Files
hive/frontend/node_modules/framer-motion/dist/cjs/index-legacy-87714a68.js
anthonyrawlins 85bf1341f3 Add comprehensive frontend UI and distributed infrastructure
Frontend Enhancements:
- Complete React TypeScript frontend with modern UI components
- Distributed workflows management interface with real-time updates
- Socket.IO integration for live agent status monitoring
- Agent management dashboard with cluster visualization
- Project management interface with metrics and task tracking
- Responsive design with proper error handling and loading states

Backend Infrastructure:
- Distributed coordinator for multi-agent workflow orchestration
- Cluster management API with comprehensive agent operations
- Enhanced database models for agents and projects
- Project service for filesystem-based project discovery
- Performance monitoring and metrics collection
- Comprehensive API documentation and error handling

Documentation:
- Complete distributed development guide (README_DISTRIBUTED.md)
- Comprehensive development report with architecture insights
- System configuration templates and deployment guides

The platform now provides a complete web interface for managing the distributed AI cluster
with real-time monitoring, workflow orchestration, and agent coordination capabilities.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-07-10 08:41:59 +10:00

5718 lines
194 KiB
JavaScript

'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 Gaëtan 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:
*
* ✅: 100, "100px", "#fff"
* ❌: "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 <motion.div style={{ x }} />
* }
* ```
*
* @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 <svg /> tags.
* It would be preferable, given they behave like HTMLElements in most ways
* to use offsetLeft/Top. But these don't exist on <svg />. Likewise we
* can't use .getBBox() like most SVG elements as these provide the offset
* relative to the SVG itself, which for <svg /> 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;