValue on a VisualElement */ function getCurrent(visualElement) { const current = {}; visualElement.values.forEach((value, key) => (current[key] = value.get())); return current; } /** * Creates an object containing the latest velocity of every MotionValue on a VisualElement */ function getVelocity(visualElement) { const velocity = {}; visualElement.values.forEach((value, key) => (velocity[key] = value.getVelocity())); return velocity; } function resolveVariant(visualElement, definition, custom) { const props = visualElement.getProps(); return resolveVariantFromProps(props, definition, custom !== undefined ? custom : props.custom, getCurrent(visualElement), getVelocity(visualElement)); } exports.warning = noop; exports.invariant = noop; if (process.env.NODE_ENV !== "production") { exports.warning = (check, message) => { if (!check && typeof console !== "undefined") { console.warn(message); } }; exports.invariant = (check, message) => { if (!check) { throw new Error(message); } }; } /** * Converts seconds to milliseconds * * @param seconds - Time in seconds. * @return milliseconds - Converted time in milliseconds. */ const secondsToMilliseconds = (seconds) => seconds * 1000; const millisecondsToSeconds = (milliseconds) => milliseconds / 1000; const instantAnimationState = { current: false, }; const isBezierDefinition = (easing) => Array.isArray(easing) && typeof easing[0] === "number"; function isWaapiSupportedEasing(easing) { return Boolean(!easing || (typeof easing === "string" && supportedWaapiEasing[easing]) || isBezierDefinition(easing) || (Array.isArray(easing) && easing.every(isWaapiSupportedEasing))); } const cubicBezierAsString = ([a, b, c, d]) => `cubic-bezier(${a}, ${b}, ${c}, ${d})`; const supportedWaapiEasing = { linear: "linear", ease: "ease", easeIn: "ease-in", easeOut: "ease-out", easeInOut: "ease-in-out", circIn: cubicBezierAsString([0, 0.65, 0.55, 1]), circOut: cubicBezierAsString([0.55, 0, 1, 0.45]), backIn: cubicBezierAsString([0.31, 0.01, 0.66, -0.59]), backOut: cubicBezierAsString([0.33, 1.53, 0.69, 0.99]), }; function mapEasingToNativeEasing(easing) { if (!easing) return undefined; return isBezierDefinition(easing) ? cubicBezierAsString(easing) : Array.isArray(easing) ? easing.map(mapEasingToNativeEasing) : supportedWaapiEasing[easing]; } function animateStyle(element, valueName, keyframes, { delay = 0, duration, repeat = 0, repeatType = "loop", ease, times, } = {}) { const keyframeOptions = { [valueName]: keyframes }; if (times) keyframeOptions.offset = times; const easing = mapEasingToNativeEasing(ease); /** * If this is an easing array, apply to keyframes, not animation as a whole */ if (Array.isArray(easing)) keyframeOptions.easing = easing; return element.animate(keyframeOptions, { delay, duration, easing: !Array.isArray(easing) ? easing : "linear", fill: "both", iterations: repeat + 1, direction: repeatType === "reverse" ? "alternate" : "normal", }); } function getFinalKeyframe(keyframes, { repeat, repeatType = "loop" }) { const index = repeat && repeatType !== "loop" && repeat % 2 === 1 ? 0 : keyframes.length - 1; return keyframes[index]; } /* Bezier function generator This has been modified from GaĆ«tan Renaudeau's BezierEasing https://github.com/gre/bezier-easing/blob/master/src/index.js https://github.com/gre/bezier-easing/blob/master/LICENSE I've removed the newtonRaphsonIterate algo because in benchmarking it wasn't noticiably faster than binarySubdivision, indeed removing it usually improved times, depending on the curve. I also removed the lookup table, as for the added bundle size and loop we're only cutting ~4 or so subdivision iterations. I bumped the max iterations up to 12 to compensate and this still tended to be faster for no perceivable loss in accuracy. Usage const easeOut = cubicBezier(.17,.67,.83,.67); const x = easeOut(0.5); // returns 0.627... */ // Returns x(t) given t, x1, and x2, or y(t) given t, y1, and y2. const calcBezier = (t, a1, a2) => (((1.0 - 3.0 * a2 + 3.0 * a1) * t + (3.0 * a2 - 6.0 * a1)) * t + 3.0 * a1) * t; const subdivisionPrecision = 0.0000001; const subdivisionMaxIterations = 12; function binarySubdivide(x, lowerBound, upperBound, mX1, mX2) { let currentX; let currentT; let i = 0; do { currentT = lowerBound + (upperBound - lowerBound) / 2.0; currentX = calcBezier(currentT, mX1, mX2) - x; if (currentX > 0.0) { upperBound = currentT; } else { lowerBound = currentT; } } while (Math.abs(currentX) > subdivisionPrecision && ++i < subdivisionMaxIterations); return currentT; } function cubicBezier(mX1, mY1, mX2, mY2) { // If this is a linear gradient, return linear easing if (mX1 === mY1 && mX2 === mY2) return noop; const getTForX = (aX) => binarySubdivide(aX, 0, 1, mX1, mX2); // If animation is at start/end, return t without easing return (t) => t === 0 || t === 1 ? t : calcBezier(getTForX(t), mY1, mY2); } const easeIn = cubicBezier(0.42, 0, 1, 1); const easeOut = cubicBezier(0, 0, 0.58, 1); const easeInOut = cubicBezier(0.42, 0, 0.58, 1); const isEasingArray = (ease) => { return Array.isArray(ease) && typeof ease[0] !== "number"; }; // Accepts an easing function and returns a new one that outputs mirrored values for // the second half of the animation. Turns easeIn into easeInOut. const mirrorEasing = (easing) => (p) => p <= 0.5 ? easing(2 * p) / 2 : (2 - easing(2 * (1 - p))) / 2; // Accepts an easing function and returns a new one that outputs reversed values. // Turns easeIn into easeOut. const reverseEasing = (easing) => (p) => 1 - easing(1 - p); const circIn = (p) => 1 - Math.sin(Math.acos(p)); const circOut = reverseEasing(circIn); const circInOut = mirrorEasing(circIn); const backOut = cubicBezier(0.33, 1.53, 0.69, 0.99); const backIn = reverseEasing(backOut); const backInOut = mirrorEasing(backIn); const anticipate = (p) => (p *= 2) < 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1))); const easingLookup = { linear: noop, easeIn, easeInOut, easeOut, circIn, circInOut, circOut, backIn, backInOut, backOut, anticipate, }; const easingDefinitionToFunction = (definition) => { if (Array.isArray(definition)) { // If cubic bezier definition, create bezier curve exports.invariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`); const [x1, y1, x2, y2] = definition; return cubicBezier(x1, y1, x2, y2); } else if (typeof definition === "string") { // Else lookup from table exports.invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`); return easingLookup[definition]; } return definition; }; /** * Returns true if the provided string is a color, ie rgba(0,0,0,0) or #000, * but false if a number or multiple colors */ const isColorString = (type, testProp) => (v) => { return Boolean((isString(v) && singleColorRegex.test(v) && v.startsWith(type)) || (testProp && Object.prototype.hasOwnProperty.call(v, testProp))); }; const splitColor = (aName, bName, cName) => (v) => { if (!isString(v)) return v; const [a, b, c, alpha] = v.match(floatRegex); return { [aName]: parseFloat(a), [bName]: parseFloat(b), [cName]: parseFloat(c), alpha: alpha !== undefined ? parseFloat(alpha) : 1, }; }; const clampRgbUnit = (v) => clamp(0, 255, v); const rgbUnit = { ...number, transform: (v) => Math.round(clampRgbUnit(v)), }; const rgba = { test: isColorString("rgb", "red"), parse: splitColor("red", "green", "blue"), transform: ({ red, green, blue, alpha: alpha$1 = 1 }) => "rgba(" + rgbUnit.transform(red) + ", " + rgbUnit.transform(green) + ", " + rgbUnit.transform(blue) + ", " + sanitize(alpha.transform(alpha$1)) + ")", }; function parseHex(v) { let r = ""; let g = ""; let b = ""; let a = ""; // If we have 6 characters, ie #FF0000 if (v.length > 5) { r = v.substring(1, 3); g = v.substring(3, 5); b = v.substring(5, 7); a = v.substring(7, 9); // Or we have 3 characters, ie #F00 } else { r = v.substring(1, 2); g = v.substring(2, 3); b = v.substring(3, 4); a = v.substring(4, 5); r += r; g += g; b += b; a += a; } return { red: parseInt(r, 16), green: parseInt(g, 16), blue: parseInt(b, 16), alpha: a ? parseInt(a, 16) / 255 : 1, }; } const hex = { test: isColorString("#"), parse: parseHex, transform: rgba.transform, }; const hsla = { test: isColorString("hsl", "hue"), parse: splitColor("hue", "saturation", "lightness"), transform: ({ hue, saturation, lightness, alpha: alpha$1 = 1 }) => { return ("hsla(" + Math.round(hue) + ", " + percent.transform(sanitize(saturation)) + ", " + percent.transform(sanitize(lightness)) + ", " + sanitize(alpha.transform(alpha$1)) + ")"); }, }; const color = { test: (v) => rgba.test(v) || hex.test(v) || hsla.test(v), parse: (v) => { if (rgba.test(v)) { return rgba.parse(v); } else if (hsla.test(v)) { return hsla.parse(v); } else { return hex.parse(v); } }, transform: (v) => { return isString(v) ? v : v.hasOwnProperty("red") ? rgba.transform(v) : hsla.transform(v); }, }; /* Value in range from progress Given a lower limit and an upper limit, we return the value within that range as expressed by progress (usually a number from 0 to 1) So progress = 0.5 would change from -------- to to from ---- to E.g. from = 10, to = 20, progress = 0.5 => 15 @param [number]: Lower limit of range @param [number]: Upper limit of range @param [number]: The progress between lower and upper limits expressed 0-1 @return [number]: Value as calculated from progress within range (not limited within range) */ const mix = (from, to, progress) => -progress * from + progress * to + from; // Adapted from https://gist.github.com/mjackson/5311256 function hueToRgb(p, q, t) { if (t < 0) t += 1; if (t > 1) t -= 1; if (t < 1 / 6) return p + (q - p) * 6 * t; if (t < 1 / 2) return q; if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6; return p; } function hslaToRgba({ hue, saturation, lightness, alpha }) { hue /= 360; saturation /= 100; lightness /= 100; let red = 0; let green = 0; let blue = 0; if (!saturation) { red = green = blue = lightness; } else { const q = lightness < 0.5 ? lightness * (1 + saturation) : lightness + saturation - lightness * saturation; const p = 2 * lightness - q; red = hueToRgb(p, q, hue + 1 / 3); green = hueToRgb(p, q, hue); blue = hueToRgb(p, q, hue - 1 / 3); } return { red: Math.round(red * 255), green: Math.round(green * 255), blue: Math.round(blue * 255), alpha, }; } // Linear color space blending // Explained https://www.youtube.com/watch?v=LKnqECcg6Gw // Demonstrated http://codepen.io/osublake/pen/xGVVaN const mixLinearColor = (from, to, v) => { const fromExpo = from * from; return Math.sqrt(Math.max(0, v * (to * to - fromExpo) + fromExpo)); }; const colorTypes = [hex, rgba, hsla]; const getColorType = (v) => colorTypes.find((type) => type.test(v)); function asRGBA(color) { const type = getColorType(color); exports.invariant(Boolean(type), `'${color}' is not an animatable color. Use the equivalent color code instead.`); let model = type.parse(color); if (type === hsla) { // TODO Remove this cast - needed since Framer Motion's stricter typing model = hslaToRgba(model); } return model; } const mixColor = (from, to) => { const fromRGBA = asRGBA(from); const toRGBA = asRGBA(to); const blended = { ...fromRGBA }; return (v) => { blended.red = mixLinearColor(fromRGBA.red, toRGBA.red, v); blended.green = mixLinearColor(fromRGBA.green, toRGBA.green, v); blended.blue = mixLinearColor(fromRGBA.blue, toRGBA.blue, v); blended.alpha = mix(fromRGBA.alpha, toRGBA.alpha, v); return rgba.transform(blended); }; }; function test(v) { var _a, _b; return (isNaN(v) && isString(v) && (((_a = v.match(floatRegex)) === null || _a === void 0 ? void 0 : _a.length) || 0) + (((_b = v.match(colorRegex)) === null || _b === void 0 ? void 0 : _b.length) || 0) > 0); } const cssVarTokeniser = { regex: cssVariableRegex, countKey: "Vars", token: "${v}", parse: noop, }; const colorTokeniser = { regex: colorRegex, countKey: "Colors", token: "${c}", parse: color.parse, }; const numberTokeniser = { regex: floatRegex, countKey: "Numbers", token: "${n}", parse: number.parse, }; function tokenise(info, { regex, countKey, token, parse }) { const matches = info.tokenised.match(regex); if (!matches) return; info["num" + countKey] = matches.length; info.tokenised = info.tokenised.replace(regex, token); info.values.push(...matches.map(parse)); } function analyseComplexValue(value) { const originalValue = value.toString(); const info = { value: originalValue, tokenised: originalValue, values: [], numVars: 0, numColors: 0, numNumbers: 0, }; if (info.value.includes("var(--")) tokenise(info, cssVarTokeniser); tokenise(info, colorTokeniser); tokenise(info, numberTokeniser); return info; } function parseComplexValue(v) { return analyseComplexValue(v).values; } function createTransformer(source) { const { values, numColors, numVars, tokenised } = analyseComplexValue(source); const numValues = values.length; return (v) => { let output = tokenised; for (let i = 0; i < numValues; i++) { if (i < numVars) { output = output.replace(cssVarTokeniser.token, v[i]); } else if (i < numVars + numColors) { output = output.replace(colorTokeniser.token, color.transform(v[i])); } else { output = output.replace(numberTokeniser.token, sanitize(v[i])); } } return output; }; } const convertNumbersToZero = (v) => typeof v === "number" ? 0 : v; function getAnimatableNone$1(v) { const parsed = parseComplexValue(v); const transformer = createTransformer(v); return transformer(parsed.map(convertNumbersToZero)); } const complex = { test, parse: parseComplexValue, createTransformer, getAnimatableNone: getAnimatableNone$1, }; const mixImmediate = (origin, target) => (p) => `${p > 0 ? target : origin}`; function getMixer$1(origin, target) { if (typeof origin === "number") { return (v) => mix(origin, target, v); } else if (color.test(origin)) { return mixColor(origin, target); } else { return origin.startsWith("var(") ? mixImmediate(origin, target) : mixComplex(origin, target); } } const mixArray = (from, to) => { const output = [...from]; const numValues = output.length; const blendValue = from.map((fromThis, i) => getMixer$1(fromThis, to[i])); return (v) => { for (let i = 0; i < numValues; i++) { output[i] = blendValue[i](v); } return output; }; }; const mixObject = (origin, target) => { const output = { ...origin, ...target }; const blendValue = {}; for (const key in output) { if (origin[key] !== undefined && target[key] !== undefined) { blendValue[key] = getMixer$1(origin[key], target[key]); } } return (v) => { for (const key in blendValue) { output[key] = blendValue[key](v); } return output; }; }; const mixComplex = (origin, target) => { const template = complex.createTransformer(target); const originStats = analyseComplexValue(origin); const targetStats = analyseComplexValue(target); const canInterpolate = originStats.numVars === targetStats.numVars && originStats.numColors === targetStats.numColors && originStats.numNumbers >= targetStats.numNumbers; if (canInterpolate) { return pipe(mixArray(originStats.values, targetStats.values), template); } else { exports.warning(true, `Complex values '${origin}' and '${target}' too different to mix. Ensure all colors are of the same type, and that each contains the same quantity of number and color values. Falling back to instant transition.`); return mixImmediate(origin, target); } }; /* Progress within given range Given a lower limit and an upper limit, we return the progress (expressed as a number 0-1) represented by the given value, and limit that progress to within 0-1. @param [number]: Lower limit @param [number]: Upper limit @param [number]: Value to find progress within given range @return [number]: Progress of value within range as expressed 0-1 */ const progress = (from, to, value) => { const toFromDifference = to - from; return toFromDifference === 0 ? 1 : (value - from) / toFromDifference; }; const mixNumber = (from, to) => (p) => mix(from, to, p); function detectMixerFactory(v) { if (typeof v === "number") { return mixNumber; } else if (typeof v === "string") { return color.test(v) ? mixColor : mixComplex; } else if (Array.isArray(v)) { return mixArray; } else if (typeof v === "object") { return mixObject; } return mixNumber; } function createMixers(output, ease, customMixer) { const mixers = []; const mixerFactory = customMixer || detectMixerFactory(output[0]); const numMixers = output.length - 1; for (let i = 0; i < numMixers; i++) { let mixer = mixerFactory(output[i], output[i + 1]); if (ease) { const easingFunction = Array.isArray(ease) ? ease[i] || noop : ease; mixer = pipe(easingFunction, mixer); } mixers.push(mixer); } return mixers; } /** * Create a function that maps from a numerical input array to a generic output array. * * Accepts: * - Numbers * - Colors (hex, hsl, hsla, rgb, rgba) * - Complex (combinations of one or more numbers or strings) * * ```jsx * const mixColor = interpolate([0, 1], ['#fff', '#000']) * * mixColor(0.5) // 'rgba(128, 128, 128, 1)' * ``` * * TODO Revist this approach once we've moved to data models for values, * probably not needed to pregenerate mixer functions. * * @public */ function interpolate(input, output, { clamp: isClamp = true, ease, mixer } = {}) { const inputLength = input.length; exports.invariant(inputLength === output.length, "Both input and output ranges must be the same length"); /** * If we're only provided a single input, we can just make a function * that returns the output. */ if (inputLength === 1) return () => output[0]; // If input runs highest -> lowest, reverse both arrays if (input[0] > input[inputLength - 1]) { input = [...input].reverse(); output = [...output].reverse(); } const mixers = createMixers(output, ease, mixer); const numMixers = mixers.length; const interpolator = (v) => { let i = 0; if (numMixers > 1) { for (; i < input.length - 2; i++) { if (v < input[i + 1]) break; } } const progressInRange = progress(input[i], input[i + 1], v); return mixers[i](progressInRange); }; return isClamp ? (v) => interpolator(clamp(input[0], input[inputLength - 1], v)) : interpolator; } function fillOffset(offset, remaining) { const min = offset[offset.length - 1]; for (let i = 1; i <= remaining; i++) { const offsetProgress = progress(0, remaining, i); offset.push(mix(min, 1, offsetProgress)); } } function defaultOffset$1(arr) { const offset = [0]; fillOffset(offset, arr.length - 1); return offset; } function convertOffsetToTimes(offset, duration) { return offset.map((o) => o * duration); } function defaultEasing(values, easing) { return values.map(() => easing || easeInOut).splice(0, values.length - 1); } function keyframes({ duration = 300, keyframes: keyframeValues, times, ease = "easeInOut", }) { /** * Easing functions can be externally defined as strings. Here we convert them * into actual functions. */ const easingFunctions = isEasingArray(ease) ? ease.map(easingDefinitionToFunction) : easingDefinitionToFunction(ease); /** * This is the Iterator-spec return value. We ensure it's mutable rather than using a generator * to reduce GC during animation. */ const state = { done: false, value: keyframeValues[0], }; /** * Create a times array based on the provided 0-1 offsets */ const absoluteTimes = convertOffsetToTimes( // Only use the provided offsets if they're the correct length // TODO Maybe we should warn here if there's a length mismatch times && times.length === keyframeValues.length ? times : defaultOffset$1(keyframeValues), duration); const mapTimeToKeyframe = interpolate(absoluteTimes, keyframeValues, { ease: Array.isArray(easingFunctions) ? easingFunctions : defaultEasing(keyframeValues, easingFunctions), }); return { calculatedDuration: duration, next: (t) => { state.value = mapTimeToKeyframe(t); state.done = t >= duration; return state; }, }; } /* Convert velocity into velocity per second @param [number]: Unit per frame @param [number]: Frame duration in ms */ function velocityPerSecond(velocity, frameDuration) { return frameDuration ? velocity * (1000 / frameDuration) : 0; } const velocitySampleDuration = 5; // ms function calcGeneratorVelocity(resolveValue, t, current) { const prevT = Math.max(t - velocitySampleDuration, 0); return velocityPerSecond(current - resolveValue(prevT), t - prevT); } const safeMin = 0.001; const minDuration = 0.01; const maxDuration$1 = 10.0; const minDamping = 0.05; const maxDamping = 1; function findSpring({ duration = 800, bounce = 0.25, velocity = 0, mass = 1, }) { let envelope; let derivative; exports.warning(duration <= secondsToMilliseconds(maxDuration$1), "Spring duration must be 10 seconds or less"); let dampingRatio = 1 - bounce; /** * Restrict dampingRatio and duration to within acceptable ranges. */ dampingRatio = clamp(minDamping, maxDamping, dampingRatio); duration = clamp(minDuration, maxDuration$1, millisecondsToSeconds(duration)); if (dampingRatio < 1) { /** * Underdamped spring */ envelope = (undampedFreq) => { const exponentialDecay = undampedFreq * dampingRatio; const delta = exponentialDecay * duration; const a = exponentialDecay - velocity; const b = calcAngularFreq(undampedFreq, dampingRatio); const c = Math.exp(-delta); return safeMin - (a / b) * c; }; derivative = (undampedFreq) => { const exponentialDecay = undampedFreq * dampingRatio; const delta = exponentialDecay * duration; const d = delta * velocity + velocity; const e = Math.pow(dampingRatio, 2) * Math.pow(undampedFreq, 2) * duration; const f = Math.exp(-delta); const g = calcAngularFreq(Math.pow(undampedFreq, 2), dampingRatio); const factor = -envelope(undampedFreq) + safeMin > 0 ? -1 : 1; return (factor * ((d - e) * f)) / g; }; } else { /** * Critically-damped spring */ envelope = (undampedFreq) => { const a = Math.exp(-undampedFreq * duration); const b = (undampedFreq - velocity) * duration + 1; return -safeMin + a * b; }; derivative = (undampedFreq) => { const a = Math.exp(-undampedFreq * duration); const b = (velocity - undampedFreq) * (duration * duration); return a * b; }; } const initialGuess = 5 / duration; const undampedFreq = approximateRoot(envelope, derivative, initialGuess); duration = secondsToMilliseconds(duration); if (isNaN(undampedFreq)) { return { stiffness: 100, damping: 10, duration, }; } else { const stiffness = Math.pow(undampedFreq, 2) * mass; return { stiffness, damping: dampingRatio * 2 * Math.sqrt(mass * stiffness), duration, }; } } const rootIterations = 12; function approximateRoot(envelope, derivative, initialGuess) { let result = initialGuess; for (let i = 1; i < rootIterations; i++) { result = result - envelope(result) / derivative(result); } return result; } function calcAngularFreq(undampedFreq, dampingRatio) { return undampedFreq * Math.sqrt(1 - dampingRatio * dampingRatio); } const durationKeys = ["duration", "bounce"]; const physicsKeys = ["stiffness", "damping", "mass"]; function isSpringType(options, keys) { return keys.some((key) => options[key] !== undefined); } function getSpringOptions(options) { let springOptions = { velocity: 0.0, stiffness: 100, damping: 10, mass: 1.0, isResolvedFromDuration: false, ...options, }; // stiffness/damping/mass overrides duration/bounce if (!isSpringType(options, physicsKeys) && isSpringType(options, durationKeys)) { const derived = findSpring(options); springOptions = { ...springOptions, ...derived, mass: 1.0, }; springOptions.isResolvedFromDuration = true; } return springOptions; } function spring({ keyframes, restDelta, restSpeed, ...options }) { const origin = keyframes[0]; const target = keyframes[keyframes.length - 1]; /** * This is the Iterator-spec return value. We ensure it's mutable rather than using a generator * to reduce GC during animation. */ const state = { done: false, value: origin }; const { stiffness, damping, mass, duration, velocity, isResolvedFromDuration, } = getSpringOptions({ ...options, velocity: -millisecondsToSeconds(options.velocity || 0), }); const initialVelocity = velocity || 0.0; const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass)); const initialDelta = target - origin; const undampedAngularFreq = millisecondsToSeconds(Math.sqrt(stiffness / mass)); /** * If we're working on a granular scale, use smaller defaults for determining * when the spring is finished. * * These defaults have been selected emprically based on what strikes a good * ratio between feeling good and finishing as soon as changes are imperceptible. */ const isGranularScale = Math.abs(initialDelta) < 5; restSpeed || (restSpeed = isGranularScale ? 0.01 : 2); restDelta || (restDelta = isGranularScale ? 0.005 : 0.5); let resolveSpring; if (dampingRatio < 1) { const angularFreq = calcAngularFreq(undampedAngularFreq, dampingRatio); // Underdamped spring resolveSpring = (t) => { const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t); return (target - envelope * (((initialVelocity + dampingRatio * undampedAngularFreq * initialDelta) / angularFreq) * Math.sin(angularFreq * t) + initialDelta * Math.cos(angularFreq * t))); }; } else if (dampingRatio === 1) { // Critically damped spring resolveSpring = (t) => target - Math.exp(-undampedAngularFreq * t) * (initialDelta + (initialVelocity + undampedAngularFreq * initialDelta) * t); } else { // Overdamped spring const dampedAngularFreq = undampedAngularFreq * Math.sqrt(dampingRatio * dampingRatio - 1); resolveSpring = (t) => { const envelope = Math.exp(-dampingRatio * undampedAngularFreq * t); // When performing sinh or cosh values can hit Infinity so we cap them here const freqForT = Math.min(dampedAngularFreq * t, 300); return (target - (envelope * ((initialVelocity + dampingRatio * undampedAngularFreq * initialDelta) * Math.sinh(freqForT) + dampedAngularFreq * initialDelta * Math.cosh(freqForT))) / dampedAngularFreq); }; } return { calculatedDuration: isResolvedFromDuration ? duration || null : null, next: (t) => { const current = resolveSpring(t); if (!isResolvedFromDuration) { let currentVelocity = initialVelocity; if (t !== 0) { /** * We only need to calculate velocity for under-damped springs * as over- and critically-damped springs can't overshoot, so * checking only for displacement is enough. */ if (dampingRatio < 1) { currentVelocity = calcGeneratorVelocity(resolveSpring, t, current); } else { currentVelocity = 0; } } const isBelowVelocityThreshold = Math.abs(currentVelocity) <= restSpeed; const isBelowDisplacementThreshold = Math.abs(target - current) <= restDelta; state.done = isBelowVelocityThreshold && isBelowDisplacementThreshold; } else { state.done = t >= duration; } state.value = state.done ? target : current; return state; }, }; } function inertia({ keyframes, velocity = 0.0, power = 0.8, timeConstant = 325, bounceDamping = 10, bounceStiffness = 500, modifyTarget, min, max, restDelta = 0.5, restSpeed, }) { const origin = keyframes[0]; const state = { done: false, value: origin, }; const isOutOfBounds = (v) => (min !== undefined && v < min) || (max !== undefined && v > max); const nearestBoundary = (v) => { if (min === undefined) return max; if (max === undefined) return min; return Math.abs(min - v) < Math.abs(max - v) ? min : max; }; let amplitude = power * velocity; const ideal = origin + amplitude; const target = modifyTarget === undefined ? ideal : modifyTarget(ideal); /** * If the target has changed we need to re-calculate the amplitude, otherwise * the animation will start from the wrong position. */ if (target !== ideal) amplitude = target - origin; const calcDelta = (t) => -amplitude * Math.exp(-t / timeConstant); const calcLatest = (t) => target + calcDelta(t); const applyFriction = (t) => { const delta = calcDelta(t); const latest = calcLatest(t); state.done = Math.abs(delta) <= restDelta; state.value = state.done ? target : latest; }; /** * Ideally this would resolve for t in a stateless way, we could * do that by always precalculating the animation but as we know * this will be done anyway we can assume that spring will * be discovered during that. */ let timeReachedBoundary; let spring$1; const checkCatchBoundary = (t) => { if (!isOutOfBounds(state.value)) return; timeReachedBoundary = t; spring$1 = spring({ keyframes: [state.value, nearestBoundary(state.value)], velocity: calcGeneratorVelocity(calcLatest, t, state.value), damping: bounceDamping, stiffness: bounceStiffness, restDelta, restSpeed, }); }; checkCatchBoundary(0); return { calculatedDuration: null, next: (t) => { /** * We need to resolve the friction to figure out if we need a * spring but we don't want to do this twice per frame. So here * we flag if we updated for this frame and later if we did * we can skip doing it again. */ let hasUpdatedFrame = false; if (!spring$1 && timeReachedBoundary === undefined) { hasUpdatedFrame = true; applyFriction(t); checkCatchBoundary(t); } /** * If we have a spring and the provided t is beyond the moment the friction * animation crossed the min/max boundary, use the spring. */ if (timeReachedBoundary !== undefined && t > timeReachedBoundary) { return spring$1.next(t - timeReachedBoundary); } else { !hasUpdatedFrame && applyFriction(t); return state; } }, }; } const frameloopDriver = (update) => { const passTimestamp = ({ timestamp }) => update(timestamp); return { start: () => frame.update(passTimestamp, true), stop: () => cancelFrame(passTimestamp), /** * If we're processing this frame we can use the * framelocked timestamp to keep things in sync. */ now: () => frameData.isProcessing ? frameData.timestamp : performance.now(), }; }; /** * Implement a practical max duration for keyframe generation * to prevent infinite loops */ const maxGeneratorDuration = 20000; function calcGeneratorDuration(generator) { let duration = 0; const timeStep = 50; let state = generator.next(duration); while (!state.done && duration < maxGeneratorDuration) { duration += timeStep; state = generator.next(duration); } return duration >= maxGeneratorDuration ? Infinity : duration; } const types = { decay: inertia, inertia, tween: keyframes, keyframes: keyframes, spring, }; /** * Animate a single value on the main thread. * * This function is written, where functionality overlaps, * to be largely spec-compliant with WAAPI to allow fungibility * between the two. */ function animateValue({ autoplay = true, delay = 0, driver = frameloopDriver, keyframes: keyframes$1, type = "keyframes", repeat = 0, repeatDelay = 0, repeatType = "loop", onPlay, onStop, onComplete, onUpdate, ...options }) { let speed = 1; let hasStopped = false; let resolveFinishedPromise; let currentFinishedPromise; /** * Resolve the current Promise every time we enter the * finished state. This is WAAPI-compatible behaviour. */ const updateFinishedPromise = () => { currentFinishedPromise = new Promise((resolve) => { resolveFinishedPromise = resolve; }); }; // Create the first finished promise updateFinishedPromise(); let animationDriver; const generatorFactory = types[type] || keyframes; /** * If this isn't the keyframes generator and we've been provided * strings as keyframes, we need to interpolate these. */ let mapNumbersToKeyframes; if (generatorFactory !== keyframes && typeof keyframes$1[0] !== "number") { if (process.env.NODE_ENV !== "production") { exports.invariant(keyframes$1.length === 2, `Only two keyframes currently supported with spring and inertia animations. Trying to animate ${keyframes$1}`); } mapNumbersToKeyframes = interpolate([0, 100], keyframes$1, { clamp: false, }); keyframes$1 = [0, 100]; } const generator = generatorFactory({ ...options, keyframes: keyframes$1 }); let mirroredGenerator; if (repeatType === "mirror") { mirroredGenerator = generatorFactory({ ...options, keyframes: [...keyframes$1].reverse(), velocity: -(options.velocity || 0), }); } let playState = "idle"; let holdTime = null; let startTime = null; let cancelTime = null; /** * If duration is undefined and we have repeat options, * we need to calculate a duration from the generator. * * We set it to the generator itself to cache the duration. * Any timeline resolver will need to have already precalculated * the duration by this step. */ if (generator.calculatedDuration === null && repeat) { generator.calculatedDuration = calcGeneratorDuration(generator); } const { calculatedDuration } = generator; let resolvedDuration = Infinity; let totalDuration = Infinity; if (calculatedDuration !== null) { resolvedDuration = calculatedDuration + repeatDelay; totalDuration = resolvedDuration * (repeat + 1) - repeatDelay; } let currentTime = 0; const tick = (timestamp) => { if (startTime === null) return; /** * requestAnimationFrame timestamps can come through as lower than * the startTime as set by performance.now(). Here we prevent this, * though in the future it could be possible to make setting startTime * a pending operation that gets resolved here. */ if (speed > 0) startTime = Math.min(startTime, timestamp); if (speed < 0) startTime = Math.min(timestamp - totalDuration / speed, startTime); if (holdTime !== null) { currentTime = holdTime; } else { // Rounding the time because floating point arithmetic is not always accurate, e.g. 3000.367 - 1000.367 = // 2000.0000000000002. This is a problem when we are comparing the currentTime with the duration, for // example. currentTime = Math.round(timestamp - startTime) * speed; } // Rebase on delay const timeWithoutDelay = currentTime - delay * (speed >= 0 ? 1 : -1); const isInDelayPhase = speed >= 0 ? timeWithoutDelay < 0 : timeWithoutDelay > totalDuration; currentTime = Math.max(timeWithoutDelay, 0); /** * If this animation has finished, set the current time * to the total duration. */ if (playState === "finished" && holdTime === null) { currentTime = totalDuration; } let elapsed = currentTime; let frameGenerator = generator; if (repeat) { /** * Get the current progress (0-1) of the animation. If t is > * than duration we'll get values like 2.5 (midway through the * third iteration) */ const progress = Math.min(currentTime, totalDuration) / resolvedDuration; /** * Get the current iteration (0 indexed). For instance the floor of * 2.5 is 2. */ let currentIteration = Math.floor(progress); /** * Get the current progress of the iteration by taking the remainder * so 2.5 is 0.5 through iteration 2 */ let iterationProgress = progress % 1.0; /** * If iteration progress is 1 we count that as the end * of the previous iteration. */ if (!iterationProgress && progress >= 1) { iterationProgress = 1; } iterationProgress === 1 && currentIteration--; currentIteration = Math.min(currentIteration, repeat + 1); /** * Reverse progress if we're not running in "normal" direction */ const isOddIteration = Boolean(currentIteration % 2); if (isOddIteration) { if (repeatType === "reverse") { iterationProgress = 1 - iterationProgress; if (repeatDelay) { iterationProgress -= repeatDelay / resolvedDuration; } } else if (repeatType === "mirror") { frameGenerator = mirroredGenerator; } } elapsed = clamp(0, 1, iterationProgress) * resolvedDuration; } /** * If we're in negative time, set state as the initial keyframe. * This prevents delay: x, duration: 0 animations from finishing * instantly. */ const state = isInDelayPhase ? { done: false, value: keyframes$1[0] } : frameGenerator.next(elapsed); if (mapNumbersToKeyframes) { state.value = mapNumbersToKeyframes(state.value); } let { done } = state; if (!isInDelayPhase && calculatedDuration !== null) { done = speed >= 0 ? currentTime >= totalDuration : currentTime <= 0; } const isAnimationFinished = holdTime === null && (playState === "finished" || (playState === "running" && done)); if (onUpdate) { onUpdate(state.value); } if (isAnimationFinished) { finish(); } return state; }; const stopAnimationDriver = () => { animationDriver && animationDriver.stop(); animationDriver = undefined; }; const cancel = () => { playState = "idle"; stopAnimationDriver(); resolveFinishedPromise(); updateFinishedPromise(); startTime = cancelTime = null; }; const finish = () => { playState = "finished"; onComplete && onComplete(); stopAnimationDriver(); resolveFinishedPromise(); }; const play = () => { if (hasStopped) return; if (!animationDriver) animationDriver = driver(tick); const now = animationDriver.now(); onPlay && onPlay(); if (holdTime !== null) { startTime = now - holdTime; } else if (!startTime || playState === "finished") { startTime = now; } if (playState === "finished") { updateFinishedPromise(); } cancelTime = startTime; holdTime = null; /** * Set playState to running only after we've used it in * the previous logic. */ playState = "running"; animationDriver.start(); }; if (autoplay) { play(); } const controls = { then(resolve, reject) { return currentFinishedPromise.then(resolve, reject); }, get time() { return millisecondsToSeconds(currentTime); }, set time(newTime) { newTime = secondsToMilliseconds(newTime); currentTime = newTime; if (holdTime !== null || !animationDriver || speed === 0) { holdTime = newTime; } else { startTime = animationDriver.now() - newTime / speed; } }, get duration() { const duration = generator.calculatedDuration === null ? calcGeneratorDuration(generator) : generator.calculatedDuration; return millisecondsToSeconds(duration); }, get speed() { return speed; }, set speed(newSpeed) { if (newSpeed === speed || !animationDriver) return; speed = newSpeed; controls.time = millisecondsToSeconds(currentTime); }, get state() { return playState; }, play, pause: () => { playState = "paused"; holdTime = currentTime; }, stop: () => { hasStopped = true; if (playState === "idle") return; playState = "idle"; onStop && onStop(); cancel(); }, cancel: () => { if (cancelTime !== null) tick(cancelTime); cancel(); }, complete: () => { playState = "finished"; }, sample: (elapsed) => { startTime = 0; return tick(elapsed); }, }; return controls; } function memo(callback) { let result; return () => { if (result === undefined) result = callback(); return result; }; } const supportsWaapi = memo(() => Object.hasOwnProperty.call(Element.prototype, "animate")); /** * A list of values that can be hardware-accelerated. */ const acceleratedValues = new Set([ "opacity", "clipPath", "filter", "transform", "backgroundColor", ]); /** * 10ms is chosen here as it strikes a balance between smooth * results (more than one keyframe per frame at 60fps) and * keyframe quantity. */ const sampleDelta = 10; //ms /** * Implement a practical max duration for keyframe generation * to prevent infinite loops */ const maxDuration = 20000; const requiresPregeneratedKeyframes = (valueName, options) => options.type === "spring" || valueName === "backgroundColor" || !isWaapiSupportedEasing(options.ease); function createAcceleratedAnimation(value, valueName, { onUpdate, onComplete, ...options }) { const canAccelerateAnimation = supportsWaapi() && acceleratedValues.has(valueName) && !options.repeatDelay && options.repeatType !== "mirror" && options.damping !== 0 && options.type !== "inertia"; if (!canAccelerateAnimation) return false; /** * TODO: Unify with js/index */ let hasStopped = false; let resolveFinishedPromise; let currentFinishedPromise; /** * Cancelling an animation will write to the DOM. For safety we want to defer * this until the next `update` frame lifecycle. This flag tracks whether we * have a pending cancel, if so we shouldn't allow animations to finish. */ let pendingCancel = false; /** * Resolve the current Promise every time we enter the * finished state. This is WAAPI-compatible behaviour. */ const updateFinishedPromise = () => { currentFinishedPromise = new Promise((resolve) => { resolveFinishedPromise = resolve; }); }; // Create the first finished promise updateFinishedPromise(); let { keyframes, duration = 300, ease, times } = options; /** * If this animation needs pre-generated keyframes then generate. */ if (requiresPregeneratedKeyframes(valueName, options)) { const sampleAnimation = animateValue({ ...options, repeat: 0, delay: 0, }); let state = { done: false, value: keyframes[0] }; const pregeneratedKeyframes = []; /** * Bail after 20 seconds of pre-generated keyframes as it's likely * we're heading for an infinite loop. */ let t = 0; while (!state.done && t < maxDuration) { state = sampleAnimation.sample(t); pregeneratedKeyframes.push(state.value); t += sampleDelta; } times = undefined; keyframes = pregeneratedKeyframes; duration = t - sampleDelta; ease = "linear"; } const animation = animateStyle(value.owner.current, valueName, keyframes, { ...options, duration, /** * This function is currently not called if ease is provided * as a function so the cast is safe. * * However it would be possible for a future refinement to port * in easing pregeneration from Motion One for browsers that * support the upcoming `linear()` easing function. */ ease: ease, times, }); const cancelAnimation = () => { pendingCancel = false; animation.cancel(); }; const safeCancel = () => { pendingCancel = true; frame.update(cancelAnimation); resolveFinishedPromise(); updateFinishedPromise(); }; /** * Prefer the `onfinish` prop as it's more widely supported than * the `finished` promise. * * Here, we synchronously set the provided MotionValue to the end * keyframe. If we didn't, when the WAAPI animation is finished it would * be removed from the element which would then revert to its old styles. */ animation.onfinish = () => { if (pendingCancel) return; value.set(getFinalKeyframe(keyframes, options)); onComplete && onComplete(); safeCancel(); }; /** * Animation interrupt callback. */ const controls = { then(resolve, reject) { return currentFinishedPromise.then(resolve, reject); }, attachTimeline(timeline) { animation.timeline = timeline; animation.onfinish = null; return noop; }, get time() { return millisecondsToSeconds(animation.currentTime || 0); }, set time(newTime) { animation.currentTime = secondsToMilliseconds(newTime); }, get speed() { return animation.playbackRate; }, set speed(newSpeed) { animation.playbackRate = newSpeed; }, get duration() { return millisecondsToSeconds(duration); }, play: () => { if (hasStopped) return; animation.play(); /** * Cancel any pending cancel tasks */ cancelFrame(cancelAnimation); }, pause: () => animation.pause(), stop: () => { hasStopped = true; if (animation.playState === "idle") return; /** * WAAPI doesn't natively have any interruption capabilities. * * Rather than read commited styles back out of the DOM, we can * create a renderless JS animation and sample it twice to calculate * its current value, "previous" value, and therefore allow * Motion to calculate velocity for any subsequent animation. */ const { currentTime } = animation; if (currentTime) { const sampleAnimation = animateValue({ ...options, autoplay: false, }); value.setWithVelocity(sampleAnimation.sample(currentTime - sampleDelta).value, sampleAnimation.sample(currentTime).value, sampleDelta); } safeCancel(); }, complete: () => { if (pendingCancel) return; animation.finish(); }, cancel: safeCancel, }; return controls; } function createInstantAnimation({ keyframes, delay, onUpdate, onComplete, }) { const setValue = () => { onUpdate && onUpdate(keyframes[keyframes.length - 1]); onComplete && onComplete(); /** * TODO: As this API grows it could make sense to always return * animateValue. This will be a bigger project as animateValue * is frame-locked whereas this function resolves instantly. * This is a behavioural change and also has ramifications regarding * assumptions within tests. */ return { time: 0, speed: 1, duration: 0, play: (noop), pause: (noop), stop: (noop), then: (resolve) => { resolve(); return Promise.resolve(); }, cancel: (noop), complete: (noop), }; }; return delay ? animateValue({ keyframes: [0, 1], duration: 0, delay, onComplete: setValue, }) : setValue(); } const underDampedSpring = { type: "spring", stiffness: 500, damping: 25, restSpeed: 10, }; const criticallyDampedSpring = (target) => ({ type: "spring", stiffness: 550, damping: target === 0 ? 2 * Math.sqrt(550) : 30, restSpeed: 10, }); const keyframesTransition = { type: "keyframes", duration: 0.8, }; /** * Default easing curve is a slightly shallower version of * the default browser easing curve. */ const ease = { type: "keyframes", ease: [0.25, 0.1, 0.35, 1], duration: 0.3, }; const getDefaultTransition = (valueKey, { keyframes }) => { if (keyframes.length > 2) { return keyframesTransition; } else if (transformProps.has(valueKey)) { return valueKey.startsWith("scale") ? criticallyDampedSpring(keyframes[1]) : underDampedSpring; } return ease; }; /** * Check if a value is animatable. Examples: * * āœ…: 100, "100px", "#fff" * āŒ: "block", "url(2.jpg)" * @param value * * @internal */ const isAnimatable = (key, value) => { // If the list of keys tat might be non-animatable grows, replace with Set if (key === "zIndex") return false; // If it's a number or a keyframes array, we can animate it. We might at some point // need to do a deep isAnimatable check of keyframes, or let Popmotion handle this, // but for now lets leave it like this for performance reasons if (typeof value === "number" || Array.isArray(value)) return true; if (typeof value === "string" && // It's animatable if we have a string (complex.test(value) || value === "0") && // And it contains numbers and/or colors !value.startsWith("url(") // Unless it starts with "url(" ) { return true; } return false; }; /** * Properties that should default to 1 or 100% */ const maxDefaults = new Set(["brightness", "contrast", "saturate", "opacity"]); function applyDefaultFilter(v) { const [name, value] = v.slice(0, -1).split("("); if (name === "drop-shadow") return v; const [number] = value.match(floatRegex) || []; if (!number) return v; const unit = value.replace(number, ""); let defaultValue = maxDefaults.has(name) ? 1 : 0; if (number !== value) defaultValue *= 100; return name + "(" + defaultValue + unit + ")"; } const functionRegex = /([a-z-]*)\(.*?\)/g; const filter = { ...complex, getAnimatableNone: (v) => { const functions = v.match(functionRegex); return functions ? functions.map(applyDefaultFilter).join(" ") : v; }, }; /** * A map of default value types for common values */ const defaultValueTypes = { ...numberValueTypes, // Color props color, backgroundColor: color, outlineColor: color, fill: color, stroke: color, // Border props borderColor: color, borderTopColor: color, borderRightColor: color, borderBottomColor: color, borderLeftColor: color, filter, WebkitFilter: filter, }; /** * Gets the default ValueType for the provided value key */ const getDefaultValueType = (key) => defaultValueTypes[key]; function getAnimatableNone(key, value) { let defaultValueType = getDefaultValueType(key); if (defaultValueType !== filter) defaultValueType = complex; // If value is not recognised as animatable, ie "none", create an animatable version origin based on the target return defaultValueType.getAnimatableNone ? defaultValueType.getAnimatableNone(value) : undefined; } /** * Check if the value is a zero value string like "0px" or "0%" */ const isZeroValueString = (v) => /^0[^.\s]+$/.test(v); function isNone(value) { if (typeof value === "number") { return value === 0; } else if (value !== null) { return value === "none" || value === "0" || isZeroValueString(value); } } function getKeyframes(value, valueName, target, transition) { const isTargetAnimatable = isAnimatable(valueName, target); let keyframes; if (Array.isArray(target)) { keyframes = [...target]; } else { keyframes = [null, target]; } const defaultOrigin = transition.from !== undefined ? transition.from : value.get(); let animatableTemplateValue = undefined; const noneKeyframeIndexes = []; for (let i = 0; i < keyframes.length; i++) { /** * Fill null/wildcard keyframes */ if (keyframes[i] === null) { keyframes[i] = i === 0 ? defaultOrigin : keyframes[i - 1]; } if (isNone(keyframes[i])) { noneKeyframeIndexes.push(i); } // TODO: Clean this conditional, it works for now if (typeof keyframes[i] === "string" && keyframes[i] !== "none" && keyframes[i] !== "0") { animatableTemplateValue = keyframes[i]; } } if (isTargetAnimatable && noneKeyframeIndexes.length && animatableTemplateValue) { for (let i = 0; i < noneKeyframeIndexes.length; i++) { const index = noneKeyframeIndexes[i]; keyframes[index] = getAnimatableNone(valueName, animatableTemplateValue); } } return keyframes; } /** * Decide whether a transition is defined on a given Transition. * This filters out orchestration options and returns true * if any options are left. */ function isTransitionDefined({ when, delay: _delay, delayChildren, staggerChildren, staggerDirection, repeat, repeatType, repeatDelay, from, elapsed, ...transition }) { return !!Object.keys(transition).length; } function getValueTransition$1(transition, key) { return transition[key] || transition["default"] || transition; } const MotionGlobalConfig = { skipAnimations: false, }; const animateMotionValue = (valueName, value, target, transition = {}) => { return (onComplete) => { const valueTransition = getValueTransition$1(transition, valueName) || {}; /** * Most transition values are currently completely overwritten by value-specific * transitions. In the future it'd be nicer to blend these transitions. But for now * delay actually does inherit from the root transition if not value-specific. */ const delay = valueTransition.delay || transition.delay || 0; /** * Elapsed isn't a public transition option but can be passed through from * optimized appear effects in milliseconds. */ let { elapsed = 0 } = transition; elapsed = elapsed - secondsToMilliseconds(delay); const keyframes = getKeyframes(value, valueName, target, valueTransition); /** * Check if we're able to animate between the start and end keyframes, * and throw a warning if we're attempting to animate between one that's * animatable and another that isn't. */ const originKeyframe = keyframes[0]; const targetKeyframe = keyframes[keyframes.length - 1]; const isOriginAnimatable = isAnimatable(valueName, originKeyframe); const isTargetAnimatable = isAnimatable(valueName, targetKeyframe); exports.warning(isOriginAnimatable === isTargetAnimatable, `You are trying to animate ${valueName} from "${originKeyframe}" to "${targetKeyframe}". ${originKeyframe} is not an animatable value - to enable this animation set ${originKeyframe} to a value animatable to ${targetKeyframe} via the \`style\` property.`); let options = { keyframes, velocity: value.getVelocity(), ease: "easeOut", ...valueTransition, delay: -elapsed, onUpdate: (v) => { value.set(v); valueTransition.onUpdate && valueTransition.onUpdate(v); }, onComplete: () => { onComplete(); valueTransition.onComplete && valueTransition.onComplete(); }, }; /** * If there's no transition defined for this value, we can generate * unqiue transition settings for this value. */ if (!isTransitionDefined(valueTransition)) { options = { ...options, ...getDefaultTransition(valueName, options), }; } /** * Both WAAPI and our internal animation functions use durations * as defined by milliseconds, while our external API defines them * as seconds. */ if (options.duration) { options.duration = secondsToMilliseconds(options.duration); } if (options.repeatDelay) { options.repeatDelay = secondsToMilliseconds(options.repeatDelay); } if (!isOriginAnimatable || !isTargetAnimatable || instantAnimationState.current || valueTransition.type === false || MotionGlobalConfig.skipAnimations) { /** * If we can't animate this value, or the global instant animation flag is set, * or this is simply defined as an instant transition, return an instant transition. */ return createInstantAnimation(instantAnimationState.current ? { ...options, delay: 0 } : options); } /** * Animate via WAAPI if possible. */ if ( /** * If this is a handoff animation, the optimised animation will be running via * WAAPI. Therefore, this animation must be JS to ensure it runs "under" the * optimised animation. */ !transition.isHandoff && value.owner && value.owner.current instanceof HTMLElement && /** * If we're outputting values to onUpdate then we can't use WAAPI as there's * no way to read the value from WAAPI every frame. */ !value.owner.getProps().onUpdate) { const acceleratedAnimation = createAcceleratedAnimation(value, valueName, options); if (acceleratedAnimation) return acceleratedAnimation; } /** * If we didn't create an accelerated animation, create a JS animation */ return animateValue(options); }; }; function isWillChangeMotionValue(value) { return Boolean(isMotionValue(value) && value.add); } /** * Check if value is a numerical string, ie a string that is purely a number eg "100" or "-100.1" */ const isNumericalString = (v) => /^\-?\d*\.?\d+$/.test(v); function addUniqueItem(arr, item) { if (arr.indexOf(item) === -1) arr.push(item); } function removeItem(arr, item) { const index = arr.indexOf(item); if (index > -1) arr.splice(index, 1); } // Adapted from array-move function moveItem([...arr], fromIndex, toIndex) { const startIndex = fromIndex < 0 ? arr.length + fromIndex : fromIndex; if (startIndex >= 0 && startIndex < arr.length) { const endIndex = toIndex < 0 ? arr.length + toIndex : toIndex; const [item] = arr.splice(fromIndex, 1); arr.splice(endIndex, 0, item); } return arr; } class SubscriptionManager { constructor() { this.subscriptions = []; } add(handler) { addUniqueItem(this.subscriptions, handler); return () => removeItem(this.subscriptions, handler); } notify(a, b, c) { const numSubscriptions = this.subscriptions.length; if (!numSubscriptions) return; if (numSubscriptions === 1) { /** * If there's only a single handler we can just call it without invoking a loop. */ this.subscriptions[0](a, b, c); } else { for (let i = 0; i < numSubscriptions; i++) { /** * Check whether the handler exists before firing as it's possible * the subscriptions were modified during this loop running. */ const handler = this.subscriptions[i]; handler && handler(a, b, c); } } } getSize() { return this.subscriptions.length; } clear() { this.subscriptions.length = 0; } } const warned = new Set(); function warnOnce(condition, message, element) { if (condition || warned.has(message)) return; console.warn(message); if (element) console.warn(element); warned.add(message); } const isFloat = (value) => { return !isNaN(parseFloat(value)); }; const collectMotionValues = { current: undefined, }; /** * `MotionValue` is used to track the state and velocity of motion values. * * @public */ class MotionValue { /** * @param init - The initiating value * @param config - Optional configuration options * * - `transformer`: A function to transform incoming values with. * * @internal */ constructor(init, options = {}) { /** * This will be replaced by the build step with the latest version number. * When MotionValues are provided to motion components, warn if versions are mixed. */ this.version = "10.18.0"; /** * Duration, in milliseconds, since last updating frame. * * @internal */ this.timeDelta = 0; /** * Timestamp of the last time this `MotionValue` was updated. * * @internal */ this.lastUpdated = 0; /** * Tracks whether this value can output a velocity. Currently this is only true * if the value is numerical, but we might be able to widen the scope here and support * other value types. * * @internal */ this.canTrackVelocity = false; /** * An object containing a SubscriptionManager for each active event. */ this.events = {}; this.updateAndNotify = (v, render = true) => { this.prev = this.current; this.current = v; // Update timestamp const { delta, timestamp } = frameData; if (this.lastUpdated !== timestamp) { this.timeDelta = delta; this.lastUpdated = timestamp; frame.postRender(this.scheduleVelocityCheck); } // Update update subscribers if (this.prev !== this.current && this.events.change) { this.events.change.notify(this.current); } // Update velocity subscribers if (this.events.velocityChange) { this.events.velocityChange.notify(this.getVelocity()); } // Update render subscribers if (render && this.events.renderRequest) { this.events.renderRequest.notify(this.current); } }; /** * Schedule a velocity check for the next frame. * * This is an instanced and bound function to prevent generating a new * function once per frame. * * @internal */ this.scheduleVelocityCheck = () => frame.postRender(this.velocityCheck); /** * Updates `prev` with `current` if the value hasn't been updated this frame. * This ensures velocity calculations return `0`. * * This is an instanced and bound function to prevent generating a new * function once per frame. * * @internal */ this.velocityCheck = ({ timestamp }) => { if (timestamp !== this.lastUpdated) { this.prev = this.current; if (this.events.velocityChange) { this.events.velocityChange.notify(this.getVelocity()); } } }; this.hasAnimated = false; this.prev = this.current = init; this.canTrackVelocity = isFloat(this.current); this.owner = options.owner; } /** * Adds a function that will be notified when the `MotionValue` is updated. * * It returns a function that, when called, will cancel the subscription. * * When calling `onChange` inside a React component, it should be wrapped with the * `useEffect` hook. As it returns an unsubscribe function, this should be returned * from the `useEffect` function to ensure you don't add duplicate subscribers.. * * ```jsx * export const MyComponent = () => { * const x = useMotionValue(0) * const y = useMotionValue(0) * const opacity = useMotionValue(1) * * useEffect(() => { * function updateOpacity() { * const maxXY = Math.max(x.get(), y.get()) * const newOpacity = transform(maxXY, [0, 100], [1, 0]) * opacity.set(newOpacity) * } * * const unsubscribeX = x.on("change", updateOpacity) * const unsubscribeY = y.on("change", updateOpacity) * * return () => { * unsubscribeX() * unsubscribeY() * } * }, []) * * return * } * ``` * * @param subscriber - A function that receives the latest value. * @returns A function that, when called, will cancel this subscription. * * @deprecated */ onChange(subscription) { if (process.env.NODE_ENV !== "production") { warnOnce(false, `value.onChange(callback) is deprecated. Switch to value.on("change", callback).`); } return this.on("change", subscription); } on(eventName, callback) { if (!this.events[eventName]) { this.events[eventName] = new SubscriptionManager(); } const unsubscribe = this.events[eventName].add(callback); if (eventName === "change") { return () => { unsubscribe(); /** * If we have no more change listeners by the start * of the next frame, stop active animations. */ frame.read(() => { if (!this.events.change.getSize()) { this.stop(); } }); }; } return unsubscribe; } clearListeners() { for (const eventManagers in this.events) { this.events[eventManagers].clear(); } } /** * Attaches a passive effect to the `MotionValue`. * * @internal */ attach(passiveEffect, stopPassiveEffect) { this.passiveEffect = passiveEffect; this.stopPassiveEffect = stopPassiveEffect; } /** * Sets the state of the `MotionValue`. * * @remarks * * ```jsx * const x = useMotionValue(0) * x.set(10) * ``` * * @param latest - Latest value to set. * @param render - Whether to notify render subscribers. Defaults to `true` * * @public */ set(v, render = true) { if (!render || !this.passiveEffect) { this.updateAndNotify(v, render); } else { this.passiveEffect(v, this.updateAndNotify); } } setWithVelocity(prev, current, delta) { this.set(current); this.prev = prev; this.timeDelta = delta; } /** * Set the state of the `MotionValue`, stopping any active animations, * effects, and resets velocity to `0`. */ jump(v) { this.updateAndNotify(v); this.prev = v; this.stop(); if (this.stopPassiveEffect) this.stopPassiveEffect(); } /** * Returns the latest state of `MotionValue` * * @returns - The latest state of `MotionValue` * * @public */ get() { if (collectMotionValues.current) { collectMotionValues.current.push(this); } return this.current; } /** * @public */ getPrevious() { return this.prev; } /** * Returns the latest velocity of `MotionValue` * * @returns - The latest velocity of `MotionValue`. Returns `0` if the state is non-numerical. * * @public */ getVelocity() { // This could be isFloat(this.prev) && isFloat(this.current), but that would be wasteful return this.canTrackVelocity ? // These casts could be avoided if parseFloat would be typed better velocityPerSecond(parseFloat(this.current) - parseFloat(this.prev), this.timeDelta) : 0; } /** * Registers a new animation to control this `MotionValue`. Only one * animation can drive a `MotionValue` at one time. * * ```jsx * value.start() * ``` * * @param animation - A function that starts the provided animation * * @internal */ start(startAnimation) { this.stop(); return new Promise((resolve) => { this.hasAnimated = true; this.animation = startAnimation(resolve); if (this.events.animationStart) { this.events.animationStart.notify(); } }).then(() => { if (this.events.animationComplete) { this.events.animationComplete.notify(); } this.clearAnimation(); }); } /** * Stop the currently active animation. * * @public */ stop() { if (this.animation) { this.animation.stop(); if (this.events.animationCancel) { this.events.animationCancel.notify(); } } this.clearAnimation(); } /** * Returns `true` if this value is currently animating. * * @public */ isAnimating() { return !!this.animation; } clearAnimation() { delete this.animation; } /** * Destroy and clean up subscribers to this `MotionValue`. * * The `MotionValue` hooks like `useMotionValue` and `useTransform` automatically * handle the lifecycle of the returned `MotionValue`, so this method is only necessary if you've manually * created a `MotionValue` via the `motionValue` function. * * @public */ destroy() { this.clearListeners(); this.stop(); if (this.stopPassiveEffect) { this.stopPassiveEffect(); } } } function motionValue(init, options) { return new MotionValue(init, options); } /** * Tests a provided value against a ValueType */ const testValueType = (v) => (type) => type.test(v); /** * ValueType for "auto" */ const auto = { test: (v) => v === "auto", parse: (v) => v, }; /** * A list of value types commonly used for dimensions */ const dimensionValueTypes = [number, px, percent, degrees, vw, vh, auto]; /** * Tests a dimensional value against the list of dimension ValueTypes */ const findDimensionValueType = (v) => dimensionValueTypes.find(testValueType(v)); /** * A list of all ValueTypes */ const valueTypes = [...dimensionValueTypes, color, complex]; /** * Tests a value against the list of ValueTypes */ const findValueType = (v) => valueTypes.find(testValueType(v)); /** * Set VisualElement's MotionValue, creating a new MotionValue for it if * it doesn't exist. */ function setMotionValue(visualElement, key, value) { if (visualElement.hasValue(key)) { visualElement.getValue(key).set(value); } else { visualElement.addValue(key, motionValue(value)); } } function setTarget(visualElement, definition) { const resolved = resolveVariant(visualElement, definition); let { transitionEnd = {}, transition = {}, ...target } = resolved ? visualElement.makeTargetAnimatable(resolved, false) : {}; target = { ...target, ...transitionEnd }; for (const key in target) { const value = resolveFinalValueInKeyframes(target[key]); setMotionValue(visualElement, key, value); } } function setVariants(visualElement, variantLabels) { const reversedLabels = [...variantLabels].reverse(); reversedLabels.forEach((key) => { const variant = visualElement.getVariant(key); variant && setTarget(visualElement, variant); if (visualElement.variantChildren) { visualElement.variantChildren.forEach((child) => { setVariants(child, variantLabels); }); } }); } function setValues(visualElement, definition) { if (Array.isArray(definition)) { return setVariants(visualElement, definition); } else if (typeof definition === "string") { return setVariants(visualElement, [definition]); } else { setTarget(visualElement, definition); } } function checkTargetForNewValues(visualElement, target, origin) { var _a, _b; const newValueKeys = Object.keys(target).filter((key) => !visualElement.hasValue(key)); const numNewValues = newValueKeys.length; if (!numNewValues) return; for (let i = 0; i < numNewValues; i++) { const key = newValueKeys[i]; const targetValue = target[key]; let value = null; /** * If the target is a series of keyframes, we can use the first value * in the array. If this first value is null, we'll still need to read from the DOM. */ if (Array.isArray(targetValue)) { value = targetValue[0]; } /** * If the target isn't keyframes, or the first keyframe was null, we need to * first check if an origin value was explicitly defined in the transition as "from", * if not read the value from the DOM. As an absolute fallback, take the defined target value. */ if (value === null) { value = (_b = (_a = origin[key]) !== null && _a !== void 0 ? _a : visualElement.readValue(key)) !== null && _b !== void 0 ? _b : target[key]; } /** * If value is still undefined or null, ignore it. Preferably this would throw, * but this was causing issues in Framer. */ if (value === undefined || value === null) continue; if (typeof value === "string" && (isNumericalString(value) || isZeroValueString(value))) { // If this is a number read as a string, ie "0" or "200", convert it to a number value = parseFloat(value); } else if (!findValueType(value) && complex.test(targetValue)) { value = getAnimatableNone(key, targetValue); } visualElement.addValue(key, motionValue(value, { owner: visualElement })); if (origin[key] === undefined) { origin[key] = value; } if (value !== null) visualElement.setBaseTarget(key, value); } } function getOriginFromTransition(key, transition) { if (!transition) return; const valueTransition = transition[key] || transition["default"] || transition; return valueTransition.from; } function getOrigin(target, transition, visualElement) { const origin = {}; for (const key in target) { const transitionOrigin = getOriginFromTransition(key, transition); if (transitionOrigin !== undefined) { origin[key] = transitionOrigin; } else { const value = visualElement.getValue(key); if (value) { origin[key] = value.get(); } } } return origin; } /** * Decide whether we should block this animation. Previously, we achieved this * just by checking whether the key was listed in protectedKeys, but this * posed problems if an animation was triggered by afterChildren and protectedKeys * had been set to true in the meantime. */ function shouldBlockAnimation({ protectedKeys, needsAnimating }, key) { const shouldBlock = protectedKeys.hasOwnProperty(key) && needsAnimating[key] !== true; needsAnimating[key] = false; return shouldBlock; } function hasKeyframesChanged(value, target) { const current = value.get(); if (Array.isArray(target)) { for (let i = 0; i < target.length; i++) { if (target[i] !== current) return true; } } else { return current !== target; } } function animateTarget(visualElement, definition, { delay = 0, transitionOverride, type } = {}) { let { transition = visualElement.getDefaultTransition(), transitionEnd, ...target } = visualElement.makeTargetAnimatable(definition); const willChange = visualElement.getValue("willChange"); if (transitionOverride) transition = transitionOverride; const animations = []; const animationTypeState = type && visualElement.animationState && visualElement.animationState.getState()[type]; for (const key in target) { const value = visualElement.getValue(key); const valueTarget = target[key]; if (!value || valueTarget === undefined || (animationTypeState && shouldBlockAnimation(animationTypeState, key))) { continue; } const valueTransition = { delay, elapsed: 0, ...getValueTransition$1(transition || {}, key), }; /** * If this is the first time a value is being animated, check * to see if we're handling off from an existing animation. */ if (window.HandoffAppearAnimations) { const appearId = visualElement.getProps()[optimizedAppearDataAttribute]; if (appearId) { const elapsed = window.HandoffAppearAnimations(appearId, key, value, frame); if (elapsed !== null) { valueTransition.elapsed = elapsed; valueTransition.isHandoff = true; } } } let canSkip = !valueTransition.isHandoff && !hasKeyframesChanged(value, valueTarget); if (valueTransition.type === "spring" && (value.getVelocity() || valueTransition.velocity)) { canSkip = false; } /** * Temporarily disable skipping animations if there's an animation in * progress. Better would be to track the current target of a value * and compare that against valueTarget. */ if (value.animation) { canSkip = false; } if (canSkip) continue; value.start(animateMotionValue(key, value, valueTarget, visualElement.shouldReduceMotion && transformProps.has(key) ? { type: false } : valueTransition)); const animation = value.animation; if (isWillChangeMotionValue(willChange)) { willChange.add(key); animation.then(() => willChange.remove(key)); } animations.push(animation); } if (transitionEnd) { Promise.all(animations).then(() => { transitionEnd && setTarget(visualElement, transitionEnd); }); } return animations; } const distance = (a, b) => Math.abs(a - b); function distance2D(a, b) { // Multi-dimensional const xDelta = distance(a.x, b.x); const yDelta = distance(a.y, b.y); return Math.sqrt(xDelta ** 2 + yDelta ** 2); } const createAxisDelta = () => ({ translate: 0, scale: 1, origin: 0, originPoint: 0, }); const createDelta = () => ({ x: createAxisDelta(), y: createAxisDelta(), }); const createAxis = () => ({ min: 0, max: 0 }); const createBox = () => ({ x: createAxis(), y: createAxis(), }); /** * Bounding boxes tend to be defined as top, left, right, bottom. For various operations * it's easier to consider each axis individually. This function returns a bounding box * as a map of single-axis min/max values. */ function convertBoundingBoxToBox({ top, left, right, bottom, }) { return { x: { min: left, max: right }, y: { min: top, max: bottom }, }; } function convertBoxToBoundingBox({ x, y }) { return { top: y.min, right: x.max, bottom: y.max, left: x.min }; } /** * Applies a TransformPoint function to a bounding box. TransformPoint is usually a function * provided by Framer to allow measured points to be corrected for device scaling. This is used * when measuring DOM elements and DOM event points. */ function transformBoxPoints(point, transformPoint) { if (!transformPoint) return point; const topLeft = transformPoint({ x: point.left, y: point.top }); const bottomRight = transformPoint({ x: point.right, y: point.bottom }); return { top: topLeft.y, left: topLeft.x, bottom: bottomRight.y, right: bottomRight.x, }; } function isIdentityScale(scale) { return scale === undefined || scale === 1; } function hasScale({ scale, scaleX, scaleY }) { return (!isIdentityScale(scale) || !isIdentityScale(scaleX) || !isIdentityScale(scaleY)); } function hasTransform(values) { return (hasScale(values) || has2DTranslate(values) || values.z || values.rotate || values.rotateX || values.rotateY); } function has2DTranslate(values) { return is2DTranslate(values.x) || is2DTranslate(values.y); } function is2DTranslate(value) { return value && value !== "0%"; } /** * Scales a point based on a factor and an originPoint */ function scalePoint(point, scale, originPoint) { const distanceFromOrigin = point - originPoint; const scaled = scale * distanceFromOrigin; return originPoint + scaled; } /** * Applies a translate/scale delta to a point */ function applyPointDelta(point, translate, scale, originPoint, boxScale) { if (boxScale !== undefined) { point = scalePoint(point, boxScale, originPoint); } return scalePoint(point, scale, originPoint) + translate; } /** * Applies a translate/scale delta to an axis */ function applyAxisDelta(axis, translate = 0, scale = 1, originPoint, boxScale) { axis.min = applyPointDelta(axis.min, translate, scale, originPoint, boxScale); axis.max = applyPointDelta(axis.max, translate, scale, originPoint, boxScale); } /** * Applies a translate/scale delta to a box */ function applyBoxDelta(box, { x, y }) { applyAxisDelta(box.x, x.translate, x.scale, x.originPoint); applyAxisDelta(box.y, y.translate, y.scale, y.originPoint); } /** * Apply a tree of deltas to a box. We do this to calculate the effect of all the transforms * in a tree upon our box before then calculating how to project it into our desired viewport-relative box * * This is the final nested loop within updateLayoutDelta for future refactoring */ function applyTreeDeltas(box, treeScale, treePath, isSharedTransition = false) { const treeLength = treePath.length; if (!treeLength) return; // Reset the treeScale treeScale.x = treeScale.y = 1; let node; let delta; for (let i = 0; i < treeLength; i++) { node = treePath[i]; delta = node.projectionDelta; /** * TODO: Prefer to remove this, but currently we have motion components with * display: contents in Framer. */ const instance = node.instance; if (instance && instance.style && instance.style.display === "contents") { continue; } if (isSharedTransition && node.options.layoutScroll && node.scroll && node !== node.root) { transformBox(box, { x: -node.scroll.offset.x, y: -node.scroll.offset.y, }); } if (delta) { // Incoporate each ancestor's scale into a culmulative treeScale for this component treeScale.x *= delta.x.scale; treeScale.y *= delta.y.scale; // Apply each ancestor's calculated delta into this component's recorded layout box applyBoxDelta(box, delta); } if (isSharedTransition && hasTransform(node.latestValues)) { transformBox(box, node.latestValues); } } /** * Snap tree scale back to 1 if it's within a non-perceivable threshold. * This will help reduce useless scales getting rendered. */ treeScale.x = snapToDefault(treeScale.x); treeScale.y = snapToDefault(treeScale.y); } function snapToDefault(scale) { if (Number.isInteger(scale)) return scale; return scale > 1.0000000000001 || scale < 0.999999999999 ? scale : 1; } function translateAxis(axis, distance) { axis.min = axis.min + distance; axis.max = axis.max + distance; } /** * Apply a transform to an axis from the latest resolved motion values. * This function basically acts as a bridge between a flat motion value map * and applyAxisDelta */ function transformAxis(axis, transforms, [key, scaleKey, originKey]) { const axisOrigin = transforms[originKey] !== undefined ? transforms[originKey] : 0.5; const originPoint = mix(axis.min, axis.max, axisOrigin); // Apply the axis delta to the final axis applyAxisDelta(axis, transforms[key], transforms[scaleKey], originPoint, transforms.scale); } /** * The names of the motion values we want to apply as translation, scale and origin. */ const xKeys = ["x", "scaleX", "originX"]; const yKeys = ["y", "scaleY", "originY"]; /** * Apply a transform to a box from the latest resolved motion values. */ function transformBox(box, transform) { transformAxis(box.x, transform, xKeys); transformAxis(box.y, transform, yKeys); } function measureViewportBox(instance, transformPoint) { return convertBoundingBoxToBox(transformBoxPoints(instance.getBoundingClientRect(), transformPoint)); } function measurePageBox(element, rootProjectionNode, transformPagePoint) { const viewportBox = measureViewportBox(element, transformPagePoint); const { scroll } = rootProjectionNode; if (scroll) { translateAxis(viewportBox.x, scroll.offset.x); translateAxis(viewportBox.y, scroll.offset.y); } return viewportBox; } /** * Timeout defined in ms */ function delay(callback, timeout) { const start = performance.now(); const checkElapsed = ({ timestamp }) => { const elapsed = timestamp - start; if (elapsed >= timeout) { cancelFrame(checkElapsed); callback(elapsed - timeout); } }; frame.read(checkElapsed, true); return () => cancelFrame(checkElapsed); } function resolveElements(elements, scope, selectorCache) { var _a; if (typeof elements === "string") { let root = document; if (scope) { exports.invariant(Boolean(scope.current), "Scope provided, but no element detected."); root = scope.current; } if (selectorCache) { (_a = selectorCache[elements]) !== null && _a !== void 0 ? _a : (selectorCache[elements] = root.querySelectorAll(elements)); elements = selectorCache[elements]; } else { elements = root.querySelectorAll(elements); } } else if (elements instanceof Element) { elements = [elements]; } /** * Return an empty array */ return Array.from(elements || []); } const visualElementStore = new WeakMap(); function observeTimeline(update, timeline) { let prevProgress; const onFrame = () => { const { currentTime } = timeline; const percentage = currentTime === null ? 0 : currentTime.value; const progress = percentage / 100; if (prevProgress !== progress) { update(progress); } prevProgress = progress; }; frame.update(onFrame, true); return () => cancelFrame(onFrame); } const supportsScrollTimeline = memo(() => window.ScrollTimeline !== undefined); class GroupPlaybackControls { constructor(animations) { this.animations = animations.filter(Boolean); } then(onResolve, onReject) { return Promise.all(this.animations).then(onResolve).catch(onReject); } /** * TODO: Filter out cancelled or stopped animations before returning */ getAll(propName) { return this.animations[0][propName]; } setAll(propName, newValue) { for (let i = 0; i < this.animations.length; i++) { this.animations[i][propName] = newValue; } } attachTimeline(timeline) { const cancelAll = this.animations.map((animation) => { if (supportsScrollTimeline() && animation.attachTimeline) { animation.attachTimeline(timeline); } else { animation.pause(); return observeTimeline((progress) => { animation.time = animation.duration * progress; }, timeline); } }); return () => { cancelAll.forEach((cancelTimeline, i) => { if (cancelTimeline) cancelTimeline(); this.animations[i].stop(); }); }; } get time() { return this.getAll("time"); } set time(time) { this.setAll("time", time); } get speed() { return this.getAll("speed"); } set speed(speed) { this.setAll("speed", speed); } get duration() { let max = 0; for (let i = 0; i < this.animations.length; i++) { max = Math.max(max, this.animations[i].duration); } return max; } runAll(methodName) { this.animations.forEach((controls) => controls[methodName]()); } play() { this.runAll("play"); } pause() { this.runAll("pause"); } stop() { this.runAll("stop"); } cancel() { this.runAll("cancel"); } complete() { this.runAll("complete"); } } function isDOMKeyframes(keyframes) { return typeof keyframes === "object" && !Array.isArray(keyframes); } function isSVGElement(element) { return element instanceof SVGElement && element.tagName !== "svg"; } /** * Parse Framer's special CSS variable format into a CSS token and a fallback. * * ``` * `var(--foo, #fff)` => [`--foo`, '#fff'] * ``` * * @param current */ const splitCSSVariableRegex = /var\((--[a-zA-Z0-9-_]+),? ?([a-zA-Z0-9 ()%#.,-]+)?\)/; function parseCSSVariable(current) { const match = splitCSSVariableRegex.exec(current); if (!match) return [,]; const [, token, fallback] = match; return [token, fallback]; } const maxDepth = 4; function getVariableValue(current, element, depth = 1) { exports.invariant(depth <= maxDepth, `Max CSS variable fallback depth detected in property "${current}". This may indicate a circular fallback dependency.`); const [token, fallback] = parseCSSVariable(current); // No CSS variable detected if (!token) return; // Attempt to read this CSS variable off the element const resolved = window.getComputedStyle(element).getPropertyValue(token); if (resolved) { const trimmed = resolved.trim(); return isNumericalString(trimmed) ? parseFloat(trimmed) : trimmed; } else if (isCSSVariableToken(fallback)) { // The fallback might itself be a CSS variable, in which case we attempt to resolve it too. return getVariableValue(fallback, element, depth + 1); } else { return fallback; } } /** * Resolve CSS variables from * * @internal */ function resolveCSSVariables(visualElement, { ...target }, transitionEnd) { const element = visualElement.current; if (!(element instanceof Element)) return { target, transitionEnd }; // If `transitionEnd` isn't `undefined`, clone it. We could clone `target` and `transitionEnd` // only if they change but I think this reads clearer and this isn't a performance-critical path. if (transitionEnd) { transitionEnd = { ...transitionEnd }; } // Go through existing `MotionValue`s and ensure any existing CSS variables are resolved visualElement.values.forEach((value) => { const current = value.get(); if (!isCSSVariableToken(current)) return; const resolved = getVariableValue(current, element); if (resolved) value.set(resolved); }); // Cycle through every target property and resolve CSS variables. Currently // we only read single-var properties like `var(--foo)`, not `calc(var(--foo) + 20px)` for (const key in target) { const current = target[key]; if (!isCSSVariableToken(current)) continue; const resolved = getVariableValue(current, element); if (!resolved) continue; // Clone target if it hasn't already been target[key] = resolved; if (!transitionEnd) transitionEnd = {}; // If the user hasn't already set this key on `transitionEnd`, set it to the unresolved // CSS variable. This will ensure that after the animation the component will reflect // changes in the value of the CSS variable. if (transitionEnd[key] === undefined) { transitionEnd[key] = current; } } return { target, transitionEnd }; } const positionalKeys = new Set([ "width", "height", "top", "left", "right", "bottom", "x", "y", "translateX", "translateY", ]); const isPositionalKey = (key) => positionalKeys.has(key); const hasPositionalKey = (target) => { return Object.keys(target).some(isPositionalKey); }; const isNumOrPxType = (v) => v === number || v === px; const getPosFromMatrix = (matrix, pos) => parseFloat(matrix.split(", ")[pos]); const getTranslateFromMatrix = (pos2, pos3) => (_bbox, { transform }) => { if (transform === "none" || !transform) return 0; const matrix3d = transform.match(/^matrix3d\((.+)\)$/); if (matrix3d) { return getPosFromMatrix(matrix3d[1], pos3); } else { const matrix = transform.match(/^matrix\((.+)\)$/); if (matrix) { return getPosFromMatrix(matrix[1], pos2); } else { return 0; } } }; const transformKeys = new Set(["x", "y", "z"]); const nonTranslationalTransformKeys = transformPropOrder.filter((key) => !transformKeys.has(key)); function removeNonTranslationalTransform(visualElement) { const removedTransforms = []; nonTranslationalTransformKeys.forEach((key) => { const value = visualElement.getValue(key); if (value !== undefined) { removedTransforms.push([key, value.get()]); value.set(key.startsWith("scale") ? 1 : 0); } }); // Apply changes to element before measurement if (removedTransforms.length) visualElement.render(); return removedTransforms; } const positionalValues = { // Dimensions width: ({ x }, { paddingLeft = "0", paddingRight = "0" }) => x.max - x.min - parseFloat(paddingLeft) - parseFloat(paddingRight), height: ({ y }, { paddingTop = "0", paddingBottom = "0" }) => y.max - y.min - parseFloat(paddingTop) - parseFloat(paddingBottom), top: (_bbox, { top }) => parseFloat(top), left: (_bbox, { left }) => parseFloat(left), bottom: ({ y }, { top }) => parseFloat(top) + (y.max - y.min), right: ({ x }, { left }) => parseFloat(left) + (x.max - x.min), // Transform x: getTranslateFromMatrix(4, 13), y: getTranslateFromMatrix(5, 14), }; // Alias translate longform names positionalValues.translateX = positionalValues.x; positionalValues.translateY = positionalValues.y; const convertChangedValueTypes = (target, visualElement, changedKeys) => { const originBbox = visualElement.measureViewportBox(); const element = visualElement.current; const elementComputedStyle = getComputedStyle(element); const { display } = elementComputedStyle; const origin = {}; // If the element is currently set to display: "none", make it visible before // measuring the target bounding box if (display === "none") { visualElement.setStaticValue("display", target.display || "block"); } /** * Record origins before we render and update styles */ changedKeys.forEach((key) => { origin[key] = positionalValues[key](originBbox, elementComputedStyle); }); // Apply the latest values (as set in checkAndConvertChangedValueTypes) visualElement.render(); const targetBbox = visualElement.measureViewportBox(); changedKeys.forEach((key) => { // Restore styles to their **calculated computed style**, not their actual // originally set style. This allows us to animate between equivalent pixel units. const value = visualElement.getValue(key); value && value.jump(origin[key]); target[key] = positionalValues[key](targetBbox, elementComputedStyle); }); return target; }; const checkAndConvertChangedValueTypes = (visualElement, target, origin = {}, transitionEnd = {}) => { target = { ...target }; transitionEnd = { ...transitionEnd }; const targetPositionalKeys = Object.keys(target).filter(isPositionalKey); // We want to remove any transform values that could affect the element's bounding box before // it's measured. We'll reapply these later. let removedTransformValues = []; let hasAttemptedToRemoveTransformValues = false; const changedValueTypeKeys = []; targetPositionalKeys.forEach((key) => { const value = visualElement.getValue(key); if (!visualElement.hasValue(key)) return; let from = origin[key]; let fromType = findDimensionValueType(from); const to = target[key]; let toType; // TODO: The current implementation of this basically throws an error // if you try and do value conversion via keyframes. There's probably // a way of doing this but the performance implications would need greater scrutiny, // as it'd be doing multiple resize-remeasure operations. if (isKeyframesTarget(to)) { const numKeyframes = to.length; const fromIndex = to[0] === null ? 1 : 0; from = to[fromIndex]; fromType = findDimensionValueType(from); for (let i = fromIndex; i < numKeyframes; i++) { /** * Don't allow wildcard keyframes to be used to detect * a difference in value types. */ if (to[i] === null) break; if (!toType) { toType = findDimensionValueType(to[i]); exports.invariant(toType === fromType || (isNumOrPxType(fromType) && isNumOrPxType(toType)), "Keyframes must be of the same dimension as the current value"); } else { exports.invariant(findDimensionValueType(to[i]) === toType, "All keyframes must be of the same type"); } } } else { toType = findDimensionValueType(to); } if (fromType !== toType) { // If they're both just number or px, convert them both to numbers rather than // relying on resize/remeasure to convert (which is wasteful in this situation) if (isNumOrPxType(fromType) && isNumOrPxType(toType)) { const current = value.get(); if (typeof current === "string") { value.set(parseFloat(current)); } if (typeof to === "string") { target[key] = parseFloat(to); } else if (Array.isArray(to) && toType === px) { target[key] = to.map(parseFloat); } } else if ((fromType === null || fromType === void 0 ? void 0 : fromType.transform) && (toType === null || toType === void 0 ? void 0 : toType.transform) && (from === 0 || to === 0)) { // If one or the other value is 0, it's safe to coerce it to the // type of the other without measurement if (from === 0) { value.set(toType.transform(from)); } else { target[key] = fromType.transform(to); } } else { // If we're going to do value conversion via DOM measurements, we first // need to remove non-positional transform values that could affect the bbox measurements. if (!hasAttemptedToRemoveTransformValues) { removedTransformValues = removeNonTranslationalTransform(visualElement); hasAttemptedToRemoveTransformValues = true; } changedValueTypeKeys.push(key); transitionEnd[key] = transitionEnd[key] !== undefined ? transitionEnd[key] : target[key]; value.jump(to); } } }); if (changedValueTypeKeys.length) { const scrollY = changedValueTypeKeys.indexOf("height") >= 0 ? window.pageYOffset : null; const convertedTarget = convertChangedValueTypes(target, visualElement, changedValueTypeKeys); // If we removed transform values, reapply them before the next render if (removedTransformValues.length) { removedTransformValues.forEach(([key, value]) => { visualElement.getValue(key).set(value); }); } // Reapply original values visualElement.render(); // Restore scroll position if (isBrowser && scrollY !== null) { window.scrollTo({ top: scrollY }); } return { target: convertedTarget, transitionEnd }; } else { return { target, transitionEnd }; } }; /** * Convert value types for x/y/width/height/top/left/bottom/right * * Allows animation between `'auto'` -> `'100%'` or `0` -> `'calc(50% - 10vw)'` * * @internal */ function unitConversion(visualElement, target, origin, transitionEnd) { return hasPositionalKey(target) ? checkAndConvertChangedValueTypes(visualElement, target, origin, transitionEnd) : { target, transitionEnd }; } /** * Parse a DOM variant to make it animatable. This involves resolving CSS variables * and ensuring animations like "20%" => "calc(50vw)" are performed in pixels. */ const parseDomVariant = (visualElement, target, origin, transitionEnd) => { const resolved = resolveCSSVariables(visualElement, target, transitionEnd); target = resolved.target; transitionEnd = resolved.transitionEnd; return unitConversion(visualElement, target, origin, transitionEnd); }; // Does this device prefer reduced motion? Returns `null` server-side. const prefersReducedMotion = { current: null }; const hasReducedMotionListener = { current: false }; function initPrefersReducedMotion() { hasReducedMotionListener.current = true; if (!isBrowser) return; if (window.matchMedia) { const motionMediaQuery = window.matchMedia("(prefers-reduced-motion)"); const setReducedMotionPreferences = () => (prefersReducedMotion.current = motionMediaQuery.matches); motionMediaQuery.addListener(setReducedMotionPreferences); setReducedMotionPreferences(); } else { prefersReducedMotion.current = false; } } function updateMotionValuesFromProps(element, next, prev) { const { willChange } = next; for (const key in next) { const nextValue = next[key]; const prevValue = prev[key]; if (isMotionValue(nextValue)) { /** * If this is a motion value found in props or style, we want to add it * to our visual element's motion value map. */ element.addValue(key, nextValue); if (isWillChangeMotionValue(willChange)) { willChange.add(key); } /** * Check the version of the incoming motion value with this version * and warn against mismatches. */ if (process.env.NODE_ENV === "development") { warnOnce(nextValue.version === "10.18.0", `Attempting to mix Framer Motion versions ${nextValue.version} with 10.18.0 may not work as expected.`); } } else if (isMotionValue(prevValue)) { /** * If we're swapping from a motion value to a static value, * create a new motion value from that */ element.addValue(key, motionValue(nextValue, { owner: element })); if (isWillChangeMotionValue(willChange)) { willChange.remove(key); } } else if (prevValue !== nextValue) { /** * If this is a flat value that has changed, update the motion value * or create one if it doesn't exist. We only want to do this if we're * not handling the value with our animation state. */ if (element.hasValue(key)) { const existingValue = element.getValue(key); // TODO: Only update values that aren't being animated or even looked at !existingValue.hasAnimated && existingValue.set(nextValue); } else { const latestValue = element.getStaticValue(key); element.addValue(key, motionValue(latestValue !== undefined ? latestValue : nextValue, { owner: element })); } } } // Handle removed values for (const key in prev) { if (next[key] === undefined) element.removeValue(key); } return next; } const featureNames = Object.keys(featureDefinitions); const numFeatures = featureNames.length; const propEventHandlers = [ "AnimationStart", "AnimationComplete", "Update", "BeforeLayoutMeasure", "LayoutMeasure", "LayoutAnimationStart", "LayoutAnimationComplete", ]; const numVariantProps = variantProps.length; /** * A VisualElement is an imperative abstraction around UI elements such as * HTMLElement, SVGElement, Three.Object3D etc. */ class VisualElement { constructor({ parent, props, presenceContext, reducedMotionConfig, visualState, }, options = {}) { /** * A reference to the current underlying Instance, e.g. a HTMLElement * or Three.Mesh etc. */ this.current = null; /** * A set containing references to this VisualElement's children. */ this.children = new Set(); /** * Determine what role this visual element should take in the variant tree. */ this.isVariantNode = false; this.isControllingVariants = false; /** * Decides whether this VisualElement should animate in reduced motion * mode. * * TODO: This is currently set on every individual VisualElement but feels * like it could be set globally. */ this.shouldReduceMotion = null; /** * A map of all motion values attached to this visual element. Motion * values are source of truth for any given animated value. A motion * value might be provided externally by the component via props. */ this.values = new Map(); /** * Cleanup functions for active features (hover/tap/exit etc) */ this.features = {}; /** * A map of every subscription that binds the provided or generated * motion values onChange listeners to this visual element. */ this.valueSubscriptions = new Map(); /** * A reference to the previously-provided motion values as returned * from scrapeMotionValuesFromProps. We use the keys in here to determine * if any motion values need to be removed after props are updated. */ this.prevMotionValues = {}; /** * An object containing a SubscriptionManager for each active event. */ this.events = {}; /** * An object containing an unsubscribe function for each prop event subscription. * For example, every "Update" event can have multiple subscribers via * VisualElement.on(), but only one of those can be defined via the onUpdate prop. */ this.propEventSubscriptions = {}; this.notifyUpdate = () => this.notify("Update", this.latestValues); this.render = () => { if (!this.current) return; this.triggerBuild(); this.renderInstance(this.current, this.renderState, this.props.style, this.projection); }; this.scheduleRender = () => frame.render(this.render, false, true); const { latestValues, renderState } = visualState; this.latestValues = latestValues; this.baseTarget = { ...latestValues }; this.initialValues = props.initial ? { ...latestValues } : {}; this.renderState = renderState; this.parent = parent; this.props = props; this.presenceContext = presenceContext; this.depth = parent ? parent.depth + 1 : 0; this.reducedMotionConfig = reducedMotionConfig; this.options = options; this.isControllingVariants = isControllingVariants(props); this.isVariantNode = isVariantNode(props); if (this.isVariantNode) { this.variantChildren = new Set(); } this.manuallyAnimateOnMount = Boolean(parent && parent.current); /** * Any motion values that are provided to the element when created * aren't yet bound to the element, as this would technically be impure. * However, we iterate through the motion values and set them to the * initial values for this component. * * TODO: This is impure and we should look at changing this to run on mount. * Doing so will break some tests but this isn't neccessarily a breaking change, * more a reflection of the test. */ const { willChange, ...initialMotionValues } = this.scrapeMotionValuesFromProps(props, {}); for (const key in initialMotionValues) { const value = initialMotionValues[key]; if (latestValues[key] !== undefined && isMotionValue(value)) { value.set(latestValues[key], false); if (isWillChangeMotionValue(willChange)) { willChange.add(key); } } } } /** * This method takes React props and returns found MotionValues. For example, HTML * MotionValues will be found within the style prop, whereas for Three.js within attribute arrays. * * This isn't an abstract method as it needs calling in the constructor, but it is * intended to be one. */ scrapeMotionValuesFromProps(_props, _prevProps) { return {}; } mount(instance) { this.current = instance; visualElementStore.set(instance, this); if (this.projection && !this.projection.instance) { this.projection.mount(instance); } if (this.parent && this.isVariantNode && !this.isControllingVariants) { this.removeFromVariantTree = this.parent.addVariantChild(this); } this.values.forEach((value, key) => this.bindToMotionValue(key, value)); if (!hasReducedMotionListener.current) { initPrefersReducedMotion(); } this.shouldReduceMotion = this.reducedMotionConfig === "never" ? false : this.reducedMotionConfig === "always" ? true : prefersReducedMotion.current; if (process.env.NODE_ENV !== "production") { warnOnce(this.shouldReduceMotion !== true, "You have Reduced Motion enabled on your device. Animations may not appear as expected."); } if (this.parent) this.parent.children.add(this); this.update(this.props, this.presenceContext); } unmount() { visualElementStore.delete(this.current); this.projection && this.projection.unmount(); cancelFrame(this.notifyUpdate); cancelFrame(this.render); this.valueSubscriptions.forEach((remove) => remove()); this.removeFromVariantTree && this.removeFromVariantTree(); this.parent && this.parent.children.delete(this); for (const key in this.events) { this.events[key].clear(); } for (const key in this.features) { this.features[key].unmount(); } this.current = null; } bindToMotionValue(key, value) { const valueIsTransform = transformProps.has(key); const removeOnChange = value.on("change", (latestValue) => { this.latestValues[key] = latestValue; this.props.onUpdate && frame.update(this.notifyUpdate, false, true); if (valueIsTransform && this.projection) { this.projection.isTransformDirty = true; } }); const removeOnRenderRequest = value.on("renderRequest", this.scheduleRender); this.valueSubscriptions.set(key, () => { removeOnChange(); removeOnRenderRequest(); }); } sortNodePosition(other) { /** * If these nodes aren't even of the same type we can't compare their depth. */ if (!this.current || !this.sortInstanceNodePosition || this.type !== other.type) { return 0; } return this.sortInstanceNodePosition(this.current, other.current); } loadFeatures({ children, ...renderedProps }, isStrict, preloadedFeatures, initialLayoutGroupConfig) { let ProjectionNodeConstructor; let MeasureLayout; /** * If we're in development mode, check to make sure we're not rendering a motion component * as a child of LazyMotion, as this will break the file-size benefits of using it. */ if (process.env.NODE_ENV !== "production" && preloadedFeatures && isStrict) { const strictMessage = "You have rendered a `motion` component within a `LazyMotion` component. This will break tree shaking. Import and render a `m` component instead."; renderedProps.ignoreStrict ? exports.warning(false, strictMessage) : exports.invariant(false, strictMessage); } for (let i = 0; i < numFeatures; i++) { const name = featureNames[i]; const { isEnabled, Feature: FeatureConstructor, ProjectionNode, MeasureLayout: MeasureLayoutComponent, } = featureDefinitions[name]; if (ProjectionNode) ProjectionNodeConstructor = ProjectionNode; if (isEnabled(renderedProps)) { if (!this.features[name] && FeatureConstructor) { this.features[name] = new FeatureConstructor(this); } if (MeasureLayoutComponent) { MeasureLayout = MeasureLayoutComponent; } } } if ((this.type === "html" || this.type === "svg") && !this.projection && ProjectionNodeConstructor) { this.projection = new ProjectionNodeConstructor(this.latestValues, this.parent && this.parent.projection); const { layoutId, layout, drag, dragConstraints, layoutScroll, layoutRoot, } = renderedProps; this.projection.setOptions({ layoutId, layout, alwaysMeasureLayout: Boolean(drag) || (dragConstraints && isRefObject(dragConstraints)), visualElement: this, scheduleRender: () => this.scheduleRender(), /** * TODO: Update options in an effect. This could be tricky as it'll be too late * to update by the time layout animations run. * We also need to fix this safeToRemove by linking it up to the one returned by usePresence, * ensuring it gets called if there's no potential layout animations. * */ animationType: typeof layout === "string" ? layout : "both", initialPromotionConfig: initialLayoutGroupConfig, layoutScroll, layoutRoot, }); } return MeasureLayout; } updateFeatures() { for (const key in this.features) { const feature = this.features[key]; if (feature.isMounted) { feature.update(); } else { feature.mount(); feature.isMounted = true; } } } triggerBuild() { this.build(this.renderState, this.latestValues, this.options, this.props); } /** * Measure the current viewport box with or without transforms. * Only measures axis-aligned boxes, rotate and skew must be manually * removed with a re-render to work. */ measureViewportBox() { return this.current ? this.measureInstanceViewportBox(this.current, this.props) : createBox(); } getStaticValue(key) { return this.latestValues[key]; } setStaticValue(key, value) { this.latestValues[key] = value; } /** * Make a target animatable by Popmotion. For instance, if we're * trying to animate width from 100px to 100vw we need to measure 100vw * in pixels to determine what we really need to animate to. This is also * pluggable to support Framer's custom value types like Color, * and CSS variables. */ makeTargetAnimatable(target, canMutate = true) { return this.makeTargetAnimatableFromInstance(target, this.props, canMutate); } /** * Update the provided props. Ensure any newly-added motion values are * added to our map, old ones removed, and listeners updated. */ update(props, presenceContext) { if (props.transformTemplate || this.props.transformTemplate) { this.scheduleRender(); } this.prevProps = this.props; this.props = props; this.prevPresenceContext = this.presenceContext; this.presenceContext = presenceContext; /** * Update prop event handlers ie onAnimationStart, onAnimationComplete */ for (let i = 0; i < propEventHandlers.length; i++) { const key = propEventHandlers[i]; if (this.propEventSubscriptions[key]) { this.propEventSubscriptions[key](); delete this.propEventSubscriptions[key]; } const listener = props["on" + key]; if (listener) { this.propEventSubscriptions[key] = this.on(key, listener); } } this.prevMotionValues = updateMotionValuesFromProps(this, this.scrapeMotionValuesFromProps(props, this.prevProps), this.prevMotionValues); if (this.handleChildMotionValue) { this.handleChildMotionValue(); } } getProps() { return this.props; } /** * Returns the variant definition with a given name. */ getVariant(name) { return this.props.variants ? this.props.variants[name] : undefined; } /** * Returns the defined default transition on this component. */ getDefaultTransition() { return this.props.transition; } getTransformPagePoint() { return this.props.transformPagePoint; } getClosestVariantNode() { return this.isVariantNode ? this : this.parent ? this.parent.getClosestVariantNode() : undefined; } getVariantContext(startAtParent = false) { if (startAtParent) { return this.parent ? this.parent.getVariantContext() : undefined; } if (!this.isControllingVariants) { const context = this.parent ? this.parent.getVariantContext() || {} : {}; if (this.props.initial !== undefined) { context.initial = this.props.initial; } return context; } const context = {}; for (let i = 0; i < numVariantProps; i++) { const name = variantProps[i]; const prop = this.props[name]; if (isVariantLabel(prop) || prop === false) { context[name] = prop; } } return context; } /** * Add a child visual element to our set of children. */ addVariantChild(child) { const closestVariantNode = this.getClosestVariantNode(); if (closestVariantNode) { closestVariantNode.variantChildren && closestVariantNode.variantChildren.add(child); return () => closestVariantNode.variantChildren.delete(child); } } /** * Add a motion value and bind it to this visual element. */ addValue(key, value) { // Remove existing value if it exists if (value !== this.values.get(key)) { this.removeValue(key); this.bindToMotionValue(key, value); } this.values.set(key, value); this.latestValues[key] = value.get(); } /** * Remove a motion value and unbind any active subscriptions. */ removeValue(key) { this.values.delete(key); const unsubscribe = this.valueSubscriptions.get(key); if (unsubscribe) { unsubscribe(); this.valueSubscriptions.delete(key); } delete this.latestValues[key]; this.removeValueFromRenderState(key, this.renderState); } /** * Check whether we have a motion value for this key */ hasValue(key) { return this.values.has(key); } getValue(key, defaultValue) { if (this.props.values && this.props.values[key]) { return this.props.values[key]; } let value = this.values.get(key); if (value === undefined && defaultValue !== undefined) { value = motionValue(defaultValue, { owner: this }); this.addValue(key, value); } return value; } /** * If we're trying to animate to a previously unencountered value, * we need to check for it in our state and as a last resort read it * directly from the instance (which might have performance implications). */ readValue(key) { var _a; return this.latestValues[key] !== undefined || !this.current ? this.latestValues[key] : (_a = this.getBaseTargetFromProps(this.props, key)) !== null && _a !== void 0 ? _a : this.readValueFromInstance(this.current, key, this.options); } /** * Set the base target to later animate back to. This is currently * only hydrated on creation and when we first read a value. */ setBaseTarget(key, value) { this.baseTarget[key] = value; } /** * Find the base target for a value thats been removed from all animation * props. */ getBaseTarget(key) { var _a; const { initial } = this.props; const valueFromInitial = typeof initial === "string" || typeof initial === "object" ? (_a = resolveVariantFromProps(this.props, initial)) === null || _a === void 0 ? void 0 : _a[key] : undefined; /** * If this value still exists in the current initial variant, read that. */ if (initial && valueFromInitial !== undefined) { return valueFromInitial; } /** * Alternatively, if this VisualElement config has defined a getBaseTarget * so we can read the value from an alternative source, try that. */ const target = this.getBaseTargetFromProps(this.props, key); if (target !== undefined && !isMotionValue(target)) return target; /** * If the value was initially defined on initial, but it doesn't any more, * return undefined. Otherwise return the value as initially read from the DOM. */ return this.initialValues[key] !== undefined && valueFromInitial === undefined ? undefined : this.baseTarget[key]; } on(eventName, callback) { if (!this.events[eventName]) { this.events[eventName] = new SubscriptionManager(); } return this.events[eventName].add(callback); } notify(eventName, ...args) { if (this.events[eventName]) { this.events[eventName].notify(...args); } } } class DOMVisualElement extends VisualElement { sortInstanceNodePosition(a, b) { /** * compareDocumentPosition returns a bitmask, by using the bitwise & * we're returning true if 2 in that bitmask is set to true. 2 is set * to true if b preceeds a. */ return a.compareDocumentPosition(b) & 2 ? 1 : -1; } getBaseTargetFromProps(props, key) { return props.style ? props.style[key] : undefined; } removeValueFromRenderState(key, { vars, style }) { delete vars[key]; delete style[key]; } makeTargetAnimatableFromInstance({ transition, transitionEnd, ...target }, { transformValues }, isMounted) { let origin = getOrigin(target, transition || {}, this); /** * If Framer has provided a function to convert `Color` etc value types, convert them */ if (transformValues) { if (transitionEnd) transitionEnd = transformValues(transitionEnd); if (target) target = transformValues(target); if (origin) origin = transformValues(origin); } if (isMounted) { checkTargetForNewValues(this, target, origin); const parsed = parseDomVariant(this, target, origin, transitionEnd); transitionEnd = parsed.transitionEnd; target = parsed.target; } return { transition, transitionEnd, ...target, }; } } class SVGVisualElement extends DOMVisualElement { constructor() { super(...arguments); this.type = "svg"; this.isSVGTag = false; } getBaseTargetFromProps(props, key) { return props[key]; } readValueFromInstance(instance, key) { if (transformProps.has(key)) { const defaultType = getDefaultValueType(key); return defaultType ? defaultType.default || 0 : 0; } key = !camelCaseAttributes.has(key) ? camelToDash(key) : key; return instance.getAttribute(key); } measureInstanceViewportBox() { return createBox(); } scrapeMotionValuesFromProps(props, prevProps) { return scrapeMotionValuesFromProps(props, prevProps); } build(renderState, latestValues, options, props) { buildSVGAttrs(renderState, latestValues, options, this.isSVGTag, props.transformTemplate); } renderInstance(instance, renderState, styleProp, projection) { renderSVG(instance, renderState, styleProp, projection); } mount(instance) { this.isSVGTag = isSVGTag(instance.tagName); super.mount(instance); } } function getComputedStyle$1(element) { return window.getComputedStyle(element); } class HTMLVisualElement extends DOMVisualElement { constructor() { super(...arguments); this.type = "html"; } readValueFromInstance(instance, key) { if (transformProps.has(key)) { const defaultType = getDefaultValueType(key); return defaultType ? defaultType.default || 0 : 0; } else { const computedStyle = getComputedStyle$1(instance); const value = (isCSSVariableName(key) ? computedStyle.getPropertyValue(key) : computedStyle[key]) || 0; return typeof value === "string" ? value.trim() : value; } } measureInstanceViewportBox(instance, { transformPagePoint }) { return measureViewportBox(instance, transformPagePoint); } build(renderState, latestValues, options, props) { buildHTMLStyles(renderState, latestValues, options, props.transformTemplate); } scrapeMotionValuesFromProps(props, prevProps) { return scrapeMotionValuesFromProps$1(props, prevProps); } handleChildMotionValue() { if (this.childSubscription) { this.childSubscription(); delete this.childSubscription; } const { children } = this.props; if (isMotionValue(children)) { this.childSubscription = children.on("change", (latest) => { if (this.current) this.current.textContent = `${latest}`; }); } } renderInstance(instance, renderState, styleProp, projection) { renderHTML(instance, renderState, styleProp, projection); } } function createVisualElement(element) { const options = { presenceContext: null, props: {}, visualState: { renderState: { transform: {}, transformOrigin: {}, style: {}, vars: {}, attrs: {}, }, latestValues: {}, }, }; const node = isSVGElement(element) ? new SVGVisualElement(options, { enableHardwareAcceleration: false, }) : new HTMLVisualElement(options, { enableHardwareAcceleration: true, }); node.mount(element); visualElementStore.set(element, node); } function animateSingleValue(value, keyframes, options) { const motionValue$1 = isMotionValue(value) ? value : motionValue(value); motionValue$1.start(animateMotionValue("", motionValue$1, keyframes, options)); return motionValue$1.animation; } /** * Create a progress => progress easing function from a generator. */ function createGeneratorEasing(options, scale = 100) { const generator = spring({ keyframes: [0, scale], ...options }); const duration = Math.min(calcGeneratorDuration(generator), maxGeneratorDuration); return { type: "keyframes", ease: (progress) => generator.next(duration * progress).value / scale, duration: millisecondsToSeconds(duration), }; } /** * Given a absolute or relative time definition and current/prev time state of the sequence, * calculate an absolute time for the next keyframes. */ function calcNextTime(current, next, prev, labels) { var _a; if (typeof next === "number") { return next; } else if (next.startsWith("-") || next.startsWith("+")) { return Math.max(0, current + parseFloat(next)); } else if (next === "<") { return prev; } else { return (_a = labels.get(next)) !== null && _a !== void 0 ? _a : current; } } const wrap = (min, max, v) => { const rangeSize = max - min; return ((((v - min) % rangeSize) + rangeSize) % rangeSize) + min; }; function getEasingForSegment(easing, i) { return isEasingArray(easing) ? easing[wrap(0, easing.length, i)] : easing; } function eraseKeyframes(sequence, startTime, endTime) { for (let i = 0; i < sequence.length; i++) { const keyframe = sequence[i]; if (keyframe.at > startTime && keyframe.at < endTime) { removeItem(sequence, keyframe); // If we remove this item we have to push the pointer back one i--; } } } function addKeyframes(sequence, keyframes, easing, offset, startTime, endTime) { /** * Erase every existing value between currentTime and targetTime, * this will essentially splice this timeline into any currently * defined ones. */ eraseKeyframes(sequence, startTime, endTime); for (let i = 0; i < keyframes.length; i++) { sequence.push({ value: keyframes[i], at: mix(startTime, endTime, offset[i]), easing: getEasingForSegment(easing, i), }); } } function compareByTime(a, b) { if (a.at === b.at) { if (a.value === null) return 1; if (b.value === null) return -1; return 0; } else { return a.at - b.at; } } const defaultSegmentEasing = "easeInOut"; function createAnimationsFromSequence(sequence, { defaultTransition = {}, ...sequenceTransition } = {}, scope) { const defaultDuration = defaultTransition.duration || 0.3; const animationDefinitions = new Map(); const sequences = new Map(); const elementCache = {}; const timeLabels = new Map(); let prevTime = 0; let currentTime = 0; let totalDuration = 0; /** * Build the timeline by mapping over the sequence array and converting * the definitions into keyframes and offsets with absolute time values. * These will later get converted into relative offsets in a second pass. */ for (let i = 0; i < sequence.length; i++) { const segment = sequence[i]; /** * If this is a timeline label, mark it and skip the rest of this iteration. */ if (typeof segment === "string") { timeLabels.set(segment, currentTime); continue; } else if (!Array.isArray(segment)) { timeLabels.set(segment.name, calcNextTime(currentTime, segment.at, prevTime, timeLabels)); continue; } let [subject, keyframes, transition = {}] = segment; /** * If a relative or absolute time value has been specified we need to resolve * it in relation to the currentTime. */ if (transition.at !== undefined) { currentTime = calcNextTime(currentTime, transition.at, prevTime, timeLabels); } /** * Keep track of the maximum duration in this definition. This will be * applied to currentTime once the definition has been parsed. */ let maxDuration = 0; const resolveValueSequence = (valueKeyframes, valueTransition, valueSequence, elementIndex = 0, numElements = 0) => { const valueKeyframesAsList = keyframesAsList(valueKeyframes); const { delay = 0, times = defaultOffset$1(valueKeyframesAsList), type = "keyframes", ...remainingTransition } = valueTransition; let { ease = defaultTransition.ease || "easeOut", duration } = valueTransition; /** * Resolve stagger() if defined. */ const calculatedDelay = typeof delay === "function" ? delay(elementIndex, numElements) : delay; /** * If this animation should and can use a spring, generate a spring easing function. */ const numKeyframes = valueKeyframesAsList.length; if (numKeyframes <= 2 && type === "spring") { /** * As we're creating an easing function from a spring, * ideally we want to generate it using the real distance * between the two keyframes. However this isn't always * possible - in these situations we use 0-100. */ let absoluteDelta = 100; if (numKeyframes === 2 && isNumberKeyframesArray(valueKeyframesAsList)) { const delta = valueKeyframesAsList[1] - valueKeyframesAsList[0]; absoluteDelta = Math.abs(delta); } const springTransition = { ...remainingTransition }; if (duration !== undefined) { springTransition.duration = secondsToMilliseconds(duration); } const springEasing = createGeneratorEasing(springTransition, absoluteDelta); ease = springEasing.ease; duration = springEasing.duration; } duration !== null && duration !== void 0 ? duration : (duration = defaultDuration); const startTime = currentTime + calculatedDelay; const targetTime = startTime + duration; /** * If there's only one time offset of 0, fill in a second with length 1 */ if (times.length === 1 && times[0] === 0) { times[1] = 1; } /** * Fill out if offset if fewer offsets than keyframes */ const remainder = times.length - valueKeyframesAsList.length; remainder > 0 && fillOffset(times, remainder); /** * If only one value has been set, ie [1], push a null to the start of * the keyframe array. This will let us mark a keyframe at this point * that will later be hydrated with the previous value. */ valueKeyframesAsList.length === 1 && valueKeyframesAsList.unshift(null); /** * Add keyframes, mapping offsets to absolute time. */ addKeyframes(valueSequence, valueKeyframesAsList, ease, times, startTime, targetTime); maxDuration = Math.max(calculatedDelay + duration, maxDuration); totalDuration = Math.max(targetTime, totalDuration); }; if (isMotionValue(subject)) { const subjectSequence = getSubjectSequence(subject, sequences); resolveValueSequence(keyframes, transition, getValueSequence("default", subjectSequence)); } else { /** * Find all the elements specified in the definition and parse value * keyframes from their timeline definitions. */ const elements = resolveElements(subject, scope, elementCache); const numElements = elements.length; /** * For every element in this segment, process the defined values. */ for (let elementIndex = 0; elementIndex < numElements; elementIndex++) { /** * Cast necessary, but we know these are of this type */ keyframes = keyframes; transition = transition; const element = elements[elementIndex]; const subjectSequence = getSubjectSequence(element, sequences); for (const key in keyframes) { resolveValueSequence(keyframes[key], getValueTransition(transition, key), getValueSequence(key, subjectSequence), elementIndex, numElements); } } } prevTime = currentTime; currentTime += maxDuration; } /** * For every element and value combination create a new animation. */ sequences.forEach((valueSequences, element) => { for (const key in valueSequences) { const valueSequence = valueSequences[key]; /** * Arrange all the keyframes in ascending time order. */ valueSequence.sort(compareByTime); const keyframes = []; const valueOffset = []; const valueEasing = []; /** * For each keyframe, translate absolute times into * relative offsets based on the total duration of the timeline. */ for (let i = 0; i < valueSequence.length; i++) { const { at, value, easing } = valueSequence[i]; keyframes.push(value); valueOffset.push(progress(0, totalDuration, at)); valueEasing.push(easing || "easeOut"); } /** * If the first keyframe doesn't land on offset: 0 * provide one by duplicating the initial keyframe. This ensures * it snaps to the first keyframe when the animation starts. */ if (valueOffset[0] !== 0) { valueOffset.unshift(0); keyframes.unshift(keyframes[0]); valueEasing.unshift(defaultSegmentEasing); } /** * If the last keyframe doesn't land on offset: 1 * provide one with a null wildcard value. This will ensure it * stays static until the end of the animation. */ if (valueOffset[valueOffset.length - 1] !== 1) { valueOffset.push(1); keyframes.push(null); } if (!animationDefinitions.has(element)) { animationDefinitions.set(element, { keyframes: {}, transition: {}, }); } const definition = animationDefinitions.get(element); definition.keyframes[key] = keyframes; definition.transition[key] = { ...defaultTransition, duration: totalDuration, ease: valueEasing, times: valueOffset, ...sequenceTransition, }; } }); return animationDefinitions; } function getSubjectSequence(subject, sequences) { !sequences.has(subject) && sequences.set(subject, {}); return sequences.get(subject); } function getValueSequence(name, sequences) { if (!sequences[name]) sequences[name] = []; return sequences[name]; } function keyframesAsList(keyframes) { return Array.isArray(keyframes) ? keyframes : [keyframes]; } function getValueTransition(transition, key) { return transition[key] ? { ...transition, ...transition[key] } : { ...transition }; } const isNumber = (keyframe) => typeof keyframe === "number"; const isNumberKeyframesArray = (keyframes) => keyframes.every(isNumber); function animateElements(elementOrSelector, keyframes, options, scope) { const elements = resolveElements(elementOrSelector, scope); const numElements = elements.length; exports.invariant(Boolean(numElements), "No valid element provided."); const animations = []; for (let i = 0; i < numElements; i++) { const element = elements[i]; /** * Check each element for an associated VisualElement. If none exists, * we need to create one. */ if (!visualElementStore.has(element)) { /** * TODO: We only need render-specific parts of the VisualElement. * With some additional work the size of the animate() function * could be reduced significantly. */ createVisualElement(element); } const visualElement = visualElementStore.get(element); const transition = { ...options }; /** * Resolve stagger function if provided. */ if (typeof transition.delay === "function") { transition.delay = transition.delay(i, numElements); } animations.push(...animateTarget(visualElement, { ...keyframes, transition }, {})); } return new GroupPlaybackControls(animations); } const isSequence = (value) => Array.isArray(value) && Array.isArray(value[0]); function animateSequence(sequence, options, scope) { const animations = []; const animationDefinitions = createAnimationsFromSequence(sequence, options, scope); animationDefinitions.forEach(({ keyframes, transition }, subject) => { let animation; if (isMotionValue(subject)) { animation = animateSingleValue(subject, keyframes.default, transition.default); } else { animation = animateElements(subject, keyframes, transition); } animations.push(animation); }); return new GroupPlaybackControls(animations); } const createScopedAnimate = (scope) => { /** * Implementation */ function scopedAnimate(valueOrElementOrSequence, keyframes, options) { let animation; if (isSequence(valueOrElementOrSequence)) { animation = animateSequence(valueOrElementOrSequence, keyframes, scope); } else if (isDOMKeyframes(keyframes)) { animation = animateElements(valueOrElementOrSequence, keyframes, options, scope); } else { animation = animateSingleValue(valueOrElementOrSequence, keyframes, options); } if (scope) { scope.animations.push(animation); } return animation; } return scopedAnimate; }; const animate = createScopedAnimate(); const resizeHandlers = new WeakMap(); let observer; function getElementSize(target, borderBoxSize) { if (borderBoxSize) { const { inlineSize, blockSize } = borderBoxSize[0]; return { width: inlineSize, height: blockSize }; } else if (target instanceof SVGElement && "getBBox" in target) { return target.getBBox(); } else { return { width: target.offsetWidth, height: target.offsetHeight, }; } } function notifyTarget({ target, contentRect, borderBoxSize, }) { var _a; (_a = resizeHandlers.get(target)) === null || _a === void 0 ? void 0 : _a.forEach((handler) => { handler({ target, contentSize: contentRect, get size() { return getElementSize(target, borderBoxSize); }, }); }); } function notifyAll(entries) { entries.forEach(notifyTarget); } function createResizeObserver() { if (typeof ResizeObserver === "undefined") return; observer = new ResizeObserver(notifyAll); } function resizeElement(target, handler) { if (!observer) createResizeObserver(); const elements = resolveElements(target); elements.forEach((element) => { let elementHandlers = resizeHandlers.get(element); if (!elementHandlers) { elementHandlers = new Set(); resizeHandlers.set(element, elementHandlers); } elementHandlers.add(handler); observer === null || observer === void 0 ? void 0 : observer.observe(element); }); return () => { elements.forEach((element) => { const elementHandlers = resizeHandlers.get(element); elementHandlers === null || elementHandlers === void 0 ? void 0 : elementHandlers.delete(handler); if (!(elementHandlers === null || elementHandlers === void 0 ? void 0 : elementHandlers.size)) { observer === null || observer === void 0 ? void 0 : observer.unobserve(element); } }); }; } const windowCallbacks = new Set(); let windowResizeHandler; function createWindowResizeHandler() { windowResizeHandler = () => { const size = { width: window.innerWidth, height: window.innerHeight, }; const info = { target: window, size, contentSize: size, }; windowCallbacks.forEach((callback) => callback(info)); }; window.addEventListener("resize", windowResizeHandler); } function resizeWindow(callback) { windowCallbacks.add(callback); if (!windowResizeHandler) createWindowResizeHandler(); return () => { windowCallbacks.delete(callback); if (!windowCallbacks.size && windowResizeHandler) { windowResizeHandler = undefined; } }; } function resize(a, b) { return typeof a === "function" ? resizeWindow(a) : resizeElement(a, b); } /** * A time in milliseconds, beyond which we consider the scroll velocity to be 0. */ const maxElapsed = 50; const createAxisInfo = () => ({ current: 0, offset: [], progress: 0, scrollLength: 0, targetOffset: 0, targetLength: 0, containerLength: 0, velocity: 0, }); const createScrollInfo = () => ({ time: 0, x: createAxisInfo(), y: createAxisInfo(), }); const keys = { x: { length: "Width", position: "Left", }, y: { length: "Height", position: "Top", }, }; function updateAxisInfo(element, axisName, info, time) { const axis = info[axisName]; const { length, position } = keys[axisName]; const prev = axis.current; const prevTime = info.time; axis.current = element["scroll" + position]; axis.scrollLength = element["scroll" + length] - element["client" + length]; axis.offset.length = 0; axis.offset[0] = 0; axis.offset[1] = axis.scrollLength; axis.progress = progress(0, axis.scrollLength, axis.current); const elapsed = time - prevTime; axis.velocity = elapsed > maxElapsed ? 0 : velocityPerSecond(axis.current - prev, elapsed); } function updateScrollInfo(element, info, time) { updateAxisInfo(element, "x", info, time); updateAxisInfo(element, "y", info, time); info.time = time; } function calcInset(element, container) { const inset = { x: 0, y: 0 }; let current = element; while (current && current !== container) { if (current instanceof HTMLElement) { inset.x += current.offsetLeft; inset.y += current.offsetTop; current = current.offsetParent; } else if (current.tagName === "svg") { /** * This isn't an ideal approach to measuring the offset of tags. * It would be preferable, given they behave like HTMLElements in most ways * to use offsetLeft/Top. But these don't exist on . Likewise we * can't use .getBBox() like most SVG elements as these provide the offset * relative to the SVG itself, which for is usually 0x0. */ const svgBoundingBox = current.getBoundingClientRect(); current = current.parentElement; const parentBoundingBox = current.getBoundingClientRect(); inset.x += svgBoundingBox.left - parentBoundingBox.left; inset.y += svgBoundingBox.top - parentBoundingBox.top; } else if (current instanceof SVGGraphicsElement) { const { x, y } = current.getBBox(); inset.x += x; inset.y += y; let svg = null; let parent = current.parentNode; while (!svg) { if (parent.tagName === "svg") { svg = parent; } parent = current.parentNode; } current = svg; } else { break; } } return inset; } const ScrollOffset = { Enter: [ [0, 1], [1, 1], ], Exit: [ [0, 0], [1, 0], ], Any: [ [1, 0], [0, 1], ], All: [ [0, 0], [1, 1], ], }; const namedEdges = { start: 0, center: 0.5, end: 1, }; function resolveEdge(edge, length, inset = 0) { let delta = 0; /** * If we have this edge defined as a preset, replace the definition * with the numerical value. */ if (namedEdges[edge] !== undefined) { edge = namedEdges[edge]; } /** * Handle unit values */ if (typeof edge === "string") { const asNumber = parseFloat(edge); if (edge.endsWith("px")) { delta = asNumber; } else if (edge.endsWith("%")) { edge = asNumber / 100; } else if (edge.endsWith("vw")) { delta = (asNumber / 100) * document.documentElement.clientWidth; } else if (edge.endsWith("vh")) { delta = (asNumber / 100) * document.documentElement.clientHeight; } else { edge = asNumber; } } /** * If the edge is defined as a number, handle as a progress value. */ if (typeof edge === "number") { delta = length * edge; } return inset + delta; } const defaultOffset = [0, 0]; function resolveOffset(offset, containerLength, targetLength, targetInset) { let offsetDefinition = Array.isArray(offset) ? offset : defaultOffset; let targetPoint = 0; let containerPoint = 0; if (typeof offset === "number") { /** * If we're provided offset: [0, 0.5, 1] then each number x should become * [x, x], so we default to the behaviour of mapping 0 => 0 of both target * and container etc. */ offsetDefinition = [offset, offset]; } else if (typeof offset === "string") { offset = offset.trim(); if (offset.includes(" ")) { offsetDefinition = offset.split(" "); } else { /** * If we're provided a definition like "100px" then we want to apply * that only to the top of the target point, leaving the container at 0. * Whereas a named offset like "end" should be applied to both. */ offsetDefinition = [offset, namedEdges[offset] ? offset : `0`]; } } targetPoint = resolveEdge(offsetDefinition[0], targetLength, targetInset); containerPoint = resolveEdge(offsetDefinition[1], containerLength); return targetPoint - containerPoint; } const point = { x: 0, y: 0 }; function getTargetSize(target) { return "getBBox" in target && target.tagName !== "svg" ? target.getBBox() : { width: target.clientWidth, height: target.clientHeight }; } function resolveOffsets(container, info, options) { let { offset: offsetDefinition = ScrollOffset.All } = options; const { target = container, axis = "y" } = options; const lengthLabel = axis === "y" ? "height" : "width"; const inset = target !== container ? calcInset(target, container) : point; /** * Measure the target and container. If they're the same thing then we * use the container's scrollWidth/Height as the target, from there * all other calculations can remain the same. */ const targetSize = target === container ? { width: container.scrollWidth, height: container.scrollHeight } : getTargetSize(target); const containerSize = { width: container.clientWidth, height: container.clientHeight, }; /** * Reset the length of the resolved offset array rather than creating a new one. * TODO: More reusable data structures for targetSize/containerSize would also be good. */ info[axis].offset.length = 0; /** * Populate the offset array by resolving the user's offset definition into * a list of pixel scroll offets. */ let hasChanged = !info[axis].interpolate; const numOffsets = offsetDefinition.length; for (let i = 0; i < numOffsets; i++) { const offset = resolveOffset(offsetDefinition[i], containerSize[lengthLabel], targetSize[lengthLabel], inset[axis]); if (!hasChanged && offset !== info[axis].interpolatorOffsets[i]) { hasChanged = true; } info[axis].offset[i] = offset; } /** * If the pixel scroll offsets have changed, create a new interpolator function * to map scroll value into a progress. */ if (hasChanged) { info[axis].interpolate = interpolate(info[axis].offset, defaultOffset$1(offsetDefinition)); info[axis].interpolatorOffsets = [...info[axis].offset]; } info[axis].progress = info[axis].interpolate(info[axis].current); } function measure(container, target = container, info) { /** * Find inset of target within scrollable container */ info.x.targetOffset = 0; info.y.targetOffset = 0; if (target !== container) { let node = target; while (node && node !== container) { info.x.targetOffset += node.offsetLeft; info.y.targetOffset += node.offsetTop; node = node.offsetParent; } } info.x.targetLength = target === container ? target.scrollWidth : target.clientWidth; info.y.targetLength = target === container ? target.scrollHeight : target.clientHeight; info.x.containerLength = container.clientWidth; info.y.containerLength = container.clientHeight; /** * In development mode ensure scroll containers aren't position: static as this makes * it difficult to measure their relative positions. */ if (process.env.NODE_ENV !== "production") { if (container && target && target !== container) { warnOnce(getComputedStyle(container).position !== "static", "Please ensure that the container has a non-static position, like 'relative', 'fixed', or 'absolute' to ensure scroll offset is calculated correctly."); } } } function createOnScrollHandler(element, onScroll, info, options = {}) { return { measure: () => measure(element, options.target, info), update: (time) => { updateScrollInfo(element, info, time); if (options.offset || options.target) { resolveOffsets(element, info, options); } }, notify: () => onScroll(info), }; } const scrollListeners = new WeakMap(); const resizeListeners = new WeakMap(); const onScrollHandlers = new WeakMap(); const getEventTarget = (element) => element === document.documentElement ? window : element; function scrollInfo(onScroll, { container = document.documentElement, ...options } = {}) { let containerHandlers = onScrollHandlers.get(container); /** * Get the onScroll handlers for this container. * If one isn't found, create a new one. */ if (!containerHandlers) { containerHandlers = new Set(); onScrollHandlers.set(container, containerHandlers); } /** * Create a new onScroll handler for the provided callback. */ const info = createScrollInfo(); const containerHandler = createOnScrollHandler(container, onScroll, info, options); containerHandlers.add(containerHandler); /** * Check if there's a scroll event listener for this container. * If not, create one. */ if (!scrollListeners.has(container)) { const measureAll = () => { for (const handler of containerHandlers) handler.measure(); }; const updateAll = () => { for (const handler of containerHandlers) { handler.update(frameData.timestamp); } }; const notifyAll = () => { for (const handler of containerHandlers) handler.notify(); }; const listener = () => { frame.read(measureAll, false, true); frame.read(updateAll, false, true); frame.update(notifyAll, false, true); }; scrollListeners.set(container, listener); const target = getEventTarget(container); window.addEventListener("resize", listener, { passive: true }); if (container !== document.documentElement) { resizeListeners.set(container, resize(container, listener)); } target.addEventListener("scroll", listener, { passive: true }); } const listener = scrollListeners.get(container); frame.read(listener, false, true); return () => { var _a; cancelFrame(listener); /** * Check if we even have any handlers for this container. */ const currentHandlers = onScrollHandlers.get(container); if (!currentHandlers) return; currentHandlers.delete(containerHandler); if (currentHandlers.size) return; /** * If no more handlers, remove the scroll listener too. */ const scrollListener = scrollListeners.get(container); scrollListeners.delete(container); if (scrollListener) { getEventTarget(container).removeEventListener("scroll", scrollListener); (_a = resizeListeners.get(container)) === null || _a === void 0 ? void 0 : _a(); window.removeEventListener("resize", scrollListener); } }; } function scrollTimelineFallback({ source, axis = "y" }) { // ScrollTimeline records progress as a percentage CSSUnitValue const currentTime = { value: 0 }; const cancel = scrollInfo((info) => { currentTime.value = info[axis].progress * 100; }, { container: source, axis }); return { currentTime, cancel }; } const timelineCache = new Map(); function getTimeline({ source = document.documentElement, axis = "y", } = {}) { if (!timelineCache.has(source)) { timelineCache.set(source, {}); } const elementCache = timelineCache.get(source); if (!elementCache[axis]) { elementCache[axis] = supportsScrollTimeline() ? new ScrollTimeline({ source, axis }) : scrollTimelineFallback({ source, axis }); } return elementCache[axis]; } function scroll(onScroll, options) { const timeline = getTimeline(options); if (typeof onScroll === "function") { return observeTimeline(onScroll, timeline); } else { return onScroll.attachTimeline(timeline); } } const thresholds = { some: 0, all: 1, }; function inView(elementOrSelector, onStart, { root, margin: rootMargin, amount = "some" } = {}) { const elements = resolveElements(elementOrSelector); const activeIntersections = new WeakMap(); const onIntersectionChange = (entries) => { entries.forEach((entry) => { const onEnd = activeIntersections.get(entry.target); /** * If there's no change to the intersection, we don't need to * do anything here. */ if (entry.isIntersecting === Boolean(onEnd)) return; if (entry.isIntersecting) { const newOnEnd = onStart(entry); if (typeof newOnEnd === "function") { activeIntersections.set(entry.target, newOnEnd); } else { observer.unobserve(entry.target); } } else if (onEnd) { onEnd(entry); activeIntersections.delete(entry.target); } }); }; const observer = new IntersectionObserver(onIntersectionChange, { root, rootMargin, threshold: typeof amount === "number" ? amount : thresholds[amount], }); elements.forEach((element) => observer.observe(element)); return () => observer.disconnect(); } function getOriginIndex(from, total) { if (from === "first") { return 0; } else { const lastIndex = total - 1; return from === "last" ? lastIndex : lastIndex / 2; } } function stagger(duration = 0.1, { startDelay = 0, from = 0, ease } = {}) { return (i, total) => { const fromIndex = typeof from === "number" ? from : getOriginIndex(from, total); const distance = Math.abs(fromIndex - i); let delay = duration * distance; if (ease) { const maxDelay = total * duration; const easingFunction = easingDefinitionToFunction(ease); delay = easingFunction(delay / maxDelay) * maxDelay; } return startDelay + delay; }; } const isCustomValueType = (v) => { return v && typeof v === "object" && v.mix; }; const getMixer = (v) => (isCustomValueType(v) ? v.mix : undefined); function transform(...args) { const useImmediate = !Array.isArray(args[0]); const argOffset = useImmediate ? 0 : -1; const inputValue = args[0 + argOffset]; const inputRange = args[1 + argOffset]; const outputRange = args[2 + argOffset]; const options = args[3 + argOffset]; const interpolator = interpolate(inputRange, outputRange, { mixer: getMixer(outputRange[0]), ...options, }); return useImmediate ? interpolator(inputValue) : interpolator; } /** * @deprecated * * Import as `frame` instead. */ const sync = frame; /** * @deprecated * * Use cancelFrame(callback) instead. */ const cancelSync = stepsOrder.reduce((acc, key) => { acc[key] = (process) => cancelFrame(process); return acc; }, {}); exports.HTMLVisualElement = HTMLVisualElement; exports.MotionGlobalConfig = MotionGlobalConfig; exports.MotionValue = MotionValue; exports.SVGVisualElement = SVGVisualElement; exports.SubscriptionManager = SubscriptionManager; exports.VisualElement = VisualElement; exports.addScaleCorrector = addScaleCorrector; exports.addUniqueItem = addUniqueItem; exports.animate = animate; exports.animateMotionValue = animateMotionValue; exports.animateSingleValue = animateSingleValue; exports.animateStyle = animateStyle; exports.animateTarget = animateTarget; exports.animateValue = animateValue; exports.anticipate = anticipate; exports.applyBoxDelta = applyBoxDelta; exports.applyTreeDeltas = applyTreeDeltas; exports.backIn = backIn; exports.backInOut = backInOut; exports.backOut = backOut; exports.buildHTMLStyles = buildHTMLStyles; exports.buildSVGAttrs = buildSVGAttrs; exports.buildTransform = buildTransform; exports.camelToDash = camelToDash; exports.cancelFrame = cancelFrame; exports.cancelSync = cancelSync; exports.checkTargetForNewValues = checkTargetForNewValues; exports.circIn = circIn; exports.circInOut = circInOut; exports.circOut = circOut; exports.clamp = clamp; exports.collectMotionValues = collectMotionValues; exports.color = color; exports.complex = complex; exports.convertBoundingBoxToBox = convertBoundingBoxToBox; exports.convertBoxToBoundingBox = convertBoxToBoundingBox; exports.createBox = createBox; exports.createDelta = createDelta; exports.createScopedAnimate = createScopedAnimate; exports.cubicBezier = cubicBezier; exports.delay = delay; exports.distance = distance; exports.distance2D = distance2D; exports.easeIn = easeIn; exports.easeInOut = easeInOut; exports.easeOut = easeOut; exports.featureDefinitions = featureDefinitions; exports.frame = frame; exports.frameData = frameData; exports.getOrigin = getOrigin; exports.getValueTransition = getValueTransition$1; exports.has2DTranslate = has2DTranslate; exports.hasReducedMotionListener = hasReducedMotionListener; exports.hasScale = hasScale; exports.hasTransform = hasTransform; exports.inView = inView; exports.initPrefersReducedMotion = initPrefersReducedMotion; exports.instantAnimationState = instantAnimationState; exports.interpolate = interpolate; exports.isAnimationControls = isAnimationControls; exports.isBrowser = isBrowser; exports.isCSSVariableName = isCSSVariableName; exports.isControllingVariants = isControllingVariants; exports.isCustomValue = isCustomValue; exports.isForcedMotionValue = isForcedMotionValue; exports.isKeyframesTarget = isKeyframesTarget; exports.isMotionValue = isMotionValue; exports.isRefObject = isRefObject; exports.isSVGElement = isSVGElement; exports.isSVGTag = isSVGTag; exports.isVariantLabel = isVariantLabel; exports.isVariantNode = isVariantNode; exports.measurePageBox = measurePageBox; exports.millisecondsToSeconds = millisecondsToSeconds; exports.mirrorEasing = mirrorEasing; exports.mix = mix; exports.motionValue = motionValue; exports.moveItem = moveItem; exports.noop = noop; exports.optimizedAppearDataAttribute = optimizedAppearDataAttribute; exports.optimizedAppearDataId = optimizedAppearDataId; exports.percent = percent; exports.pipe = pipe; exports.prefersReducedMotion = prefersReducedMotion; exports.progress = progress; exports.px = px; exports.removeItem = removeItem; exports.renderSVG = renderSVG; exports.resolveVariant = resolveVariant; exports.resolveVariantFromProps = resolveVariantFromProps; exports.reverseEasing = reverseEasing; exports.scaleCorrectors = scaleCorrectors; exports.scalePoint = scalePoint; exports.scrapeMotionValuesFromProps = scrapeMotionValuesFromProps; exports.scrapeMotionValuesFromProps$1 = scrapeMotionValuesFromProps$1; exports.scroll = scroll; exports.scrollInfo = scrollInfo; exports.secondsToMilliseconds = secondsToMilliseconds; exports.setValues = setValues; exports.spring = spring; exports.stagger = stagger; exports.steps = steps; exports.sync = sync; exports.transform = transform; exports.transformBox = transformBox; exports.transformProps = transformProps; exports.translateAxis = translateAxis; exports.variantPriorityOrder = variantPriorityOrder; exports.visualElementStore = visualElementStore; exports.warnOnce = warnOnce; exports.wrap = wrap;