'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); var motionDom = require('motion-dom'); var motionUtils = require('motion-utils'); var jsxRuntime = require('react/jsx-runtime'); var react = require('react'); function isAnimationControls(v) { return (v !== null && typeof v === "object" && typeof v.start === "function"); } const isKeyframesTarget = (v) => { return Array.isArray(v); }; function shallowCompare(next, prev) { if (!Array.isArray(prev)) return false; const prevLength = prev.length; if (prevLength !== next.length) return false; for (let i = 0; i < prevLength; i++) { if (prev[i] !== next[i]) return false; } return true; } /** * Decides if the supplied variable is variant label */ function isVariantLabel(v) { return typeof v === "string" || Array.isArray(v); } function getValueState(visualElement) { const state = [{}, {}]; visualElement === null || visualElement === void 0 ? void 0 : visualElement.values.forEach((value, key) => { state[0][key] = value.get(); state[1][key] = value.getVelocity(); }); return state; } function resolveVariantFromProps(props, definition, custom, visualElement) { /** * If the variant definition is a function, resolve. */ if (typeof definition === "function") { const [current, velocity] = getValueState(visualElement); definition = definition(custom !== undefined ? custom : props.custom, current, velocity); } /** * 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") { const [current, velocity] = getValueState(visualElement); definition = definition(custom !== undefined ? custom : props.custom, current, velocity); } return definition; } function resolveVariant(visualElement, definition, custom) { const props = visualElement.getProps(); return resolveVariantFromProps(props, definition, custom !== undefined ? custom : props.custom, visualElement); } const variantPriorityOrder = [ "animate", "whileInView", "whileFocus", "whileHover", "whileTap", "whileDrag", "exit", ]; const variantProps = ["initial", ...variantPriorityOrder]; const MotionGlobalConfig = { skipAnimations: false, useManualTiming: false, }; 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 Set(); let nextFrame = new Set(); /** * 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(); let latestFrameData = { delta: 0.0, timestamp: 0.0, isProcessing: false, }; function triggerCallback(callback) { if (toKeepAlive.has(callback)) { step.schedule(callback); runNextFrame(); } callback(latestFrameData); } 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.has(callback)) queue.add(callback); return callback; }, /** * Cancel the provided callback from running on the next frame. */ cancel: (callback) => { nextFrame.delete(callback); toKeepAlive.delete(callback); }, /** * Execute all schedule callbacks. */ process: (frameData) => { latestFrameData = 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]; // Execute this frame thisFrame.forEach(triggerCallback); // Clear the frame so no callbacks remain. This is to avoid // memory leaks should this render step not run for a while. thisFrame.clear(); isProcessing = false; if (flushNextFrame) { flushNextFrame = false; step.process(frameData); } }, }; return step; } const stepsOrder = [ "read", // Read "resolveKeyframes", // Write/Read/Write/Read "update", // Compute "preRender", // Compute "render", // Write "postRender", // Compute ]; const maxElapsed = 40; function createRenderBatcher(scheduleNextBatch, allowKeepAlive) { let runNextFrame = false; let useDefaultElapsed = true; const state = { delta: 0.0, timestamp: 0.0, isProcessing: false, }; const flagRunNextFrame = () => (runNextFrame = true); const steps = stepsOrder.reduce((acc, key) => { acc[key] = createRenderStep(flagRunNextFrame); return acc; }, {}); const { read, resolveKeyframes, update, preRender, render, postRender } = steps; const processBatch = () => { const timestamp = performance.now(); runNextFrame = false; state.delta = useDefaultElapsed ? 1000 / 60 : Math.max(Math.min(timestamp - state.timestamp, maxElapsed), 1); state.timestamp = timestamp; state.isProcessing = true; // Unrolled render loop for better per-frame performance read.process(state); resolveKeyframes.process(state); update.process(state); preRender.process(state); render.process(state); postRender.process(state); 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) => { for (let i = 0; i < stepsOrder.length; i++) { steps[stepsOrder[i]].cancel(process); } }; return { schedule, cancel, state, steps }; } const { schedule: frame, cancel: cancelFrame, state: frameData, steps: frameSteps, } = createRenderBatcher(typeof requestAnimationFrame !== "undefined" ? requestAnimationFrame : motionUtils.noop, true); /** * 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); const positionalKeys = new Set([ "width", "height", "top", "left", "right", "bottom", ...transformPropOrder, ]); 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; }; let now; function clearTime() { now = undefined; } /** * An eventloop-synchronous alternative to performance.now(). * * Ensures that time measurements remain consistent within a synchronous context. * Usually calling performance.now() twice within the same synchronous context * will return different values which isn't useful for animations when we're usually * trying to sync animations to the same frame. */ const time = { now: () => { if (now === undefined) { time.set(frameData.isProcessing || MotionGlobalConfig.useManualTiming ? frameData.timestamp : performance.now()); } return now; }, set: (newTime) => { now = newTime; queueMicrotask(clearTime); }, }; 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); } 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; } } /* 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 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); } /** * Maximum time between the value of two frames, beyond which we * assume the velocity has since been 0. */ const MAX_VELOCITY_DELTA = 30; const isFloat = (value) => { return !isNaN(parseFloat(value)); }; /** * `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 = "11.18.2"; /** * 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 = null; /** * An object containing a SubscriptionManager for each active event. */ this.events = {}; this.updateAndNotify = (v, render = true) => { const currentTime = time.now(); /** * If we're updating the value during another frame or eventloop * than the previous frame, then the we set the previous frame value * to current. */ if (this.updatedAt !== currentTime) { this.setPrevFrameValue(); } this.prev = this.current; this.setCurrent(v); // Update update subscribers if (this.current !== this.prev && this.events.change) { this.events.change.notify(this.current); } // Update render subscribers if (render && this.events.renderRequest) { this.events.renderRequest.notify(this.current); } }; this.hasAnimated = false; this.setCurrent(init); this.owner = options.owner; } setCurrent(current) { this.current = current; this.updatedAt = time.now(); if (this.canTrackVelocity === null && current !== undefined) { this.canTrackVelocity = isFloat(this.current); } } setPrevFrameValue(prevFrameValue = this.current) { this.prevFrameValue = prevFrameValue; this.prevUpdatedAt = this.updatedAt; } /** * Adds a function that will be notified when the `MotionValue` is updated. * * It returns a function that, when called, will cancel the subscription. * * When calling `onChange` inside a React component, it should be wrapped with the * `useEffect` hook. As it returns an unsubscribe function, this should be returned * from the `useEffect` function to ensure you don't add duplicate subscribers.. * * ```jsx * export const MyComponent = () => { * const x = useMotionValue(0) * const y = useMotionValue(0) * const opacity = useMotionValue(1) * * useEffect(() => { * function updateOpacity() { * const maxXY = Math.max(x.get(), y.get()) * const newOpacity = transform(maxXY, [0, 100], [1, 0]) * opacity.set(newOpacity) * } * * const unsubscribeX = x.on("change", updateOpacity) * const unsubscribeY = y.on("change", updateOpacity) * * return () => { * unsubscribeX() * unsubscribeY() * } * }, []) * * return * } * ``` * * @param subscriber - A function that receives the latest value. * @returns A function that, when called, will cancel this subscription. * * @deprecated */ onChange(subscription) { if (process.env.NODE_ENV !== "production") { warnOnce(false, `value.onChange(callback) is deprecated. Switch to value.on("change", callback).`); } return this.on("change", subscription); } on(eventName, callback) { if (!this.events[eventName]) { this.events[eventName] = new SubscriptionManager(); } const unsubscribe = this.events[eventName].add(callback); if (eventName === "change") { return () => { unsubscribe(); /** * If we have no more change listeners by the start * of the next frame, stop active animations. */ frame.read(() => { if (!this.events.change.getSize()) { this.stop(); } }); }; } return unsubscribe; } clearListeners() { for (const eventManagers in this.events) { this.events[eventManagers].clear(); } } /** * Attaches a passive effect to the `MotionValue`. * * @internal */ attach(passiveEffect, stopPassiveEffect) { this.passiveEffect = passiveEffect; this.stopPassiveEffect = stopPassiveEffect; } /** * Sets the state of the `MotionValue`. * * @remarks * * ```jsx * const x = useMotionValue(0) * x.set(10) * ``` * * @param latest - Latest value to set. * @param render - Whether to notify render subscribers. Defaults to `true` * * @public */ set(v, render = true) { if (!render || !this.passiveEffect) { this.updateAndNotify(v, render); } else { this.passiveEffect(v, this.updateAndNotify); } } setWithVelocity(prev, current, delta) { this.set(current); this.prev = undefined; this.prevFrameValue = prev; this.prevUpdatedAt = this.updatedAt - delta; } /** * Set the state of the `MotionValue`, stopping any active animations, * effects, and resets velocity to `0`. */ jump(v, endAnimation = true) { this.updateAndNotify(v); this.prev = v; this.prevUpdatedAt = this.prevFrameValue = undefined; endAnimation && this.stop(); if (this.stopPassiveEffect) this.stopPassiveEffect(); } /** * Returns the latest state of `MotionValue` * * @returns - The latest state of `MotionValue` * * @public */ get() { 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() { const currentTime = time.now(); if (!this.canTrackVelocity || this.prevFrameValue === undefined || currentTime - this.updatedAt > MAX_VELOCITY_DELTA) { return 0; } const delta = Math.min(this.updatedAt - this.prevUpdatedAt, MAX_VELOCITY_DELTA); // Casts because of parseFloat's poor typing return velocityPerSecond(parseFloat(this.current) - parseFloat(this.prevFrameValue), delta); } /** * 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); } /** * 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 || {}; target = { ...target, ...transitionEnd }; for (const key in target) { const value = resolveFinalValueInKeyframes(target[key]); setMotionValue(visualElement, key, value); } } const isMotionValue = (value) => Boolean(value && value.getVelocity); function isWillChangeMotionValue(value) { return Boolean(isMotionValue(value) && value.add); } function addValueToWillChange(visualElement, key) { const willChange = visualElement.getValue("willChange"); /** * It could be that a user has set willChange to a regular MotionValue, * in which case we can't add the value to it. */ if (isWillChangeMotionValue(willChange)) { return willChange.add(key); } } /** * Convert camelCase to dash-case properties. */ const camelToDash = (str) => str.replace(/([a-z])([A-Z])/gu, "$1-$2").toLowerCase(); const optimizedAppearDataId = "framerAppearId"; const optimizedAppearDataAttribute = "data-" + camelToDash(optimizedAppearDataId); function getOptimisedAppearId(visualElement) { return visualElement.props[optimizedAppearDataAttribute]; } /* 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 motionUtils.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); } // 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 backOut = /*@__PURE__*/ cubicBezier(0.33, 1.53, 0.69, 0.99); const backIn = /*@__PURE__*/ reverseEasing(backOut); const backInOut = /*@__PURE__*/ mirrorEasing(backIn); const anticipate = (p) => (p *= 2) < 1 ? 0.5 * backIn(p) : 0.5 * (2 - Math.pow(2, -10 * (p - 1))); const circIn = (p) => 1 - Math.sin(Math.acos(p)); const circOut = reverseEasing(circIn); const circInOut = mirrorEasing(circIn); /** * Check if the value is a zero value string like "0px" or "0%" */ const isZeroValueString = (v) => /^0[^.\s]+$/u.test(v); function isNone(value) { if (typeof value === "number") { return value === 0; } else if (value !== null) { return value === "none" || value === "0" || isZeroValueString(value); } else { return true; } } const clamp = (min, max, v) => { if (v > max) return max; if (v < min) return min; return v; }; 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, }; // 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+)?|\.\d+)/gu; function isNullish(v) { return v == null; } const singleColorRegex = /^(?:#[\da-f]{3,8}|(?:rgb|hsl)a?\((?:-?[\d.]+%?[,\s]+){2}-?[\d.]+%?\s*(?:[,/]\s*)?(?:\b\d+(?:\.\d+)?|\.\d+)?%?\))$/iu; /** * 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((typeof v === "string" && singleColorRegex.test(v) && v.startsWith(type)) || (testProp && !isNullish(v) && Object.prototype.hasOwnProperty.call(v, testProp))); }; const splitColor = (aName, bName, cName) => (v) => { if (typeof v !== "string") 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: /*@__PURE__*/ isColorString("rgb", "red"), parse: /*@__PURE__*/ 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$1)) + ")", }; function parseHex(v) { let r = ""; let g = ""; let b = ""; let a = ""; // If we have 6 characters, ie #FF0000 if (v.length > 5) { r = v.substring(1, 3); g = v.substring(3, 5); b = v.substring(5, 7); a = v.substring(7, 9); // Or we have 3 characters, ie #F00 } else { r = v.substring(1, 2); g = v.substring(2, 3); b = v.substring(3, 4); a = v.substring(4, 5); r += r; g += g; b += b; a += a; } return { red: parseInt(r, 16), green: parseInt(g, 16), blue: parseInt(b, 16), alpha: a ? parseInt(a, 16) / 255 : 1, }; } const hex = { test: /*@__PURE__*/ isColorString("#"), parse: parseHex, transform: rgba.transform, }; const createUnitType = (unit) => ({ test: (v) => typeof v === "string" && v.endsWith(unit) && v.split(" ").length === 1, parse: parseFloat, transform: (v) => `${v}${unit}`, }); const degrees = /*@__PURE__*/ createUnitType("deg"); const percent = /*@__PURE__*/ createUnitType("%"); const px = /*@__PURE__*/ createUnitType("px"); const vh = /*@__PURE__*/ createUnitType("vh"); const vw = /*@__PURE__*/ createUnitType("vw"); const progressPercentage = { ...percent, parse: (v) => percent.parse(v) / 100, transform: (v) => percent.transform(v * 100), }; const hsla = { test: /*@__PURE__*/ isColorString("hsl", "hue"), parse: /*@__PURE__*/ 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 typeof v === "string" ? v : v.hasOwnProperty("red") ? rgba.transform(v) : hsla.transform(v); }, }; const colorRegex = /(?:#[\da-f]{3,8}|(?:rgb|hsl)a?\((?:-?[\d.]+%?[,\s]+){2}-?[\d.]+%?\s*(?:[,/]\s*)?(?:\b\d+(?:\.\d+)?|\.\d+)?%?\))/giu; function test(v) { var _a, _b; return (isNaN(v) && typeof v === "string" && (((_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 NUMBER_TOKEN = "number"; const COLOR_TOKEN = "color"; const VAR_TOKEN = "var"; const VAR_FUNCTION_TOKEN = "var("; const SPLIT_TOKEN = "${}"; // this regex consists of the `singleCssVariableRegex|rgbHSLValueRegex|digitRegex` const complexRegex = /var\s*\(\s*--(?:[\w-]+\s*|[\w-]+\s*,(?:\s*[^)(\s]|\s*\((?:[^)(]|\([^)(]*\))*\))+\s*)\)|#[\da-f]{3,8}|(?:rgb|hsl)a?\((?:-?[\d.]+%?[,\s]+){2}-?[\d.]+%?\s*(?:[,/]\s*)?(?:\b\d+(?:\.\d+)?|\.\d+)?%?\)|-?(?:\d+(?:\.\d+)?|\.\d+)/giu; function analyseComplexValue(value) { const originalValue = value.toString(); const values = []; const indexes = { color: [], number: [], var: [], }; const types = []; let i = 0; const tokenised = originalValue.replace(complexRegex, (parsedValue) => { if (color.test(parsedValue)) { indexes.color.push(i); types.push(COLOR_TOKEN); values.push(color.parse(parsedValue)); } else if (parsedValue.startsWith(VAR_FUNCTION_TOKEN)) { indexes.var.push(i); types.push(VAR_TOKEN); values.push(parsedValue); } else { indexes.number.push(i); types.push(NUMBER_TOKEN); values.push(parseFloat(parsedValue)); } ++i; return SPLIT_TOKEN; }); const split = tokenised.split(SPLIT_TOKEN); return { values, split, indexes, types }; } function parseComplexValue(v) { return analyseComplexValue(v).values; } function createTransformer(source) { const { split, types } = analyseComplexValue(source); const numSections = split.length; return (v) => { let output = ""; for (let i = 0; i < numSections; i++) { output += split[i]; if (v[i] !== undefined) { const type = types[i]; if (type === NUMBER_TOKEN) { output += sanitize(v[i]); } else if (type === COLOR_TOKEN) { output += color.transform(v[i]); } else { output += 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, }; /** * 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 = /\b([a-z-]*)\(.*?\)/gu; const filter = { ...complex, getAnimatableNone: (v) => { const functions = v.match(functionRegex); return functions ? functions.map(applyDefaultFilter).join(" ") : v; }, }; const browserNumberValueTypes = { // 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, 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, // Misc backgroundPositionX: px, backgroundPositionY: px, }; const transformValueTypes = { 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, }; const int = { ...number, transform: Math.round, }; const numberValueTypes = { ...browserNumberValueTypes, ...transformValueTypes, zIndex: int, size: px, // SVG fillOpacity: alpha, strokeOpacity: alpha, numOctaves: int, }; /** * 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; } /** * If we encounter keyframes like "none" or "0" and we also have keyframes like * "#fff" or "200px 200px" we want to find a keyframe to serve as a template for * the "none" keyframes. In this case "#fff" or "200px 200px" - then these get turned into * zero equivalents, i.e. "#fff0" or "0px 0px". */ const invalidTemplates = new Set(["auto", "none", "0"]); function makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name) { let i = 0; let animatableTemplate = undefined; while (i < unresolvedKeyframes.length && !animatableTemplate) { const keyframe = unresolvedKeyframes[i]; if (typeof keyframe === "string" && !invalidTemplates.has(keyframe) && analyseComplexValue(keyframe).values.length) { animatableTemplate = unresolvedKeyframes[i]; } i++; } if (animatableTemplate && name) { for (const noneIndex of noneKeyframeIndexes) { unresolvedKeyframes[noneIndex] = getAnimatableNone(name, animatableTemplate); } } } 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\((.+)\)$/u); if (matrix3d) { return getPosFromMatrix(matrix3d[1], pos3); } else { const matrix = transform.match(/^matrix\((.+)\)$/u); 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); } }); 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 toResolve = new Set(); let isScheduled = false; let anyNeedsMeasurement = false; function measureAllKeyframes() { if (anyNeedsMeasurement) { const resolversToMeasure = Array.from(toResolve).filter((resolver) => resolver.needsMeasurement); const elementsToMeasure = new Set(resolversToMeasure.map((resolver) => resolver.element)); const transformsToRestore = new Map(); /** * Write pass * If we're measuring elements we want to remove bounding box-changing transforms. */ elementsToMeasure.forEach((element) => { const removedTransforms = removeNonTranslationalTransform(element); if (!removedTransforms.length) return; transformsToRestore.set(element, removedTransforms); element.render(); }); // Read resolversToMeasure.forEach((resolver) => resolver.measureInitialState()); // Write elementsToMeasure.forEach((element) => { element.render(); const restore = transformsToRestore.get(element); if (restore) { restore.forEach(([key, value]) => { var _a; (_a = element.getValue(key)) === null || _a === void 0 ? void 0 : _a.set(value); }); } }); // Read resolversToMeasure.forEach((resolver) => resolver.measureEndState()); // Write resolversToMeasure.forEach((resolver) => { if (resolver.suspendedScrollY !== undefined) { window.scrollTo(0, resolver.suspendedScrollY); } }); } anyNeedsMeasurement = false; isScheduled = false; toResolve.forEach((resolver) => resolver.complete()); toResolve.clear(); } function readAllKeyframes() { toResolve.forEach((resolver) => { resolver.readKeyframes(); if (resolver.needsMeasurement) { anyNeedsMeasurement = true; } }); } function flushKeyframeResolvers() { readAllKeyframes(); measureAllKeyframes(); } class KeyframeResolver { constructor(unresolvedKeyframes, onComplete, name, motionValue, element, isAsync = false) { /** * Track whether this resolver has completed. Once complete, it never * needs to attempt keyframe resolution again. */ this.isComplete = false; /** * Track whether this resolver is async. If it is, it'll be added to the * resolver queue and flushed in the next frame. Resolvers that aren't going * to trigger read/write thrashing don't need to be async. */ this.isAsync = false; /** * Track whether this resolver needs to perform a measurement * to resolve its keyframes. */ this.needsMeasurement = false; /** * Track whether this resolver is currently scheduled to resolve * to allow it to be cancelled and resumed externally. */ this.isScheduled = false; this.unresolvedKeyframes = [...unresolvedKeyframes]; this.onComplete = onComplete; this.name = name; this.motionValue = motionValue; this.element = element; this.isAsync = isAsync; } scheduleResolve() { this.isScheduled = true; if (this.isAsync) { toResolve.add(this); if (!isScheduled) { isScheduled = true; frame.read(readAllKeyframes); frame.resolveKeyframes(measureAllKeyframes); } } else { this.readKeyframes(); this.complete(); } } readKeyframes() { const { unresolvedKeyframes, name, element, motionValue } = this; /** * If a keyframe is null, we hydrate it either by reading it from * the instance, or propagating from previous keyframes. */ for (let i = 0; i < unresolvedKeyframes.length; i++) { if (unresolvedKeyframes[i] === null) { /** * If the first keyframe is null, we need to find its value by sampling the element */ if (i === 0) { const currentValue = motionValue === null || motionValue === void 0 ? void 0 : motionValue.get(); const finalKeyframe = unresolvedKeyframes[unresolvedKeyframes.length - 1]; if (currentValue !== undefined) { unresolvedKeyframes[0] = currentValue; } else if (element && name) { const valueAsRead = element.readValue(name, finalKeyframe); if (valueAsRead !== undefined && valueAsRead !== null) { unresolvedKeyframes[0] = valueAsRead; } } if (unresolvedKeyframes[0] === undefined) { unresolvedKeyframes[0] = finalKeyframe; } if (motionValue && currentValue === undefined) { motionValue.set(unresolvedKeyframes[0]); } } else { unresolvedKeyframes[i] = unresolvedKeyframes[i - 1]; } } } } setFinalKeyframe() { } measureInitialState() { } renderEndStyles() { } measureEndState() { } complete() { this.isComplete = true; this.onComplete(this.unresolvedKeyframes, this.finalKeyframe); toResolve.delete(this); } cancel() { if (!this.isComplete) { this.isScheduled = false; toResolve.delete(this); } } resume() { if (!this.isComplete) this.scheduleResolve(); } } /** * 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+)?|\.\d+)$/u.test(v); const checkStringStartsWith = (token) => (key) => typeof key === "string" && key.startsWith(token); const isCSSVariableName = /*@__PURE__*/ checkStringStartsWith("--"); const startsAsVariableToken = /*@__PURE__*/ checkStringStartsWith("var(--"); const isCSSVariableToken = (value) => { const startsWithToken = startsAsVariableToken(value); if (!startsWithToken) return false; // Ensure any comments are stripped from the value as this can harm performance of the regex. return singleCssVariableRegex.test(value.split("/*")[0].trim()); }; const singleCssVariableRegex = /var\(--(?:[\w-]+\s*|[\w-]+\s*,(?:\s*[^)(\s]|\s*\((?:[^)(]|\([^)(]*\))*\))+\s*)\)$/iu; /** * Parse Framer's special CSS variable format into a CSS token and a fallback. * * ``` * `var(--foo, #fff)` => [`--foo`, '#fff'] * ``` * * @param current */ const splitCSSVariableRegex = // eslint-disable-next-line redos-detector/no-unsafe-regex -- false positive, as it can match a lot of words /^var\(--(?:([\w-]+)|([\w-]+), ?([a-zA-Z\d ()%#.,-]+))\)/u; function parseCSSVariable(current) { const match = splitCSSVariableRegex.exec(current); if (!match) return [,]; const [, token1, token2, fallback] = match; return [`--${token1 !== null && token1 !== void 0 ? token1 : token2}`, fallback]; } const maxDepth = 4; function getVariableValue(current, element, depth = 1) { motionUtils.invariant(depth <= maxDepth, `Max CSS variable fallback depth detected in property "${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; } return isCSSVariableToken(fallback) ? getVariableValue(fallback, element, depth + 1) : fallback; } /** * 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)); class DOMKeyframesResolver extends KeyframeResolver { constructor(unresolvedKeyframes, onComplete, name, motionValue, element) { super(unresolvedKeyframes, onComplete, name, motionValue, element, true); } readKeyframes() { const { unresolvedKeyframes, element, name } = this; if (!element || !element.current) return; super.readKeyframes(); /** * If any keyframe is a CSS variable, we need to find its value by sampling the element */ for (let i = 0; i < unresolvedKeyframes.length; i++) { let keyframe = unresolvedKeyframes[i]; if (typeof keyframe === "string") { keyframe = keyframe.trim(); if (isCSSVariableToken(keyframe)) { const resolved = getVariableValue(keyframe, element.current); if (resolved !== undefined) { unresolvedKeyframes[i] = resolved; } if (i === unresolvedKeyframes.length - 1) { this.finalKeyframe = keyframe; } } } } /** * Resolve "none" values. We do this potentially twice - once before and once after measuring keyframes. * This could be seen as inefficient but it's a trade-off to avoid measurements in more situations, which * have a far bigger performance impact. */ this.resolveNoneKeyframes(); /** * Check to see if unit type has changed. If so schedule jobs that will * temporarily set styles to the destination keyframes. * Skip if we have more than two keyframes or this isn't a positional value. * TODO: We can throw if there are multiple keyframes and the value type changes. */ if (!positionalKeys.has(name) || unresolvedKeyframes.length !== 2) { return; } const [origin, target] = unresolvedKeyframes; const originType = findDimensionValueType(origin); const targetType = findDimensionValueType(target); /** * Either we don't recognise these value types or we can animate between them. */ if (originType === targetType) return; /** * If both values are numbers or pixels, we can animate between them by * converting them to numbers. */ if (isNumOrPxType(originType) && isNumOrPxType(targetType)) { for (let i = 0; i < unresolvedKeyframes.length; i++) { const value = unresolvedKeyframes[i]; if (typeof value === "string") { unresolvedKeyframes[i] = parseFloat(value); } } } else { /** * Else, the only way to resolve this is by measuring the element. */ this.needsMeasurement = true; } } resolveNoneKeyframes() { const { unresolvedKeyframes, name } = this; const noneKeyframeIndexes = []; for (let i = 0; i < unresolvedKeyframes.length; i++) { if (isNone(unresolvedKeyframes[i])) { noneKeyframeIndexes.push(i); } } if (noneKeyframeIndexes.length) { makeNoneKeyframesAnimatable(unresolvedKeyframes, noneKeyframeIndexes, name); } } measureInitialState() { const { element, unresolvedKeyframes, name } = this; if (!element || !element.current) return; if (name === "height") { this.suspendedScrollY = window.pageYOffset; } this.measuredOrigin = positionalValues[name](element.measureViewportBox(), window.getComputedStyle(element.current)); unresolvedKeyframes[0] = this.measuredOrigin; // Set final key frame to measure after next render const measureKeyframe = unresolvedKeyframes[unresolvedKeyframes.length - 1]; if (measureKeyframe !== undefined) { element.getValue(name, measureKeyframe).jump(measureKeyframe, false); } } measureEndState() { var _a; const { element, name, unresolvedKeyframes } = this; if (!element || !element.current) return; const value = element.getValue(name); value && value.jump(this.measuredOrigin, false); const finalKeyframeIndex = unresolvedKeyframes.length - 1; const finalKeyframe = unresolvedKeyframes[finalKeyframeIndex]; unresolvedKeyframes[finalKeyframeIndex] = positionalValues[name](element.measureViewportBox(), window.getComputedStyle(element.current)); if (finalKeyframe !== null && this.finalKeyframe === undefined) { this.finalKeyframe = finalKeyframe; } // If we removed transform values, reapply them before the next render if ((_a = this.removedTransforms) === null || _a === void 0 ? void 0 : _a.length) { this.removedTransforms.forEach(([unsetTransformName, unsetTransformValue]) => { element .getValue(unsetTransformName) .set(unsetTransformValue); }); } this.resolveNoneKeyframes(); } } /** * Check if a value is animatable. Examples: * * ✅: 100, "100px", "#fff" * ❌: "block", "url(2.jpg)" * @param value * * @internal */ const isAnimatable = (value, name) => { // If the list of keys tat might be non-animatable grows, replace with Set if (name === "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; }; function hasKeyframesChanged(keyframes) { const current = keyframes[0]; if (keyframes.length === 1) return true; for (let i = 0; i < keyframes.length; i++) { if (keyframes[i] !== current) return true; } } function canAnimate(keyframes, name, type, velocity) { /** * 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]; if (originKeyframe === null) return false; /** * These aren't traditionally animatable but we do support them. * In future we could look into making this more generic or replacing * this function with mix() === mixImmediate */ if (name === "display" || name === "visibility") return true; const targetKeyframe = keyframes[keyframes.length - 1]; const isOriginAnimatable = isAnimatable(originKeyframe, name); const isTargetAnimatable = isAnimatable(targetKeyframe, name); motionUtils.warning(isOriginAnimatable === isTargetAnimatable, `You are trying to animate ${name} from "${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.`); // Always skip if any of these are true if (!isOriginAnimatable || !isTargetAnimatable) { return false; } return (hasKeyframesChanged(keyframes) || ((type === "spring" || motionDom.isGenerator(type)) && velocity)); } const isNotNull = (value) => value !== null; function getFinalKeyframe(keyframes, { repeat, repeatType = "loop" }, finalKeyframe) { const resolvedKeyframes = keyframes.filter(isNotNull); const index = repeat && repeatType !== "loop" && repeat % 2 === 1 ? 0 : resolvedKeyframes.length - 1; return !index || finalKeyframe === undefined ? resolvedKeyframes[index] : finalKeyframe; } /** * Maximum time allowed between an animation being created and it being * resolved for us to use the latter as the start time. * * This is to ensure that while we prefer to "start" an animation as soon * as it's triggered, we also want to avoid a visual jump if there's a big delay * between these two moments. */ const MAX_RESOLVE_DELAY = 40; class BaseAnimation { constructor({ autoplay = true, delay = 0, type = "keyframes", repeat = 0, repeatDelay = 0, repeatType = "loop", ...options }) { // Track whether the animation has been stopped. Stopped animations won't restart. this.isStopped = false; this.hasAttemptedResolve = false; this.createdAt = time.now(); this.options = { autoplay, delay, type, repeat, repeatDelay, repeatType, ...options, }; this.updateFinishedPromise(); } /** * This method uses the createdAt and resolvedAt to calculate the * animation startTime. *Ideally*, we would use the createdAt time as t=0 * as the following frame would then be the first frame of the animation in * progress, which would feel snappier. * * However, if there's a delay (main thread work) between the creation of * the animation and the first commited frame, we prefer to use resolvedAt * to avoid a sudden jump into the animation. */ calcStartTime() { if (!this.resolvedAt) return this.createdAt; return this.resolvedAt - this.createdAt > MAX_RESOLVE_DELAY ? this.resolvedAt : this.createdAt; } /** * A getter for resolved data. If keyframes are not yet resolved, accessing * this.resolved will synchronously flush all pending keyframe resolvers. * This is a deoptimisation, but at its worst still batches read/writes. */ get resolved() { if (!this._resolved && !this.hasAttemptedResolve) { flushKeyframeResolvers(); } return this._resolved; } /** * A method to be called when the keyframes resolver completes. This method * will check if its possible to run the animation and, if not, skip it. * Otherwise, it will call initPlayback on the implementing class. */ onKeyframesResolved(keyframes, finalKeyframe) { this.resolvedAt = time.now(); this.hasAttemptedResolve = true; const { name, type, velocity, delay, onComplete, onUpdate, isGenerator, } = this.options; /** * If we can't animate this value with the resolved keyframes * then we should complete it immediately. */ if (!isGenerator && !canAnimate(keyframes, name, type, velocity)) { // Finish immediately if (!delay) { onUpdate && onUpdate(getFinalKeyframe(keyframes, this.options, finalKeyframe)); onComplete && onComplete(); this.resolveFinishedPromise(); return; } // Finish after a delay else { this.options.duration = 0; } } const resolvedAnimation = this.initPlayback(keyframes, finalKeyframe); if (resolvedAnimation === false) return; this._resolved = { keyframes, finalKeyframe, ...resolvedAnimation, }; this.onPostResolved(); } onPostResolved() { } /** * Allows the returned animation to be awaited or promise-chained. Currently * resolves when the animation finishes at all but in a future update could/should * reject if its cancels. */ then(resolve, reject) { return this.currentFinishedPromise.then(resolve, reject); } flatten() { this.options.type = "keyframes"; this.options.ease = "linear"; } updateFinishedPromise() { this.currentFinishedPromise = new Promise((resolve) => { this.resolveFinishedPromise = resolve; }); } } /* 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 mixNumber$1 = (from, to, progress) => { return from + (to - from) * progress; }; // Adapted from https://gist.github.com/mjackson/5311256 function hueToRgb(p, q, t) { if (t < 0) t += 1; if (t > 1) t -= 1; if (t < 1 / 6) return p + (q - p) * 6 * t; if (t < 1 / 2) return q; if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6; return p; } function hslaToRgba({ hue, saturation, lightness, alpha }) { hue /= 360; saturation /= 100; lightness /= 100; let red = 0; let green = 0; let blue = 0; if (!saturation) { red = green = blue = lightness; } else { const q = lightness < 0.5 ? lightness * (1 + saturation) : lightness + saturation - lightness * saturation; const p = 2 * lightness - q; red = hueToRgb(p, q, hue + 1 / 3); green = hueToRgb(p, q, hue); blue = hueToRgb(p, q, hue - 1 / 3); } return { red: Math.round(red * 255), green: Math.round(green * 255), blue: Math.round(blue * 255), alpha, }; } function mixImmediate(a, b) { return (p) => (p > 0 ? b : a); } // Linear color space blending // Explained https://www.youtube.com/watch?v=LKnqECcg6Gw // Demonstrated http://codepen.io/osublake/pen/xGVVaN const mixLinearColor = (from, to, v) => { const fromExpo = from * from; const expo = v * (to * to - fromExpo) + fromExpo; return expo < 0 ? 0 : Math.sqrt(expo); }; const colorTypes = [hex, rgba, hsla]; const getColorType = (v) => colorTypes.find((type) => type.test(v)); function asRGBA(color) { const type = getColorType(color); motionUtils.warning(Boolean(type), `'${color}' is not an animatable color. Use the equivalent color code instead.`); if (!Boolean(type)) return false; let model = type.parse(color); if (type === hsla) { // TODO Remove this cast - needed since Motion's stricter typing model = hslaToRgba(model); } return model; } const mixColor = (from, to) => { const fromRGBA = asRGBA(from); const toRGBA = asRGBA(to); if (!fromRGBA || !toRGBA) { return mixImmediate(from, 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 = mixNumber$1(fromRGBA.alpha, toRGBA.alpha, v); return rgba.transform(blended); }; }; /** * 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); const invisibleValues = new Set(["none", "hidden"]); /** * Returns a function that, when provided a progress value between 0 and 1, * will return the "none" or "hidden" string only when the progress is that of * the origin or target. */ function mixVisibility(origin, target) { if (invisibleValues.has(origin)) { return (p) => (p <= 0 ? origin : target); } else { return (p) => (p >= 1 ? target : origin); } } function mixNumber(a, b) { return (p) => mixNumber$1(a, b, p); } function getMixer(a) { if (typeof a === "number") { return mixNumber; } else if (typeof a === "string") { return isCSSVariableToken(a) ? mixImmediate : color.test(a) ? mixColor : mixComplex; } else if (Array.isArray(a)) { return mixArray; } else if (typeof a === "object") { return color.test(a) ? mixColor : mixObject; } return mixImmediate; } function mixArray(a, b) { const output = [...a]; const numValues = output.length; const blendValue = a.map((v, i) => getMixer(v)(v, b[i])); return (p) => { for (let i = 0; i < numValues; i++) { output[i] = blendValue[i](p); } return output; }; } function mixObject(a, b) { const output = { ...a, ...b }; const blendValue = {}; for (const key in output) { if (a[key] !== undefined && b[key] !== undefined) { blendValue[key] = getMixer(a[key])(a[key], b[key]); } } return (v) => { for (const key in blendValue) { output[key] = blendValue[key](v); } return output; }; } function matchOrder(origin, target) { var _a; const orderedOrigin = []; const pointers = { color: 0, var: 0, number: 0 }; for (let i = 0; i < target.values.length; i++) { const type = target.types[i]; const originIndex = origin.indexes[type][pointers[type]]; const originValue = (_a = origin.values[originIndex]) !== null && _a !== void 0 ? _a : 0; orderedOrigin[i] = originValue; pointers[type]++; } return orderedOrigin; } const mixComplex = (origin, target) => { const template = complex.createTransformer(target); const originStats = analyseComplexValue(origin); const targetStats = analyseComplexValue(target); const canInterpolate = originStats.indexes.var.length === targetStats.indexes.var.length && originStats.indexes.color.length === targetStats.indexes.color.length && originStats.indexes.number.length >= targetStats.indexes.number.length; if (canInterpolate) { if ((invisibleValues.has(origin) && !targetStats.values.length) || (invisibleValues.has(target) && !originStats.values.length)) { return mixVisibility(origin, target); } return pipe(mixArray(matchOrder(originStats, targetStats), targetStats.values), template); } else { motionUtils.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); } }; function mix(from, to, p) { if (typeof from === "number" && typeof to === "number" && typeof p === "number") { return mixNumber$1(from, to, p); } const mixer = getMixer(from); return mixer(from, to); } const velocitySampleDuration = 5; // ms function calcGeneratorVelocity(resolveValue, t, current) { const prevT = Math.max(t - velocitySampleDuration, 0); return velocityPerSecond(current - resolveValue(prevT), t - prevT); } const springDefaults = { // Default spring physics stiffness: 100, damping: 10, mass: 1.0, velocity: 0.0, // Default duration/bounce-based options duration: 800, // in ms bounce: 0.3, visualDuration: 0.3, // in seconds // Rest thresholds restSpeed: { granular: 0.01, default: 2, }, restDelta: { granular: 0.005, default: 0.5, }, // Limits minDuration: 0.01, // in seconds maxDuration: 10.0, // in seconds minDamping: 0.05, maxDamping: 1, }; const safeMin = 0.001; function findSpring({ duration = springDefaults.duration, bounce = springDefaults.bounce, velocity = springDefaults.velocity, mass = springDefaults.mass, }) { let envelope; let derivative; motionUtils.warning(duration <= motionUtils.secondsToMilliseconds(springDefaults.maxDuration), "Spring duration must be 10 seconds or less"); let dampingRatio = 1 - bounce; /** * Restrict dampingRatio and duration to within acceptable ranges. */ dampingRatio = clamp(springDefaults.minDamping, springDefaults.maxDamping, dampingRatio); duration = clamp(springDefaults.minDuration, springDefaults.maxDuration, motionUtils.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 = motionUtils.secondsToMilliseconds(duration); if (isNaN(undampedFreq)) { return { stiffness: springDefaults.stiffness, damping: springDefaults.damping, 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: springDefaults.velocity, stiffness: springDefaults.stiffness, damping: springDefaults.damping, mass: springDefaults.mass, isResolvedFromDuration: false, ...options, }; // stiffness/damping/mass overrides duration/bounce if (!isSpringType(options, physicsKeys) && isSpringType(options, durationKeys)) { if (options.visualDuration) { const visualDuration = options.visualDuration; const root = (2 * Math.PI) / (visualDuration * 1.2); const stiffness = root * root; const damping = 2 * clamp(0.05, 1, 1 - (options.bounce || 0)) * Math.sqrt(stiffness); springOptions = { ...springOptions, mass: springDefaults.mass, stiffness, damping, }; } else { const derived = findSpring(options); springOptions = { ...springOptions, ...derived, mass: springDefaults.mass, }; springOptions.isResolvedFromDuration = true; } } return springOptions; } function spring(optionsOrVisualDuration = springDefaults.visualDuration, bounce = springDefaults.bounce) { const options = typeof optionsOrVisualDuration !== "object" ? { visualDuration: optionsOrVisualDuration, keyframes: [0, 1], bounce, } : optionsOrVisualDuration; let { restSpeed, restDelta } = options; const origin = options.keyframes[0]; const target = options.keyframes[options.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: -motionUtils.millisecondsToSeconds(options.velocity || 0), }); const initialVelocity = velocity || 0.0; const dampingRatio = damping / (2 * Math.sqrt(stiffness * mass)); const initialDelta = target - origin; const undampedAngularFreq = motionUtils.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 ? springDefaults.restSpeed.granular : springDefaults.restSpeed.default); restDelta || (restDelta = isGranularScale ? springDefaults.restDelta.granular : springDefaults.restDelta.default); 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); }; } const generator = { calculatedDuration: isResolvedFromDuration ? duration || null : null, next: (t) => { const current = resolveSpring(t); if (!isResolvedFromDuration) { let currentVelocity = 0.0; /** * 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 = t === 0 ? motionUtils.secondsToMilliseconds(initialVelocity) : calcGeneratorVelocity(resolveSpring, t, current); } 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; }, toString: () => { const calculatedDuration = Math.min(motionDom.calcGeneratorDuration(generator), motionDom.maxGeneratorDuration); const easing = motionDom.generateLinearEasing((progress) => generator.next(calculatedDuration * progress).value, calculatedDuration, 30); return calculatedDuration + "ms " + easing; }, }; return generator; } 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), // TODO: This should be passing * 1000 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$1.next(t - timeReachedBoundary); } else { !hasUpdatedFrame && applyFriction(t); return state; } }, }; } const easeIn = /*@__PURE__*/ cubicBezier(0.42, 0, 1, 1); const easeOut = /*@__PURE__*/ cubicBezier(0, 0, 0.58, 1); const easeInOut = /*@__PURE__*/ cubicBezier(0.42, 0, 0.58, 1); const isEasingArray = (ease) => { return Array.isArray(ease) && typeof ease[0] !== "number"; }; const easingLookup = { linear: motionUtils.noop, easeIn, easeInOut, easeOut, circIn, circInOut, circOut, backIn, backInOut, backOut, anticipate, }; const easingDefinitionToFunction = (definition) => { if (motionDom.isBezierDefinition(definition)) { // If cubic bezier definition, create bezier curve motionUtils.invariant(definition.length === 4, `Cubic bezier arrays must contain four numerical values.`); const [x1, y1, x2, y2] = definition; return cubicBezier(x1, y1, x2, y2); } else if (typeof definition === "string") { // Else lookup from table motionUtils.invariant(easingLookup[definition] !== undefined, `Invalid easing type '${definition}'`); return easingLookup[definition]; } return definition; }; function createMixers(output, ease, customMixer) { const mixers = []; const mixerFactory = customMixer || mix; 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] || motionUtils.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; motionUtils.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 (inputLength === 2 && output[0] === output[1]) return () => output[1]; const isZeroDeltaRange = input[0] === input[1]; // 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) => { if (isZeroDeltaRange && v < input[0]) return output[0]; let i = 0; if (numMixers > 1) { for (; i < input.length - 2; i++) { if (v < input[i + 1]) break; } } const progressInRange = motionUtils.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 = motionUtils.progress(0, remaining, i); offset.push(mixNumber$1(min, 1, offsetProgress)); } } function defaultOffset(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(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; }, }; } 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 : time.now()), }; }; const generators = { decay: inertia, inertia, tween: keyframes, keyframes: keyframes, spring, }; const percentToProgress = (percent) => percent / 100; /** * Animation that runs on the main thread. Designed to be WAAPI-spec in the subset of * features we expose publically. Mostly the compatibility is to ensure visual identity * between both WAAPI and main thread animations. */ class MainThreadAnimation extends BaseAnimation { constructor(options) { super(options); /** * The time at which the animation was paused. */ this.holdTime = null; /** * The time at which the animation was cancelled. */ this.cancelTime = null; /** * The current time of the animation. */ this.currentTime = 0; /** * Playback speed as a factor. 0 would be stopped, -1 reverse and 2 double speed. */ this.playbackSpeed = 1; /** * The state of the animation to apply when the animation is resolved. This * allows calls to the public API to control the animation before it is resolved, * without us having to resolve it first. */ this.pendingPlayState = "running"; /** * The time at which the animation was started. */ this.startTime = null; this.state = "idle"; /** * This method is bound to the instance to fix a pattern where * animation.stop is returned as a reference from a useEffect. */ this.stop = () => { this.resolver.cancel(); this.isStopped = true; if (this.state === "idle") return; this.teardown(); const { onStop } = this.options; onStop && onStop(); }; const { name, motionValue, element, keyframes } = this.options; const KeyframeResolver$1 = (element === null || element === void 0 ? void 0 : element.KeyframeResolver) || KeyframeResolver; const onResolved = (resolvedKeyframes, finalKeyframe) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe); this.resolver = new KeyframeResolver$1(keyframes, onResolved, name, motionValue, element); this.resolver.scheduleResolve(); } flatten() { super.flatten(); // If we've already resolved the animation, re-initialise it if (this._resolved) { Object.assign(this._resolved, this.initPlayback(this._resolved.keyframes)); } } initPlayback(keyframes$1) { const { type = "keyframes", repeat = 0, repeatDelay = 0, repeatType, velocity = 0, } = this.options; const generatorFactory = motionDom.isGenerator(type) ? type : generators[type] || keyframes; /** * If our generator doesn't support mixing numbers, we need to replace keyframes with * [0, 100] and then make a function that maps that to the actual keyframes. * * 100 is chosen instead of 1 as it works nicer with spring animations. */ let mapPercentToKeyframes; let mirroredGenerator; if (generatorFactory !== keyframes && typeof keyframes$1[0] !== "number") { if (process.env.NODE_ENV !== "production") { motionUtils.invariant(keyframes$1.length === 2, `Only two keyframes currently supported with spring and inertia animations. Trying to animate ${keyframes$1}`); } mapPercentToKeyframes = pipe(percentToProgress, mix(keyframes$1[0], keyframes$1[1])); keyframes$1 = [0, 100]; } const generator = generatorFactory({ ...this.options, keyframes: keyframes$1 }); /** * If we have a mirror repeat type we need to create a second generator that outputs the * mirrored (not reversed) animation and later ping pong between the two generators. */ if (repeatType === "mirror") { mirroredGenerator = generatorFactory({ ...this.options, keyframes: [...keyframes$1].reverse(), velocity: -velocity, }); } /** * 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) { generator.calculatedDuration = motionDom.calcGeneratorDuration(generator); } const { calculatedDuration } = generator; const resolvedDuration = calculatedDuration + repeatDelay; const totalDuration = resolvedDuration * (repeat + 1) - repeatDelay; return { generator, mirroredGenerator, mapPercentToKeyframes, calculatedDuration, resolvedDuration, totalDuration, }; } onPostResolved() { const { autoplay = true } = this.options; this.play(); if (this.pendingPlayState === "paused" || !autoplay) { this.pause(); } else { this.state = this.pendingPlayState; } } tick(timestamp, sample = false) { const { resolved } = this; // If the animations has failed to resolve, return the final keyframe. if (!resolved) { const { keyframes } = this.options; return { done: true, value: keyframes[keyframes.length - 1] }; } const { finalKeyframe, generator, mirroredGenerator, mapPercentToKeyframes, keyframes, calculatedDuration, totalDuration, resolvedDuration, } = resolved; if (this.startTime === null) return generator.next(0); const { delay, repeat, repeatType, repeatDelay, onUpdate } = this.options; /** * 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 (this.speed > 0) { this.startTime = Math.min(this.startTime, timestamp); } else if (this.speed < 0) { this.startTime = Math.min(timestamp - totalDuration / this.speed, this.startTime); } // Update currentTime if (sample) { this.currentTime = timestamp; } else if (this.holdTime !== null) { this.currentTime = this.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. this.currentTime = Math.round(timestamp - this.startTime) * this.speed; } // Rebase on delay const timeWithoutDelay = this.currentTime - delay * (this.speed >= 0 ? 1 : -1); const isInDelayPhase = this.speed >= 0 ? timeWithoutDelay < 0 : timeWithoutDelay > totalDuration; this.currentTime = Math.max(timeWithoutDelay, 0); // If this animation has finished, set the current time to the total duration. if (this.state === "finished" && this.holdTime === null) { this.currentTime = totalDuration; } let elapsed = this.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(this.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[0] } : frameGenerator.next(elapsed); if (mapPercentToKeyframes) { state.value = mapPercentToKeyframes(state.value); } let { done } = state; if (!isInDelayPhase && calculatedDuration !== null) { done = this.speed >= 0 ? this.currentTime >= totalDuration : this.currentTime <= 0; } const isAnimationFinished = this.holdTime === null && (this.state === "finished" || (this.state === "running" && done)); if (isAnimationFinished && finalKeyframe !== undefined) { state.value = getFinalKeyframe(keyframes, this.options, finalKeyframe); } if (onUpdate) { onUpdate(state.value); } if (isAnimationFinished) { this.finish(); } return state; } get duration() { const { resolved } = this; return resolved ? motionUtils.millisecondsToSeconds(resolved.calculatedDuration) : 0; } get time() { return motionUtils.millisecondsToSeconds(this.currentTime); } set time(newTime) { newTime = motionUtils.secondsToMilliseconds(newTime); this.currentTime = newTime; if (this.holdTime !== null || this.speed === 0) { this.holdTime = newTime; } else if (this.driver) { this.startTime = this.driver.now() - newTime / this.speed; } } get speed() { return this.playbackSpeed; } set speed(newSpeed) { const hasChanged = this.playbackSpeed !== newSpeed; this.playbackSpeed = newSpeed; if (hasChanged) { this.time = motionUtils.millisecondsToSeconds(this.currentTime); } } play() { if (!this.resolver.isScheduled) { this.resolver.resume(); } if (!this._resolved) { this.pendingPlayState = "running"; return; } if (this.isStopped) return; const { driver = frameloopDriver, onPlay, startTime } = this.options; if (!this.driver) { this.driver = driver((timestamp) => this.tick(timestamp)); } onPlay && onPlay(); const now = this.driver.now(); if (this.holdTime !== null) { this.startTime = now - this.holdTime; } else if (!this.startTime) { this.startTime = startTime !== null && startTime !== void 0 ? startTime : this.calcStartTime(); } else if (this.state === "finished") { this.startTime = now; } if (this.state === "finished") { this.updateFinishedPromise(); } this.cancelTime = this.startTime; this.holdTime = null; /** * Set playState to running only after we've used it in * the previous logic. */ this.state = "running"; this.driver.start(); } pause() { var _a; if (!this._resolved) { this.pendingPlayState = "paused"; return; } this.state = "paused"; this.holdTime = (_a = this.currentTime) !== null && _a !== void 0 ? _a : 0; } complete() { if (this.state !== "running") { this.play(); } this.pendingPlayState = this.state = "finished"; this.holdTime = null; } finish() { this.teardown(); this.state = "finished"; const { onComplete } = this.options; onComplete && onComplete(); } cancel() { if (this.cancelTime !== null) { this.tick(this.cancelTime); } this.teardown(); this.updateFinishedPromise(); } teardown() { this.state = "idle"; this.stopDriver(); this.resolveFinishedPromise(); this.updateFinishedPromise(); this.startTime = this.cancelTime = null; this.resolver.cancel(); } stopDriver() { if (!this.driver) return; this.driver.stop(); this.driver = undefined; } sample(time) { this.startTime = 0; return this.tick(time, true); } } /** * A list of values that can be hardware-accelerated. */ const acceleratedValues = new Set([ "opacity", "clipPath", "filter", "transform", // TODO: Can be accelerated but currently disabled until https://issues.chromium.org/issues/41491098 is resolved // or until we implement support for linear() easing. // "background-color" ]); function startWaapiAnimation(element, valueName, keyframes, { delay = 0, duration = 300, repeat = 0, repeatType = "loop", ease = "easeInOut", times, } = {}) { const keyframeOptions = { [valueName]: keyframes }; if (times) keyframeOptions.offset = times; const easing = motionDom.mapEasingToNativeEasing(ease, duration); /** * 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", }); } const supportsWaapi = /*@__PURE__*/ motionUtils.memo(() => Object.hasOwnProperty.call(Element.prototype, "animate")); /** * 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; /** * Check if an animation can run natively via WAAPI or requires pregenerated keyframes. * WAAPI doesn't support spring or function easings so we run these as JS animation before * handing off. */ function requiresPregeneratedKeyframes(options) { return (motionDom.isGenerator(options.type) || options.type === "spring" || !motionDom.isWaapiSupportedEasing(options.ease)); } function pregenerateKeyframes(keyframes, options) { /** * Create a main-thread animation to pregenerate keyframes. * We sample this at regular intervals to generate keyframes that we then * linearly interpolate between. */ const sampleAnimation = new MainThreadAnimation({ ...options, keyframes, repeat: 0, delay: 0, isGenerator: true, }); 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; } return { times: undefined, keyframes: pregeneratedKeyframes, duration: t - sampleDelta, ease: "linear", }; } const unsupportedEasingFunctions = { anticipate, backInOut, circInOut, }; function isUnsupportedEase(key) { return key in unsupportedEasingFunctions; } class AcceleratedAnimation extends BaseAnimation { constructor(options) { super(options); const { name, motionValue, element, keyframes } = this.options; this.resolver = new DOMKeyframesResolver(keyframes, (resolvedKeyframes, finalKeyframe) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe), name, motionValue, element); this.resolver.scheduleResolve(); } initPlayback(keyframes, finalKeyframe) { let { duration = 300, times, ease, type, motionValue, name, startTime, } = this.options; /** * If element has since been unmounted, return false to indicate * the animation failed to initialised. */ if (!motionValue.owner || !motionValue.owner.current) { return false; } /** * If the user has provided an easing function name that isn't supported * by WAAPI (like "anticipate"), we need to provide the corressponding * function. This will later get converted to a linear() easing function. */ if (typeof ease === "string" && motionDom.supportsLinearEasing() && isUnsupportedEase(ease)) { ease = unsupportedEasingFunctions[ease]; } /** * If this animation needs pre-generated keyframes then generate. */ if (requiresPregeneratedKeyframes(this.options)) { const { onComplete, onUpdate, motionValue, element, ...options } = this.options; const pregeneratedAnimation = pregenerateKeyframes(keyframes, options); keyframes = pregeneratedAnimation.keyframes; // If this is a very short animation, ensure we have // at least two keyframes to animate between as older browsers // can't animate between a single keyframe. if (keyframes.length === 1) { keyframes[1] = keyframes[0]; } duration = pregeneratedAnimation.duration; times = pregeneratedAnimation.times; ease = pregeneratedAnimation.ease; type = "keyframes"; } const animation = startWaapiAnimation(motionValue.owner.current, name, keyframes, { ...this.options, duration, times, ease }); // Override the browser calculated startTime with one synchronised to other JS // and WAAPI animations starting this event loop. animation.startTime = startTime !== null && startTime !== void 0 ? startTime : this.calcStartTime(); if (this.pendingTimeline) { motionDom.attachTimeline(animation, this.pendingTimeline); this.pendingTimeline = undefined; } else { /** * 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 = () => { const { onComplete } = this.options; motionValue.set(getFinalKeyframe(keyframes, this.options, finalKeyframe)); onComplete && onComplete(); this.cancel(); this.resolveFinishedPromise(); }; } return { animation, duration, times, type, ease, keyframes: keyframes, }; } get duration() { const { resolved } = this; if (!resolved) return 0; const { duration } = resolved; return motionUtils.millisecondsToSeconds(duration); } get time() { const { resolved } = this; if (!resolved) return 0; const { animation } = resolved; return motionUtils.millisecondsToSeconds(animation.currentTime || 0); } set time(newTime) { const { resolved } = this; if (!resolved) return; const { animation } = resolved; animation.currentTime = motionUtils.secondsToMilliseconds(newTime); } get speed() { const { resolved } = this; if (!resolved) return 1; const { animation } = resolved; return animation.playbackRate; } set speed(newSpeed) { const { resolved } = this; if (!resolved) return; const { animation } = resolved; animation.playbackRate = newSpeed; } get state() { const { resolved } = this; if (!resolved) return "idle"; const { animation } = resolved; return animation.playState; } get startTime() { const { resolved } = this; if (!resolved) return null; const { animation } = resolved; // Coerce to number as TypeScript incorrectly types this // as CSSNumberish return animation.startTime; } /** * Replace the default DocumentTimeline with another AnimationTimeline. * Currently used for scroll animations. */ attachTimeline(timeline) { if (!this._resolved) { this.pendingTimeline = timeline; } else { const { resolved } = this; if (!resolved) return motionUtils.noop; const { animation } = resolved; motionDom.attachTimeline(animation, timeline); } return motionUtils.noop; } play() { if (this.isStopped) return; const { resolved } = this; if (!resolved) return; const { animation } = resolved; if (animation.playState === "finished") { this.updateFinishedPromise(); } animation.play(); } pause() { const { resolved } = this; if (!resolved) return; const { animation } = resolved; animation.pause(); } stop() { this.resolver.cancel(); this.isStopped = true; if (this.state === "idle") return; this.resolveFinishedPromise(); this.updateFinishedPromise(); const { resolved } = this; if (!resolved) return; const { animation, keyframes, duration, type, ease, times } = resolved; if (animation.playState === "idle" || animation.playState === "finished") { 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. */ if (this.time) { const { motionValue, onUpdate, onComplete, element, ...options } = this.options; const sampleAnimation = new MainThreadAnimation({ ...options, keyframes, duration, type, ease, times, isGenerator: true, }); const sampleTime = motionUtils.secondsToMilliseconds(this.time); motionValue.setWithVelocity(sampleAnimation.sample(sampleTime - sampleDelta).value, sampleAnimation.sample(sampleTime).value, sampleDelta); } const { onStop } = this.options; onStop && onStop(); this.cancel(); } complete() { const { resolved } = this; if (!resolved) return; resolved.animation.finish(); } cancel() { const { resolved } = this; if (!resolved) return; resolved.animation.cancel(); } static supports(options) { const { motionValue, name, repeatDelay, repeatType, damping, type } = options; if (!motionValue || !motionValue.owner || !(motionValue.owner.current instanceof HTMLElement)) { return false; } const { onUpdate, transformTemplate } = motionValue.owner.getProps(); return (supportsWaapi() && name && acceleratedValues.has(name) && /** * 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. */ !onUpdate && !transformTemplate && !repeatDelay && repeatType !== "mirror" && damping !== 0 && type !== "inertia"); } } 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; }; /** * 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; } const animateMotionValue = (name, value, target, transition = {}, element, isHandoff) => (onComplete) => { const valueTransition = motionDom.getValueTransition(transition, name) || {}; /** * 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 - motionUtils.secondsToMilliseconds(delay); let options = { keyframes: Array.isArray(target) ? target : [null, target], ease: "easeOut", velocity: value.getVelocity(), ...valueTransition, delay: -elapsed, onUpdate: (v) => { value.set(v); valueTransition.onUpdate && valueTransition.onUpdate(v); }, onComplete: () => { onComplete(); valueTransition.onComplete && valueTransition.onComplete(); }, name, motionValue: value, element: isHandoff ? undefined : element, }; /** * If there's no transition defined for this value, we can generate * unqiue transition settings for this value. */ if (!isTransitionDefined(valueTransition)) { options = { ...options, ...getDefaultTransition(name, 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 = motionUtils.secondsToMilliseconds(options.duration); } if (options.repeatDelay) { options.repeatDelay = motionUtils.secondsToMilliseconds(options.repeatDelay); } if (options.from !== undefined) { options.keyframes[0] = options.from; } let shouldSkip = false; if (options.type === false || (options.duration === 0 && !options.repeatDelay)) { options.duration = 0; if (options.delay === 0) { shouldSkip = true; } } /** * If we can or must skip creating the animation, and apply only * the final keyframe, do so. We also check once keyframes are resolved but * this early check prevents the need to create an animation at all. */ if (shouldSkip && !isHandoff && value.get() !== undefined) { const finalKeyframe = getFinalKeyframe(options.keyframes, valueTransition); if (finalKeyframe !== undefined) { frame.update(() => { options.onUpdate(finalKeyframe); options.onComplete(); }); // We still want to return some animation controls here rather // than returning undefined return new motionDom.GroupPlaybackControls([]); } } /** * Animate via WAAPI if possible. 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. */ if (!isHandoff && AcceleratedAnimation.supports(options)) { return new AcceleratedAnimation(options); } else { return new MainThreadAnimation(options); } }; /** * 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 animateTarget(visualElement, targetAndTransition, { delay = 0, transitionOverride, type } = {}) { var _a; let { transition = visualElement.getDefaultTransition(), transitionEnd, ...target } = targetAndTransition; 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, (_a = visualElement.latestValues[key]) !== null && _a !== void 0 ? _a : null); const valueTarget = target[key]; if (valueTarget === undefined || (animationTypeState && shouldBlockAnimation(animationTypeState, key))) { continue; } const valueTransition = { delay, ...motionDom.getValueTransition(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. */ let isHandoff = false; if (window.MotionHandoffAnimation) { const appearId = getOptimisedAppearId(visualElement); if (appearId) { const startTime = window.MotionHandoffAnimation(appearId, key, frame); if (startTime !== null) { valueTransition.startTime = startTime; isHandoff = true; } } } addValueToWillChange(visualElement, key); value.start(animateMotionValue(key, value, valueTarget, visualElement.shouldReduceMotion && positionalKeys.has(key) ? { type: false } : valueTransition, visualElement, isHandoff)); const animation = value.animation; if (animation) { animations.push(animation); } } if (transitionEnd) { Promise.all(animations).then(() => { frame.update(() => { transitionEnd && setTarget(visualElement, transitionEnd); }); }); } return animations; } function animateVariant(visualElement, variant, options = {}) { var _a; const resolved = resolveVariant(visualElement, variant, options.type === "exit" ? (_a = visualElement.presenceContext) === null || _a === void 0 ? void 0 : _a.custom : undefined); let { transition = visualElement.getDefaultTransition() || {} } = resolved || {}; if (options.transitionOverride) { transition = options.transitionOverride; } /** * If we have a variant, create a callback that runs it as an animation. * Otherwise, we resolve a Promise immediately for a composable no-op. */ const getAnimation = resolved ? () => Promise.all(animateTarget(visualElement, resolved, options)) : () => Promise.resolve(); /** * If we have children, create a callback that runs all their animations. * Otherwise, we resolve a Promise immediately for a composable no-op. */ const getChildAnimations = visualElement.variantChildren && visualElement.variantChildren.size ? (forwardDelay = 0) => { const { delayChildren = 0, staggerChildren, staggerDirection, } = transition; return animateChildren(visualElement, variant, delayChildren + forwardDelay, staggerChildren, staggerDirection, options); } : () => Promise.resolve(); /** * If the transition explicitly defines a "when" option, we need to resolve either * this animation or all children animations before playing the other. */ const { when } = transition; if (when) { const [first, last] = when === "beforeChildren" ? [getAnimation, getChildAnimations] : [getChildAnimations, getAnimation]; return first().then(() => last()); } else { return Promise.all([getAnimation(), getChildAnimations(options.delay)]); } } function animateChildren(visualElement, variant, delayChildren = 0, staggerChildren = 0, staggerDirection = 1, options) { const animations = []; const maxStaggerDuration = (visualElement.variantChildren.size - 1) * staggerChildren; const generateStaggerDuration = staggerDirection === 1 ? (i = 0) => i * staggerChildren : (i = 0) => maxStaggerDuration - i * staggerChildren; Array.from(visualElement.variantChildren) .sort(sortByTreeOrder) .forEach((child, i) => { child.notify("AnimationStart", variant); animations.push(animateVariant(child, variant, { ...options, delay: delayChildren + generateStaggerDuration(i), }).then(() => child.notify("AnimationComplete", variant))); }); return Promise.all(animations); } function sortByTreeOrder(a, b) { return a.sortNodePosition(b); } function animateVisualElement(visualElement, definition, options = {}) { visualElement.notify("AnimationStart", definition); let animation; if (Array.isArray(definition)) { const animations = definition.map((variant) => animateVariant(visualElement, variant, options)); animation = Promise.all(animations); } else if (typeof definition === "string") { animation = animateVariant(visualElement, definition, options); } else { const resolvedDefinition = typeof definition === "function" ? resolveVariant(visualElement, definition, options.custom) : definition; animation = Promise.all(animateTarget(visualElement, resolvedDefinition, options)); } return animation.then(() => { visualElement.notify("AnimationComplete", definition); }); } const numVariantProps = variantProps.length; function getVariantContext(visualElement) { if (!visualElement) return undefined; if (!visualElement.isControllingVariants) { const context = visualElement.parent ? getVariantContext(visualElement.parent) || {} : {}; if (visualElement.props.initial !== undefined) { context.initial = visualElement.props.initial; } return context; } const context = {}; for (let i = 0; i < numVariantProps; i++) { const name = variantProps[i]; const prop = visualElement.props[name]; if (isVariantLabel(prop) || prop === false) { context[name] = prop; } } return context; } const reversePriorityOrder = [...variantPriorityOrder].reverse(); const numAnimationTypes = variantPriorityOrder.length; function animateList(visualElement) { return (animations) => Promise.all(animations.map(({ animation, options }) => animateVisualElement(visualElement, animation, options))); } function createAnimationState(visualElement) { let animate = animateList(visualElement); let state = createState(); let isInitialRender = true; /** * This function will be used to reduce the animation definitions for * each active animation type into an object of resolved values for it. */ const buildResolvedTypeValues = (type) => (acc, definition) => { var _a; const resolved = resolveVariant(visualElement, definition, type === "exit" ? (_a = visualElement.presenceContext) === null || _a === void 0 ? void 0 : _a.custom : undefined); if (resolved) { const { transition, transitionEnd, ...target } = resolved; acc = { ...acc, ...target, ...transitionEnd }; } return acc; }; /** * This just allows us to inject mocked animation functions * @internal */ function setAnimateFunction(makeAnimator) { animate = makeAnimator(visualElement); } /** * When we receive new props, we need to: * 1. Create a list of protected keys for each type. This is a directory of * value keys that are currently being "handled" by types of a higher priority * so that whenever an animation is played of a given type, these values are * protected from being animated. * 2. Determine if an animation type needs animating. * 3. Determine if any values have been removed from a type and figure out * what to animate those to. */ function animateChanges(changedActiveType) { const { props } = visualElement; const context = getVariantContext(visualElement.parent) || {}; /** * A list of animations that we'll build into as we iterate through the animation * types. This will get executed at the end of the function. */ const animations = []; /** * Keep track of which values have been removed. Then, as we hit lower priority * animation types, we can check if they contain removed values and animate to that. */ const removedKeys = new Set(); /** * A dictionary of all encountered keys. This is an object to let us build into and * copy it without iteration. Each time we hit an animation type we set its protected * keys - the keys its not allowed to animate - to the latest version of this object. */ let encounteredKeys = {}; /** * If a variant has been removed at a given index, and this component is controlling * variant animations, we want to ensure lower-priority variants are forced to animate. */ let removedVariantIndex = Infinity; /** * Iterate through all animation types in reverse priority order. For each, we want to * detect which values it's handling and whether or not they've changed (and therefore * need to be animated). If any values have been removed, we want to detect those in * lower priority props and flag for animation. */ for (let i = 0; i < numAnimationTypes; i++) { const type = reversePriorityOrder[i]; const typeState = state[type]; const prop = props[type] !== undefined ? props[type] : context[type]; const propIsVariant = isVariantLabel(prop); /** * If this type has *just* changed isActive status, set activeDelta * to that status. Otherwise set to null. */ const activeDelta = type === changedActiveType ? typeState.isActive : null; if (activeDelta === false) removedVariantIndex = i; /** * If this prop is an inherited variant, rather than been set directly on the * component itself, we want to make sure we allow the parent to trigger animations. * * TODO: Can probably change this to a !isControllingVariants check */ let isInherited = prop === context[type] && prop !== props[type] && propIsVariant; /** * */ if (isInherited && isInitialRender && visualElement.manuallyAnimateOnMount) { isInherited = false; } /** * Set all encountered keys so far as the protected keys for this type. This will * be any key that has been animated or otherwise handled by active, higher-priortiy types. */ typeState.protectedKeys = { ...encounteredKeys }; // Check if we can skip analysing this prop early if ( // If it isn't active and hasn't *just* been set as inactive (!typeState.isActive && activeDelta === null) || // If we didn't and don't have any defined prop for this animation type (!prop && !typeState.prevProp) || // Or if the prop doesn't define an animation isAnimationControls(prop) || typeof prop === "boolean") { continue; } /** * As we go look through the values defined on this type, if we detect * a changed value or a value that was removed in a higher priority, we set * this to true and add this prop to the animation list. */ const variantDidChange = checkVariantsDidChange(typeState.prevProp, prop); let shouldAnimateType = variantDidChange || // If we're making this variant active, we want to always make it active (type === changedActiveType && typeState.isActive && !isInherited && propIsVariant) || // If we removed a higher-priority variant (i is in reverse order) (i > removedVariantIndex && propIsVariant); let handledRemovedValues = false; /** * As animations can be set as variant lists, variants or target objects, we * coerce everything to an array if it isn't one already */ const definitionList = Array.isArray(prop) ? prop : [prop]; /** * Build an object of all the resolved values. We'll use this in the subsequent * animateChanges calls to determine whether a value has changed. */ let resolvedValues = definitionList.reduce(buildResolvedTypeValues(type), {}); if (activeDelta === false) resolvedValues = {}; /** * Now we need to loop through all the keys in the prev prop and this prop, * and decide: * 1. If the value has changed, and needs animating * 2. If it has been removed, and needs adding to the removedKeys set * 3. If it has been removed in a higher priority type and needs animating * 4. If it hasn't been removed in a higher priority but hasn't changed, and * needs adding to the type's protectedKeys list. */ const { prevResolvedValues = {} } = typeState; const allKeys = { ...prevResolvedValues, ...resolvedValues, }; const markToAnimate = (key) => { shouldAnimateType = true; if (removedKeys.has(key)) { handledRemovedValues = true; removedKeys.delete(key); } typeState.needsAnimating[key] = true; const motionValue = visualElement.getValue(key); if (motionValue) motionValue.liveStyle = false; }; for (const key in allKeys) { const next = resolvedValues[key]; const prev = prevResolvedValues[key]; // If we've already handled this we can just skip ahead if (encounteredKeys.hasOwnProperty(key)) continue; /** * If the value has changed, we probably want to animate it. */ let valueHasChanged = false; if (isKeyframesTarget(next) && isKeyframesTarget(prev)) { valueHasChanged = !shallowCompare(next, prev); } else { valueHasChanged = next !== prev; } if (valueHasChanged) { if (next !== undefined && next !== null) { // If next is defined and doesn't equal prev, it needs animating markToAnimate(key); } else { // If it's undefined, it's been removed. removedKeys.add(key); } } else if (next !== undefined && removedKeys.has(key)) { /** * If next hasn't changed and it isn't undefined, we want to check if it's * been removed by a higher priority */ markToAnimate(key); } else { /** * If it hasn't changed, we add it to the list of protected values * to ensure it doesn't get animated. */ typeState.protectedKeys[key] = true; } } /** * Update the typeState so next time animateChanges is called we can compare the * latest prop and resolvedValues to these. */ typeState.prevProp = prop; typeState.prevResolvedValues = resolvedValues; /** * */ if (typeState.isActive) { encounteredKeys = { ...encounteredKeys, ...resolvedValues }; } if (isInitialRender && visualElement.blockInitialAnimation) { shouldAnimateType = false; } /** * If this is an inherited prop we want to skip this animation * unless the inherited variants haven't changed on this render. */ const willAnimateViaParent = isInherited && variantDidChange; const needsAnimating = !willAnimateViaParent || handledRemovedValues; if (shouldAnimateType && needsAnimating) { animations.push(...definitionList.map((animation) => ({ animation: animation, options: { type }, }))); } } /** * If there are some removed value that haven't been dealt with, * we need to create a new animation that falls back either to the value * defined in the style prop, or the last read value. */ if (removedKeys.size) { const fallbackAnimation = {}; removedKeys.forEach((key) => { const fallbackTarget = visualElement.getBaseTarget(key); const motionValue = visualElement.getValue(key); if (motionValue) motionValue.liveStyle = true; // @ts-expect-error - @mattgperry to figure if we should do something here fallbackAnimation[key] = fallbackTarget !== null && fallbackTarget !== void 0 ? fallbackTarget : null; }); animations.push({ animation: fallbackAnimation }); } let shouldAnimate = Boolean(animations.length); if (isInitialRender && (props.initial === false || props.initial === props.animate) && !visualElement.manuallyAnimateOnMount) { shouldAnimate = false; } isInitialRender = false; return shouldAnimate ? animate(animations) : Promise.resolve(); } /** * Change whether a certain animation type is active. */ function setActive(type, isActive) { var _a; // If the active state hasn't changed, we can safely do nothing here if (state[type].isActive === isActive) return Promise.resolve(); // Propagate active change to children (_a = visualElement.variantChildren) === null || _a === void 0 ? void 0 : _a.forEach((child) => { var _a; return (_a = child.animationState) === null || _a === void 0 ? void 0 : _a.setActive(type, isActive); }); state[type].isActive = isActive; const animations = animateChanges(type); for (const key in state) { state[key].protectedKeys = {}; } return animations; } return { animateChanges, setActive, setAnimateFunction, getState: () => state, reset: () => { state = createState(); isInitialRender = true; }, }; } function checkVariantsDidChange(prev, next) { if (typeof next === "string") { return next !== prev; } else if (Array.isArray(next)) { return !shallowCompare(next, prev); } return false; } function createTypeState(isActive = false) { return { isActive, protectedKeys: {}, needsAnimating: {}, prevResolvedValues: {}, }; } function createState() { return { animate: createTypeState(true), whileInView: createTypeState(), whileHover: createTypeState(), whileTap: createTypeState(), whileDrag: createTypeState(), whileFocus: createTypeState(), exit: createTypeState(), }; } class Feature { constructor(node) { this.isMounted = false; this.node = node; } update() { } } class AnimationFeature extends Feature { /** * We dynamically generate the AnimationState manager as it contains a reference * to the underlying animation library. We only want to load that if we load this, * so people can optionally code split it out using the `m` component. */ constructor(node) { super(node); node.animationState || (node.animationState = createAnimationState(node)); } updateAnimationControlsSubscription() { const { animate } = this.node.getProps(); if (isAnimationControls(animate)) { this.unmountControls = animate.subscribe(this.node); } } /** * Subscribe any provided AnimationControls to the component's VisualElement */ mount() { this.updateAnimationControlsSubscription(); } update() { const { animate } = this.node.getProps(); const { animate: prevAnimate } = this.node.prevProps || {}; if (animate !== prevAnimate) { this.updateAnimationControlsSubscription(); } } unmount() { var _a; this.node.animationState.reset(); (_a = this.unmountControls) === null || _a === void 0 ? void 0 : _a.call(this); } } let id$1 = 0; class ExitAnimationFeature extends Feature { constructor() { super(...arguments); this.id = id$1++; } update() { if (!this.node.presenceContext) return; const { isPresent, onExitComplete } = this.node.presenceContext; const { isPresent: prevIsPresent } = this.node.prevPresenceContext || {}; if (!this.node.animationState || isPresent === prevIsPresent) { return; } const exitAnimation = this.node.animationState.setActive("exit", !isPresent); if (onExitComplete && !isPresent) { exitAnimation.then(() => onExitComplete(this.id)); } } mount() { const { register } = this.node.presenceContext || {}; if (register) { this.unmount = register(this.id); } } unmount() { } } const animations = { animation: { Feature: AnimationFeature, }, exit: { Feature: ExitAnimationFeature, }, }; function addDomEvent(target, eventName, handler, options = { passive: true }) { target.addEventListener(eventName, handler, options); return () => target.removeEventListener(eventName, handler); } function extractEventInfo(event) { return { point: { x: event.pageX, y: event.pageY, }, }; } const addPointerInfo = (handler) => { return (event) => motionDom.isPrimaryPointer(event) && handler(event, extractEventInfo(event)); }; function addPointerEvent(target, eventName, handler, options) { return addDomEvent(target, eventName, addPointerInfo(handler), options); } 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); } /** * @internal */ class PanSession { constructor(event, handlers, { transformPagePoint, contextWindow, dragSnapToOrigin = false, } = {}) { /** * @internal */ this.startEvent = null; /** * @internal */ this.lastMoveEvent = null; /** * @internal */ this.lastMoveEventInfo = null; /** * @internal */ this.handlers = {}; /** * @internal */ this.contextWindow = window; this.updatePoint = () => { if (!(this.lastMoveEvent && this.lastMoveEventInfo)) return; const info = getPanInfo(this.lastMoveEventInfo, this.history); const isPanStarted = this.startEvent !== null; // Only start panning if the offset is larger than 3 pixels. If we make it // any larger than this we'll want to reset the pointer history // on the first update to avoid visual snapping to the cursoe. const isDistancePastThreshold = distance2D(info.offset, { x: 0, y: 0 }) >= 3; if (!isPanStarted && !isDistancePastThreshold) return; const { point } = info; const { timestamp } = frameData; this.history.push({ ...point, timestamp }); const { onStart, onMove } = this.handlers; if (!isPanStarted) { onStart && onStart(this.lastMoveEvent, info); this.startEvent = this.lastMoveEvent; } onMove && onMove(this.lastMoveEvent, info); }; this.handlePointerMove = (event, info) => { this.lastMoveEvent = event; this.lastMoveEventInfo = transformPoint(info, this.transformPagePoint); // Throttle mouse move event to once per frame frame.update(this.updatePoint, true); }; this.handlePointerUp = (event, info) => { this.end(); const { onEnd, onSessionEnd, resumeAnimation } = this.handlers; if (this.dragSnapToOrigin) resumeAnimation && resumeAnimation(); if (!(this.lastMoveEvent && this.lastMoveEventInfo)) return; const panInfo = getPanInfo(event.type === "pointercancel" ? this.lastMoveEventInfo : transformPoint(info, this.transformPagePoint), this.history); if (this.startEvent && onEnd) { onEnd(event, panInfo); } onSessionEnd && onSessionEnd(event, panInfo); }; // If we have more than one touch, don't start detecting this gesture if (!motionDom.isPrimaryPointer(event)) return; this.dragSnapToOrigin = dragSnapToOrigin; this.handlers = handlers; this.transformPagePoint = transformPagePoint; this.contextWindow = contextWindow || window; const info = extractEventInfo(event); const initialInfo = transformPoint(info, this.transformPagePoint); const { point } = initialInfo; const { timestamp } = frameData; this.history = [{ ...point, timestamp }]; const { onSessionStart } = handlers; onSessionStart && onSessionStart(event, getPanInfo(initialInfo, this.history)); this.removeListeners = pipe(addPointerEvent(this.contextWindow, "pointermove", this.handlePointerMove), addPointerEvent(this.contextWindow, "pointerup", this.handlePointerUp), addPointerEvent(this.contextWindow, "pointercancel", this.handlePointerUp)); } updateHandlers(handlers) { this.handlers = handlers; } end() { this.removeListeners && this.removeListeners(); cancelFrame(this.updatePoint); } } function transformPoint(info, transformPagePoint) { return transformPagePoint ? { point: transformPagePoint(info.point) } : info; } function subtractPoint(a, b) { return { x: a.x - b.x, y: a.y - b.y }; } function getPanInfo({ point }, history) { return { point, delta: subtractPoint(point, lastDevicePoint(history)), offset: subtractPoint(point, startDevicePoint(history)), velocity: getVelocity(history, 0.1), }; } function startDevicePoint(history) { return history[0]; } function lastDevicePoint(history) { return history[history.length - 1]; } function getVelocity(history, timeDelta) { if (history.length < 2) { return { x: 0, y: 0 }; } let i = history.length - 1; let timestampedPoint = null; const lastPoint = lastDevicePoint(history); while (i >= 0) { timestampedPoint = history[i]; if (lastPoint.timestamp - timestampedPoint.timestamp > motionUtils.secondsToMilliseconds(timeDelta)) { break; } i--; } if (!timestampedPoint) { return { x: 0, y: 0 }; } const time = motionUtils.millisecondsToSeconds(lastPoint.timestamp - timestampedPoint.timestamp); if (time === 0) { return { x: 0, y: 0 }; } const currentVelocity = { x: (lastPoint.x - timestampedPoint.x) / time, y: (lastPoint.y - timestampedPoint.y) / time, }; if (currentVelocity.x === Infinity) { currentVelocity.x = 0; } if (currentVelocity.y === Infinity) { currentVelocity.y = 0; } return currentVelocity; } function isRefObject(ref) { return (ref && typeof ref === "object" && Object.prototype.hasOwnProperty.call(ref, "current")); } const SCALE_PRECISION = 0.0001; const SCALE_MIN = 1 - SCALE_PRECISION; const SCALE_MAX = 1 + SCALE_PRECISION; const TRANSLATE_PRECISION = 0.01; const TRANSLATE_MIN = 0 - TRANSLATE_PRECISION; const TRANSLATE_MAX = 0 + TRANSLATE_PRECISION; function calcLength(axis) { return axis.max - axis.min; } function isNear(value, target, maxDistance) { return Math.abs(value - target) <= maxDistance; } function calcAxisDelta(delta, source, target, origin = 0.5) { delta.origin = origin; delta.originPoint = mixNumber$1(source.min, source.max, delta.origin); delta.scale = calcLength(target) / calcLength(source); delta.translate = mixNumber$1(target.min, target.max, delta.origin) - delta.originPoint; if ((delta.scale >= SCALE_MIN && delta.scale <= SCALE_MAX) || isNaN(delta.scale)) { delta.scale = 1.0; } if ((delta.translate >= TRANSLATE_MIN && delta.translate <= TRANSLATE_MAX) || isNaN(delta.translate)) { delta.translate = 0.0; } } function calcBoxDelta(delta, source, target, origin) { calcAxisDelta(delta.x, source.x, target.x, origin ? origin.originX : undefined); calcAxisDelta(delta.y, source.y, target.y, origin ? origin.originY : undefined); } function calcRelativeAxis(target, relative, parent) { target.min = parent.min + relative.min; target.max = target.min + calcLength(relative); } function calcRelativeBox(target, relative, parent) { calcRelativeAxis(target.x, relative.x, parent.x); calcRelativeAxis(target.y, relative.y, parent.y); } function calcRelativeAxisPosition(target, layout, parent) { target.min = layout.min - parent.min; target.max = target.min + calcLength(layout); } function calcRelativePosition(target, layout, parent) { calcRelativeAxisPosition(target.x, layout.x, parent.x); calcRelativeAxisPosition(target.y, layout.y, parent.y); } /** * Apply constraints to a point. These constraints are both physical along an * axis, and an elastic factor that determines how much to constrain the point * by if it does lie outside the defined parameters. */ function applyConstraints(point, { min, max }, elastic) { if (min !== undefined && point < min) { // If we have a min point defined, and this is outside of that, constrain point = elastic ? mixNumber$1(min, point, elastic.min) : Math.max(point, min); } else if (max !== undefined && point > max) { // If we have a max point defined, and this is outside of that, constrain point = elastic ? mixNumber$1(max, point, elastic.max) : Math.min(point, max); } return point; } /** * Calculate constraints in terms of the viewport when defined relatively to the * measured axis. This is measured from the nearest edge, so a max constraint of 200 * on an axis with a max value of 300 would return a constraint of 500 - axis length */ function calcRelativeAxisConstraints(axis, min, max) { return { min: min !== undefined ? axis.min + min : undefined, max: max !== undefined ? axis.max + max - (axis.max - axis.min) : undefined, }; } /** * Calculate constraints in terms of the viewport when * defined relatively to the measured bounding box. */ function calcRelativeConstraints(layoutBox, { top, left, bottom, right }) { return { x: calcRelativeAxisConstraints(layoutBox.x, left, right), y: calcRelativeAxisConstraints(layoutBox.y, top, bottom), }; } /** * Calculate viewport constraints when defined as another viewport-relative axis */ function calcViewportAxisConstraints(layoutAxis, constraintsAxis) { let min = constraintsAxis.min - layoutAxis.min; let max = constraintsAxis.max - layoutAxis.max; // If the constraints axis is actually smaller than the layout axis then we can // flip the constraints if (constraintsAxis.max - constraintsAxis.min < layoutAxis.max - layoutAxis.min) { [min, max] = [max, min]; } return { min, max }; } /** * Calculate viewport constraints when defined as another viewport-relative box */ function calcViewportConstraints(layoutBox, constraintsBox) { return { x: calcViewportAxisConstraints(layoutBox.x, constraintsBox.x), y: calcViewportAxisConstraints(layoutBox.y, constraintsBox.y), }; } /** * Calculate a transform origin relative to the source axis, between 0-1, that results * in an asthetically pleasing scale/transform needed to project from source to target. */ function calcOrigin$1(source, target) { let origin = 0.5; const sourceLength = calcLength(source); const targetLength = calcLength(target); if (targetLength > sourceLength) { origin = motionUtils.progress(target.min, target.max - sourceLength, source.min); } else if (sourceLength > targetLength) { origin = motionUtils.progress(source.min, source.max - targetLength, target.min); } return clamp(0, 1, origin); } /** * Rebase the calculated viewport constraints relative to the layout.min point. */ function rebaseAxisConstraints(layout, constraints) { const relativeConstraints = {}; if (constraints.min !== undefined) { relativeConstraints.min = constraints.min - layout.min; } if (constraints.max !== undefined) { relativeConstraints.max = constraints.max - layout.min; } return relativeConstraints; } const defaultElastic = 0.35; /** * Accepts a dragElastic prop and returns resolved elastic values for each axis. */ function resolveDragElastic(dragElastic = defaultElastic) { if (dragElastic === false) { dragElastic = 0; } else if (dragElastic === true) { dragElastic = defaultElastic; } return { x: resolveAxisElastic(dragElastic, "left", "right"), y: resolveAxisElastic(dragElastic, "top", "bottom"), }; } function resolveAxisElastic(dragElastic, minLabel, maxLabel) { return { min: resolvePointElastic(dragElastic, minLabel), max: resolvePointElastic(dragElastic, maxLabel), }; } function resolvePointElastic(dragElastic, label) { return typeof dragElastic === "number" ? dragElastic : dragElastic[label] || 0; } 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(), }); function eachAxis(callback) { return [callback("x"), callback("y")]; } /** * 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 || values.skewX || values.skewY); } 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); } const TREE_SCALE_SNAP_MIN = 0.999999999999; const TREE_SCALE_SNAP_MAX = 1.0000000000001; /** * 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 { visualElement } = node.options; if (visualElement && visualElement.props.style && visualElement.props.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. */ if (treeScale.x < TREE_SCALE_SNAP_MAX && treeScale.x > TREE_SCALE_SNAP_MIN) { treeScale.x = 1.0; } if (treeScale.y < TREE_SCALE_SNAP_MAX && treeScale.y > TREE_SCALE_SNAP_MIN) { treeScale.y = 1.0; } } 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, axisTranslate, axisScale, boxScale, axisOrigin = 0.5) { const originPoint = mixNumber$1(axis.min, axis.max, axisOrigin); // Apply the axis delta to the final axis applyAxisDelta(axis, axisTranslate, axisScale, originPoint, boxScale); } /** * Apply a transform to a box from the latest resolved motion values. */ function transformBox(box, transform) { transformAxis(box.x, transform.x, transform.scaleX, transform.scale, transform.originX); transformAxis(box.y, transform.y, transform.scaleY, transform.scale, transform.originY); } 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; } // Fixes https://github.com/motiondivision/motion/issues/2270 const getContextWindow = ({ current }) => { return current ? current.ownerDocument.defaultView : null; }; const elementDragControls = new WeakMap(); /** * */ // let latestPointerEvent: PointerEvent class VisualElementDragControls { constructor(visualElement) { this.openDragLock = null; this.isDragging = false; this.currentDirection = null; this.originPoint = { x: 0, y: 0 }; /** * The permitted boundaries of travel, in pixels. */ this.constraints = false; this.hasMutatedConstraints = false; /** * The per-axis resolved elastic values. */ this.elastic = createBox(); this.visualElement = visualElement; } start(originEvent, { snapToCursor = false } = {}) { /** * Don't start dragging if this component is exiting */ const { presenceContext } = this.visualElement; if (presenceContext && presenceContext.isPresent === false) return; const onSessionStart = (event) => { const { dragSnapToOrigin } = this.getProps(); // Stop or pause any animations on both axis values immediately. This allows the user to throw and catch // the component. dragSnapToOrigin ? this.pauseAnimation() : this.stopAnimation(); if (snapToCursor) { this.snapToCursor(extractEventInfo(event).point); } }; const onStart = (event, info) => { // Attempt to grab the global drag gesture lock - maybe make this part of PanSession const { drag, dragPropagation, onDragStart } = this.getProps(); if (drag && !dragPropagation) { if (this.openDragLock) this.openDragLock(); this.openDragLock = motionDom.setDragLock(drag); // If we don 't have the lock, don't start dragging if (!this.openDragLock) return; } this.isDragging = true; this.currentDirection = null; this.resolveConstraints(); if (this.visualElement.projection) { this.visualElement.projection.isAnimationBlocked = true; this.visualElement.projection.target = undefined; } /** * Record gesture origin */ eachAxis((axis) => { let current = this.getAxisMotionValue(axis).get() || 0; /** * If the MotionValue is a percentage value convert to px */ if (percent.test(current)) { const { projection } = this.visualElement; if (projection && projection.layout) { const measuredAxis = projection.layout.layoutBox[axis]; if (measuredAxis) { const length = calcLength(measuredAxis); current = length * (parseFloat(current) / 100); } } } this.originPoint[axis] = current; }); // Fire onDragStart event if (onDragStart) { frame.postRender(() => onDragStart(event, info)); } addValueToWillChange(this.visualElement, "transform"); const { animationState } = this.visualElement; animationState && animationState.setActive("whileDrag", true); }; const onMove = (event, info) => { // latestPointerEvent = event const { dragPropagation, dragDirectionLock, onDirectionLock, onDrag, } = this.getProps(); // If we didn't successfully receive the gesture lock, early return. if (!dragPropagation && !this.openDragLock) return; const { offset } = info; // Attempt to detect drag direction if directionLock is true if (dragDirectionLock && this.currentDirection === null) { this.currentDirection = getCurrentDirection(offset); // If we've successfully set a direction, notify listener if (this.currentDirection !== null) { onDirectionLock && onDirectionLock(this.currentDirection); } return; } // Update each point with the latest position this.updateAxis("x", info.point, offset); this.updateAxis("y", info.point, offset); /** * Ideally we would leave the renderer to fire naturally at the end of * this frame but if the element is about to change layout as the result * of a re-render we want to ensure the browser can read the latest * bounding box to ensure the pointer and element don't fall out of sync. */ this.visualElement.render(); /** * This must fire after the render call as it might trigger a state * change which itself might trigger a layout update. */ onDrag && onDrag(event, info); }; const onSessionEnd = (event, info) => this.stop(event, info); const resumeAnimation = () => eachAxis((axis) => { var _a; return this.getAnimationState(axis) === "paused" && ((_a = this.getAxisMotionValue(axis).animation) === null || _a === void 0 ? void 0 : _a.play()); }); const { dragSnapToOrigin } = this.getProps(); this.panSession = new PanSession(originEvent, { onSessionStart, onStart, onMove, onSessionEnd, resumeAnimation, }, { transformPagePoint: this.visualElement.getTransformPagePoint(), dragSnapToOrigin, contextWindow: getContextWindow(this.visualElement), }); } stop(event, info) { const isDragging = this.isDragging; this.cancel(); if (!isDragging) return; const { velocity } = info; this.startAnimation(velocity); const { onDragEnd } = this.getProps(); if (onDragEnd) { frame.postRender(() => onDragEnd(event, info)); } } cancel() { this.isDragging = false; const { projection, animationState } = this.visualElement; if (projection) { projection.isAnimationBlocked = false; } this.panSession && this.panSession.end(); this.panSession = undefined; const { dragPropagation } = this.getProps(); if (!dragPropagation && this.openDragLock) { this.openDragLock(); this.openDragLock = null; } animationState && animationState.setActive("whileDrag", false); } updateAxis(axis, _point, offset) { const { drag } = this.getProps(); // If we're not dragging this axis, do an early return. if (!offset || !shouldDrag(axis, drag, this.currentDirection)) return; const axisValue = this.getAxisMotionValue(axis); let next = this.originPoint[axis] + offset[axis]; // Apply constraints if (this.constraints && this.constraints[axis]) { next = applyConstraints(next, this.constraints[axis], this.elastic[axis]); } axisValue.set(next); } resolveConstraints() { var _a; const { dragConstraints, dragElastic } = this.getProps(); const layout = this.visualElement.projection && !this.visualElement.projection.layout ? this.visualElement.projection.measure(false) : (_a = this.visualElement.projection) === null || _a === void 0 ? void 0 : _a.layout; const prevConstraints = this.constraints; if (dragConstraints && isRefObject(dragConstraints)) { if (!this.constraints) { this.constraints = this.resolveRefConstraints(); } } else { if (dragConstraints && layout) { this.constraints = calcRelativeConstraints(layout.layoutBox, dragConstraints); } else { this.constraints = false; } } this.elastic = resolveDragElastic(dragElastic); /** * If we're outputting to external MotionValues, we want to rebase the measured constraints * from viewport-relative to component-relative. */ if (prevConstraints !== this.constraints && layout && this.constraints && !this.hasMutatedConstraints) { eachAxis((axis) => { if (this.constraints !== false && this.getAxisMotionValue(axis)) { this.constraints[axis] = rebaseAxisConstraints(layout.layoutBox[axis], this.constraints[axis]); } }); } } resolveRefConstraints() { const { dragConstraints: constraints, onMeasureDragConstraints } = this.getProps(); if (!constraints || !isRefObject(constraints)) return false; const constraintsElement = constraints.current; motionUtils.invariant(constraintsElement !== null, "If `dragConstraints` is set as a React ref, that ref must be passed to another component's `ref` prop."); const { projection } = this.visualElement; // TODO if (!projection || !projection.layout) return false; const constraintsBox = measurePageBox(constraintsElement, projection.root, this.visualElement.getTransformPagePoint()); let measuredConstraints = calcViewportConstraints(projection.layout.layoutBox, constraintsBox); /** * If there's an onMeasureDragConstraints listener we call it and * if different constraints are returned, set constraints to that */ if (onMeasureDragConstraints) { const userConstraints = onMeasureDragConstraints(convertBoxToBoundingBox(measuredConstraints)); this.hasMutatedConstraints = !!userConstraints; if (userConstraints) { measuredConstraints = convertBoundingBoxToBox(userConstraints); } } return measuredConstraints; } startAnimation(velocity) { const { drag, dragMomentum, dragElastic, dragTransition, dragSnapToOrigin, onDragTransitionEnd, } = this.getProps(); const constraints = this.constraints || {}; const momentumAnimations = eachAxis((axis) => { if (!shouldDrag(axis, drag, this.currentDirection)) { return; } let transition = (constraints && constraints[axis]) || {}; if (dragSnapToOrigin) transition = { min: 0, max: 0 }; /** * Overdamp the boundary spring if `dragElastic` is disabled. There's still a frame * of spring animations so we should look into adding a disable spring option to `inertia`. * We could do something here where we affect the `bounceStiffness` and `bounceDamping` * using the value of `dragElastic`. */ const bounceStiffness = dragElastic ? 200 : 1000000; const bounceDamping = dragElastic ? 40 : 10000000; const inertia = { type: "inertia", velocity: dragMomentum ? velocity[axis] : 0, bounceStiffness, bounceDamping, timeConstant: 750, restDelta: 1, restSpeed: 10, ...dragTransition, ...transition, }; // If we're not animating on an externally-provided `MotionValue` we can use the // component's animation controls which will handle interactions with whileHover (etc), // otherwise we just have to animate the `MotionValue` itself. return this.startAxisValueAnimation(axis, inertia); }); // Run all animations and then resolve the new drag constraints. return Promise.all(momentumAnimations).then(onDragTransitionEnd); } startAxisValueAnimation(axis, transition) { const axisValue = this.getAxisMotionValue(axis); addValueToWillChange(this.visualElement, axis); return axisValue.start(animateMotionValue(axis, axisValue, 0, transition, this.visualElement, false)); } stopAnimation() { eachAxis((axis) => this.getAxisMotionValue(axis).stop()); } pauseAnimation() { eachAxis((axis) => { var _a; return (_a = this.getAxisMotionValue(axis).animation) === null || _a === void 0 ? void 0 : _a.pause(); }); } getAnimationState(axis) { var _a; return (_a = this.getAxisMotionValue(axis).animation) === null || _a === void 0 ? void 0 : _a.state; } /** * Drag works differently depending on which props are provided. * * - If _dragX and _dragY are provided, we output the gesture delta directly to those motion values. * - Otherwise, we apply the delta to the x/y motion values. */ getAxisMotionValue(axis) { const dragKey = `_drag${axis.toUpperCase()}`; const props = this.visualElement.getProps(); const externalMotionValue = props[dragKey]; return externalMotionValue ? externalMotionValue : this.visualElement.getValue(axis, (props.initial ? props.initial[axis] : undefined) || 0); } snapToCursor(point) { eachAxis((axis) => { const { drag } = this.getProps(); // If we're not dragging this axis, do an early return. if (!shouldDrag(axis, drag, this.currentDirection)) return; const { projection } = this.visualElement; const axisValue = this.getAxisMotionValue(axis); if (projection && projection.layout) { const { min, max } = projection.layout.layoutBox[axis]; axisValue.set(point[axis] - mixNumber$1(min, max, 0.5)); } }); } /** * When the viewport resizes we want to check if the measured constraints * have changed and, if so, reposition the element within those new constraints * relative to where it was before the resize. */ scalePositionWithinConstraints() { if (!this.visualElement.current) return; const { drag, dragConstraints } = this.getProps(); const { projection } = this.visualElement; if (!isRefObject(dragConstraints) || !projection || !this.constraints) return; /** * Stop current animations as there can be visual glitching if we try to do * this mid-animation */ this.stopAnimation(); /** * Record the relative position of the dragged element relative to the * constraints box and save as a progress value. */ const boxProgress = { x: 0, y: 0 }; eachAxis((axis) => { const axisValue = this.getAxisMotionValue(axis); if (axisValue && this.constraints !== false) { const latest = axisValue.get(); boxProgress[axis] = calcOrigin$1({ min: latest, max: latest }, this.constraints[axis]); } }); /** * Update the layout of this element and resolve the latest drag constraints */ const { transformTemplate } = this.visualElement.getProps(); this.visualElement.current.style.transform = transformTemplate ? transformTemplate({}, "") : "none"; projection.root && projection.root.updateScroll(); projection.updateLayout(); this.resolveConstraints(); /** * For each axis, calculate the current progress of the layout axis * within the new constraints. */ eachAxis((axis) => { if (!shouldDrag(axis, drag, null)) return; /** * Calculate a new transform based on the previous box progress */ const axisValue = this.getAxisMotionValue(axis); const { min, max } = this.constraints[axis]; axisValue.set(mixNumber$1(min, max, boxProgress[axis])); }); } addListeners() { if (!this.visualElement.current) return; elementDragControls.set(this.visualElement, this); const element = this.visualElement.current; /** * Attach a pointerdown event listener on this DOM element to initiate drag tracking. */ const stopPointerListener = addPointerEvent(element, "pointerdown", (event) => { const { drag, dragListener = true } = this.getProps(); drag && dragListener && this.start(event); }); const measureDragConstraints = () => { const { dragConstraints } = this.getProps(); if (isRefObject(dragConstraints) && dragConstraints.current) { this.constraints = this.resolveRefConstraints(); } }; const { projection } = this.visualElement; const stopMeasureLayoutListener = projection.addEventListener("measure", measureDragConstraints); if (projection && !projection.layout) { projection.root && projection.root.updateScroll(); projection.updateLayout(); } frame.read(measureDragConstraints); /** * Attach a window resize listener to scale the draggable target within its defined * constraints as the window resizes. */ const stopResizeListener = addDomEvent(window, "resize", () => this.scalePositionWithinConstraints()); /** * If the element's layout changes, calculate the delta and apply that to * the drag gesture's origin point. */ const stopLayoutUpdateListener = projection.addEventListener("didUpdate", (({ delta, hasLayoutChanged }) => { if (this.isDragging && hasLayoutChanged) { eachAxis((axis) => { const motionValue = this.getAxisMotionValue(axis); if (!motionValue) return; this.originPoint[axis] += delta[axis].translate; motionValue.set(motionValue.get() + delta[axis].translate); }); this.visualElement.render(); } })); return () => { stopResizeListener(); stopPointerListener(); stopMeasureLayoutListener(); stopLayoutUpdateListener && stopLayoutUpdateListener(); }; } getProps() { const props = this.visualElement.getProps(); const { drag = false, dragDirectionLock = false, dragPropagation = false, dragConstraints = false, dragElastic = defaultElastic, dragMomentum = true, } = props; return { ...props, drag, dragDirectionLock, dragPropagation, dragConstraints, dragElastic, dragMomentum, }; } } function shouldDrag(direction, drag, currentDirection) { return ((drag === true || drag === direction) && (currentDirection === null || currentDirection === direction)); } /** * Based on an x/y offset determine the current drag direction. If both axis' offsets are lower * than the provided threshold, return `null`. * * @param offset - The x/y offset from origin. * @param lockThreshold - (Optional) - the minimum absolute offset before we can determine a drag direction. */ function getCurrentDirection(offset, lockThreshold = 10) { let direction = null; if (Math.abs(offset.y) > lockThreshold) { direction = "y"; } else if (Math.abs(offset.x) > lockThreshold) { direction = "x"; } return direction; } class DragGesture extends Feature { constructor(node) { super(node); this.removeGroupControls = motionUtils.noop; this.removeListeners = motionUtils.noop; this.controls = new VisualElementDragControls(node); } mount() { // If we've been provided a DragControls for manual control over the drag gesture, // subscribe this component to it on mount. const { dragControls } = this.node.getProps(); if (dragControls) { this.removeGroupControls = dragControls.subscribe(this.controls); } this.removeListeners = this.controls.addListeners() || motionUtils.noop; } unmount() { this.removeGroupControls(); this.removeListeners(); } } const asyncHandler = (handler) => (event, info) => { if (handler) { frame.postRender(() => handler(event, info)); } }; class PanGesture extends Feature { constructor() { super(...arguments); this.removePointerDownListener = motionUtils.noop; } onPointerDown(pointerDownEvent) { this.session = new PanSession(pointerDownEvent, this.createPanHandlers(), { transformPagePoint: this.node.getTransformPagePoint(), contextWindow: getContextWindow(this.node), }); } createPanHandlers() { const { onPanSessionStart, onPanStart, onPan, onPanEnd } = this.node.getProps(); return { onSessionStart: asyncHandler(onPanSessionStart), onStart: asyncHandler(onPanStart), onMove: onPan, onEnd: (event, info) => { delete this.session; if (onPanEnd) { frame.postRender(() => onPanEnd(event, info)); } }, }; } mount() { this.removePointerDownListener = addPointerEvent(this.node.current, "pointerdown", (event) => this.onPointerDown(event)); } update() { this.session && this.session.updateHandlers(this.createPanHandlers()); } unmount() { this.removePointerDownListener(); this.session && this.session.end(); } } 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; } const visualElementStore = new WeakMap(); function isSVGElement(element) { return element instanceof SVGElement && element.tagName !== "svg"; } 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 isBrowser = typeof window !== "undefined"; // 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; } } /** * 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)); function isControllingVariants(props) { return (isAnimationControls(props.animate) || variantProps.some((name) => isVariantLabel(props[name]))); } function isVariantNode(props) { return Boolean(isControllingVariants(props) || props.variants); } function updateMotionValuesFromProps(element, next, prev) { 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); /** * Check the version of the incoming motion value with this version * and warn against mismatches. */ if (process.env.NODE_ENV === "development") { warnOnce(nextValue.version === "11.18.2", `Attempting to mix Motion versions ${nextValue.version} with 11.18.2 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 })); } 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); if (existingValue.liveStyle === true) { existingValue.jump(nextValue); } else if (!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 propEventHandlers = [ "AnimationStart", "AnimationComplete", "Update", "BeforeLayoutMeasure", "LayoutMeasure", "LayoutAnimationStart", "LayoutAnimationComplete", ]; /** * A VisualElement is an imperative abstraction around UI elements such as * HTMLElement, SVGElement, Three.Object3D etc. */ class VisualElement { /** * 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, _visualElement) { return {}; } constructor({ parent, props, presenceContext, reducedMotionConfig, blockInitialAnimation, 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(); this.KeyframeResolver = KeyframeResolver; /** * 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.renderScheduledAt = 0.0; this.scheduleRender = () => { const now = time.now(); if (this.renderScheduledAt < now) { this.renderScheduledAt = now; frame.render(this.render, false, true); } }; const { latestValues, renderState, onUpdate } = visualState; this.onUpdate = onUpdate; 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.blockInitialAnimation = Boolean(blockInitialAnimation); 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 necessarily a breaking change, * more a reflection of the test. */ const { willChange, ...initialMotionValues } = this.scrapeMotionValuesFromProps(props, {}, this); for (const key in initialMotionValues) { const value = initialMotionValues[key]; if (latestValues[key] !== undefined && isMotionValue(value)) { value.set(latestValues[key], false); } } } 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.valueSubscriptions.clear(); 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) { const feature = this.features[key]; if (feature) { feature.unmount(); feature.isMounted = false; } } this.current = null; } bindToMotionValue(key, value) { if (this.valueSubscriptions.has(key)) { this.valueSubscriptions.get(key)(); } const valueIsTransform = transformProps.has(key); const removeOnChange = value.on("change", (latestValue) => { this.latestValues[key] = latestValue; this.props.onUpdate && frame.preRender(this.notifyUpdate); if (valueIsTransform && this.projection) { this.projection.isTransformDirty = true; } }); const removeOnRenderRequest = value.on("renderRequest", this.scheduleRender); let removeSyncCheck; if (window.MotionCheckAppearSync) { removeSyncCheck = window.MotionCheckAppearSync(this, key, value); } this.valueSubscriptions.set(key, () => { removeOnChange(); removeOnRenderRequest(); if (removeSyncCheck) removeSyncCheck(); if (value.owner) value.stop(); }); } 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); } updateFeatures() { let key = "animation"; for (key in featureDefinitions) { const featureDefinition = featureDefinitions[key]; if (!featureDefinition) continue; const { isEnabled, Feature: FeatureConstructor } = featureDefinition; /** * If this feature is enabled but not active, make a new instance. */ if (!this.features[key] && FeatureConstructor && isEnabled(this.props)) { this.features[key] = new FeatureConstructor(this); } /** * If we have a feature, mount or update it. */ if (this.features[key]) { const feature = this.features[key]; if (feature.isMounted) { feature.update(); } else { feature.mount(); feature.isMounted = true; } } } } triggerBuild() { this.build(this.renderState, this.latestValues, 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; } /** * 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 listenerName = ("on" + key); const listener = props[listenerName]; if (listener) { this.propEventSubscriptions[key] = this.on(key, listener); } } this.prevMotionValues = updateMotionValuesFromProps(this, this.scrapeMotionValuesFromProps(props, this.prevProps, this), this.prevMotionValues); if (this.handleChildMotionValue) { this.handleChildMotionValue(); } this.onUpdate && this.onUpdate(this); } 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; } /** * 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 const existingValue = this.values.get(key); if (value !== existingValue) { if (existingValue) 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 === null ? undefined : 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, target) { var _a; let value = 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); if (value !== undefined && value !== null) { 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(target)) { value = getAnimatableNone(key, target); } this.setBaseTarget(key, isMotionValue(value) ? value.get() : value); } return isMotionValue(value) ? value.get() : value; } /** * 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; let valueFromInitial; if (typeof initial === "string" || typeof initial === "object") { const variant = resolveVariantFromProps(this.props, initial, (_a = this.presenceContext) === null || _a === void 0 ? void 0 : _a.custom); if (variant) { valueFromInitial = variant[key]; } } /** * 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 { constructor() { super(...arguments); this.KeyframeResolver = DOMKeyframesResolver; } 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]; } 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}`; } }); } } } /** * 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 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(latestValues, transform, transformTemplate) { // The transform string we're going to build into. let transformString = ""; let transformIsDefault = true; /** * 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]; const value = latestValues[key]; if (value === undefined) continue; let valueIsDefault = true; if (typeof value === "number") { valueIsDefault = value === (key.startsWith("scale") ? 1 : 0); } else { valueIsDefault = parseFloat(value) === 0; } if (!valueIsDefault || transformTemplate) { const valueAsType = getValueAsType(value, numberValueTypes[key]); if (!valueIsDefault) { transformIsDefault = false; const transformName = translateAlias[key] || key; transformString += `${transformName}(${valueAsType}) `; } if (transformTemplate) { transform[key] = valueAsType; } } } 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 (transformIsDefault) { transformString = "none"; } return transformString; } function buildHTMLStyles(state, latestValues, transformTemplate) { const { style, vars, transformOrigin } = state; // Track whether we encounter any transform or transformOrigin values. let hasTransform = false; let hasTransformOrigin = false; /** * 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 separately for further processing. */ for (const key in latestValues) { const value = latestValues[key]; if (transformProps.has(key)) { // If this is a transform, flag to enable further transform processing hasTransform = true; continue; } else if (isCSSVariableName(key)) { vars[key] = value; continue; } else { // Convert the value to its default value type, ie 0 -> "0px" const valueAsType = getValueAsType(value, numberValueTypes[key]); 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(latestValues, state.transform, 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} ${originZ}`; } } const dashKeys = { offset: "stroke-dashoffset", array: "stroke-dasharray", }; const camelKeys = { offset: "strokeDashoffset", array: "strokeDasharray", }; /** * Build SVG path properties. Uses the path's measured length to convert * our custom pathLength, pathSpacing and pathOffset into stroke-dashoffset * and stroke-dasharray attributes. * * This function is mutative to reduce per-frame GC. */ function buildSVGPath(attrs, length, spacing = 1, offset = 0, useDashCase = true) { // Normalise path length by setting SVG attribute pathLength to 1 attrs.pathLength = 1; // We use dash case when setting attributes directly to the DOM node and camel case // when defining props on a React component. const keys = useDashCase ? dashKeys : camelKeys; // Build the dash offset attrs[keys.offset] = px.transform(-offset); // Build the dash array const pathLength = px.transform(length); const pathSpacing = px.transform(spacing); attrs[keys.array] = `${pathLength} ${pathSpacing}`; } function calcOrigin(origin, offset, size) { return typeof origin === "string" ? origin : px.transform(offset + size * origin); } /** * The SVG transform origin defaults are different to CSS and is less intuitive, * so we use the measured dimensions of the SVG to reconcile these. */ function calcSVGTransformOrigin(dimensions, originX, originY) { const pxOriginX = calcOrigin(originX, dimensions.x, dimensions.width); const pxOriginY = calcOrigin(originY, dimensions.y, dimensions.height); return `${pxOriginX} ${pxOriginY}`; } /** * 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 }, isSVGTag, transformTemplate) { buildHTMLStyles(state, latest, 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); } } /** * 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", ]); 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]); } } 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]); } } const scaleCorrectors = {}; function addScaleCorrector(correctors) { Object.assign(scaleCorrectors, correctors); } function isForcedMotionValue(key, { layout, layoutId }) { return (transformProps.has(key) || key.startsWith("origin") || ((layout || layoutId !== undefined) && (!!scaleCorrectors[key] || key === "opacity"))); } function scrapeMotionValuesFromProps$1(props, prevProps, visualElement) { var _a; const { style } = props; const newValues = {}; for (const key in style) { if (isMotionValue(style[key]) || (prevProps.style && isMotionValue(prevProps.style[key])) || isForcedMotionValue(key, props) || ((_a = visualElement === null || visualElement === void 0 ? void 0 : visualElement.getValue(key)) === null || _a === void 0 ? void 0 : _a.liveStyle) !== undefined) { newValues[key] = style[key]; } } return newValues; } function scrapeMotionValuesFromProps(props, prevProps, visualElement) { const newValues = scrapeMotionValuesFromProps$1(props, prevProps, visualElement); 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; } class SVGVisualElement extends DOMVisualElement { constructor() { super(...arguments); this.type = "svg"; this.isSVGTag = false; this.measureInstanceViewportBox = createBox; } 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); } scrapeMotionValuesFromProps(props, prevProps, visualElement) { return scrapeMotionValuesFromProps(props, prevProps, visualElement); } build(renderState, latestValues, props) { buildSVGAttrs(renderState, latestValues, 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(element) { return window.getComputedStyle(element); } class HTMLVisualElement extends DOMVisualElement { constructor() { super(...arguments); this.type = "html"; this.renderInstance = renderHTML; } readValueFromInstance(instance, key) { if (transformProps.has(key)) { const defaultType = getDefaultValueType(key); return defaultType ? defaultType.default || 0 : 0; } else { const computedStyle = getComputedStyle(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, props) { buildHTMLStyles(renderState, latestValues, props.transformTemplate); } scrapeMotionValuesFromProps(props, prevProps, visualElement) { return scrapeMotionValuesFromProps$1(props, prevProps, visualElement); } } /** * Timeout defined in ms */ function delay(callback, timeout) { const start = time.now(); const checkElapsed = ({ timestamp }) => { const elapsed = timestamp - start; if (elapsed >= timeout) { cancelFrame(checkElapsed); callback(elapsed - timeout); } }; frame.read(checkElapsed, true); return () => cancelFrame(checkElapsed); } const { schedule: microtask, cancel: cancelMicrotask } = createRenderBatcher(queueMicrotask, false); const compareByDepth = (a, b) => a.depth - b.depth; class FlatTree { constructor() { this.children = []; this.isDirty = false; } add(child) { addUniqueItem(this.children, child); this.isDirty = true; } remove(child) { removeItem(this.children, child); this.isDirty = true; } forEach(callback) { this.isDirty && this.children.sort(compareByDepth); this.isDirty = false; this.children.forEach(callback); } } /** * If the provided value is a MotionValue, this returns the actual value, otherwise just the value itself * * TODO: Remove and move to library */ function resolveMotionValue(value) { const unwrappedValue = isMotionValue(value) ? value.get() : value; return isCustomValue(unwrappedValue) ? unwrappedValue.toValue() : unwrappedValue; } const borders = ["TopLeft", "TopRight", "BottomLeft", "BottomRight"]; const numBorders = borders.length; const asNumber = (value) => typeof value === "string" ? parseFloat(value) : value; const isPx = (value) => typeof value === "number" || px.test(value); function mixValues(target, follow, lead, progress, shouldCrossfadeOpacity, isOnlyMember) { if (shouldCrossfadeOpacity) { target.opacity = mixNumber$1(0, // TODO Reinstate this if only child lead.opacity !== undefined ? lead.opacity : 1, easeCrossfadeIn(progress)); target.opacityExit = mixNumber$1(follow.opacity !== undefined ? follow.opacity : 1, 0, easeCrossfadeOut(progress)); } else if (isOnlyMember) { target.opacity = mixNumber$1(follow.opacity !== undefined ? follow.opacity : 1, lead.opacity !== undefined ? lead.opacity : 1, progress); } /** * Mix border radius */ for (let i = 0; i < numBorders; i++) { const borderLabel = `border${borders[i]}Radius`; let followRadius = getRadius(follow, borderLabel); let leadRadius = getRadius(lead, borderLabel); if (followRadius === undefined && leadRadius === undefined) continue; followRadius || (followRadius = 0); leadRadius || (leadRadius = 0); const canMix = followRadius === 0 || leadRadius === 0 || isPx(followRadius) === isPx(leadRadius); if (canMix) { target[borderLabel] = Math.max(mixNumber$1(asNumber(followRadius), asNumber(leadRadius), progress), 0); if (percent.test(leadRadius) || percent.test(followRadius)) { target[borderLabel] += "%"; } } else { target[borderLabel] = leadRadius; } } /** * Mix rotation */ if (follow.rotate || lead.rotate) { target.rotate = mixNumber$1(follow.rotate || 0, lead.rotate || 0, progress); } } function getRadius(values, radiusName) { return values[radiusName] !== undefined ? values[radiusName] : values.borderRadius; } // /** // * We only want to mix the background color if there's a follow element // * that we're not crossfading opacity between. For instance with switch // * AnimateSharedLayout animations, this helps the illusion of a continuous // * element being animated but also cuts down on the number of paints triggered // * for elements where opacity is doing that work for us. // */ // if ( // !hasFollowElement && // latestLeadValues.backgroundColor && // latestFollowValues.backgroundColor // ) { // /** // * This isn't ideal performance-wise as mixColor is creating a new function every frame. // * We could probably create a mixer that runs at the start of the animation but // * the idea behind the crossfader is that it runs dynamically between two potentially // * changing targets (ie opacity or borderRadius may be animating independently via variants) // */ // leadState.backgroundColor = followState.backgroundColor = mixColor( // latestFollowValues.backgroundColor as string, // latestLeadValues.backgroundColor as string // )(p) // } const easeCrossfadeIn = /*@__PURE__*/ compress(0, 0.5, circOut); const easeCrossfadeOut = /*@__PURE__*/ compress(0.5, 0.95, motionUtils.noop); function compress(min, max, easing) { return (p) => { // Could replace ifs with clamp if (p < min) return 0; if (p > max) return 1; return easing(motionUtils.progress(min, max, p)); }; } /** * Reset an axis to the provided origin box. * * This is a mutative operation. */ function copyAxisInto(axis, originAxis) { axis.min = originAxis.min; axis.max = originAxis.max; } /** * Reset a box to the provided origin box. * * This is a mutative operation. */ function copyBoxInto(box, originBox) { copyAxisInto(box.x, originBox.x); copyAxisInto(box.y, originBox.y); } /** * Reset a delta to the provided origin box. * * This is a mutative operation. */ function copyAxisDeltaInto(delta, originDelta) { delta.translate = originDelta.translate; delta.scale = originDelta.scale; delta.originPoint = originDelta.originPoint; delta.origin = originDelta.origin; } /** * Remove a delta from a point. This is essentially the steps of applyPointDelta in reverse */ function removePointDelta(point, translate, scale, originPoint, boxScale) { point -= translate; point = scalePoint(point, 1 / scale, originPoint); if (boxScale !== undefined) { point = scalePoint(point, 1 / boxScale, originPoint); } return point; } /** * Remove a delta from an axis. This is essentially the steps of applyAxisDelta in reverse */ function removeAxisDelta(axis, translate = 0, scale = 1, origin = 0.5, boxScale, originAxis = axis, sourceAxis = axis) { if (percent.test(translate)) { translate = parseFloat(translate); const relativeProgress = mixNumber$1(sourceAxis.min, sourceAxis.max, translate / 100); translate = relativeProgress - sourceAxis.min; } if (typeof translate !== "number") return; let originPoint = mixNumber$1(originAxis.min, originAxis.max, origin); if (axis === originAxis) originPoint -= translate; axis.min = removePointDelta(axis.min, translate, scale, originPoint, boxScale); axis.max = removePointDelta(axis.max, translate, scale, originPoint, boxScale); } /** * Remove a transforms from an axis. This is essentially the steps of applyAxisTransforms in reverse * and acts as a bridge between motion values and removeAxisDelta */ function removeAxisTransforms(axis, transforms, [key, scaleKey, originKey], origin, sourceAxis) { removeAxisDelta(axis, transforms[key], transforms[scaleKey], transforms[originKey], transforms.scale, origin, sourceAxis); } /** * 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"]; /** * Remove a transforms from an box. This is essentially the steps of applyAxisBox in reverse * and acts as a bridge between motion values and removeAxisDelta */ function removeBoxTransforms(box, transforms, originBox, sourceBox) { removeAxisTransforms(box.x, transforms, xKeys, originBox ? originBox.x : undefined, sourceBox ? sourceBox.x : undefined); removeAxisTransforms(box.y, transforms, yKeys, originBox ? originBox.y : undefined, sourceBox ? sourceBox.y : undefined); } function isAxisDeltaZero(delta) { return delta.translate === 0 && delta.scale === 1; } function isDeltaZero(delta) { return isAxisDeltaZero(delta.x) && isAxisDeltaZero(delta.y); } function axisEquals(a, b) { return a.min === b.min && a.max === b.max; } function boxEquals(a, b) { return axisEquals(a.x, b.x) && axisEquals(a.y, b.y); } function axisEqualsRounded(a, b) { return (Math.round(a.min) === Math.round(b.min) && Math.round(a.max) === Math.round(b.max)); } function boxEqualsRounded(a, b) { return axisEqualsRounded(a.x, b.x) && axisEqualsRounded(a.y, b.y); } function aspectRatio(box) { return calcLength(box.x) / calcLength(box.y); } function axisDeltaEquals(a, b) { return (a.translate === b.translate && a.scale === b.scale && a.originPoint === b.originPoint); } class NodeStack { constructor() { this.members = []; } add(node) { addUniqueItem(this.members, node); node.scheduleRender(); } remove(node) { removeItem(this.members, node); if (node === this.prevLead) { this.prevLead = undefined; } if (node === this.lead) { const prevLead = this.members[this.members.length - 1]; if (prevLead) { this.promote(prevLead); } } } relegate(node) { const indexOfNode = this.members.findIndex((member) => node === member); if (indexOfNode === 0) return false; /** * Find the next projection node that is present */ let prevLead; for (let i = indexOfNode; i >= 0; i--) { const member = this.members[i]; if (member.isPresent !== false) { prevLead = member; break; } } if (prevLead) { this.promote(prevLead); return true; } else { return false; } } promote(node, preserveFollowOpacity) { const prevLead = this.lead; if (node === prevLead) return; this.prevLead = prevLead; this.lead = node; node.show(); if (prevLead) { prevLead.instance && prevLead.scheduleRender(); node.scheduleRender(); node.resumeFrom = prevLead; if (preserveFollowOpacity) { node.resumeFrom.preserveOpacity = true; } if (prevLead.snapshot) { node.snapshot = prevLead.snapshot; node.snapshot.latestValues = prevLead.animationValues || prevLead.latestValues; } if (node.root && node.root.isUpdating) { node.isLayoutDirty = true; } const { crossfade } = node.options; if (crossfade === false) { prevLead.hide(); } /** * TODO: * - Test border radius when previous node was deleted * - boxShadow mixing * - Shared between element A in scrolled container and element B (scroll stays the same or changes) * - Shared between element A in transformed container and element B (transform stays the same or changes) * - Shared between element A in scrolled page and element B (scroll stays the same or changes) * --- * - Crossfade opacity of root nodes * - layoutId changes after animation * - layoutId changes mid animation */ } } exitAnimationComplete() { this.members.forEach((node) => { const { options, resumingFrom } = node; options.onExitComplete && options.onExitComplete(); if (resumingFrom) { resumingFrom.options.onExitComplete && resumingFrom.options.onExitComplete(); } }); } scheduleRender() { this.members.forEach((node) => { node.instance && node.scheduleRender(false); }); } /** * Clear any leads that have been removed this render to prevent them from being * used in future animations and to prevent memory leaks */ removeLeadSnapshot() { if (this.lead && this.lead.snapshot) { this.lead.snapshot = undefined; } } } function buildProjectionTransform(delta, treeScale, latestTransform) { let transform = ""; /** * The translations we use to calculate are always relative to the viewport coordinate space. * But when we apply scales, we also scale the coordinate space of an element and its children. * For instance if we have a treeScale (the culmination of all parent scales) of 0.5 and we need * to move an element 100 pixels, we actually need to move it 200 in within that scaled space. */ const xTranslate = delta.x.translate / treeScale.x; const yTranslate = delta.y.translate / treeScale.y; const zTranslate = (latestTransform === null || latestTransform === void 0 ? void 0 : latestTransform.z) || 0; if (xTranslate || yTranslate || zTranslate) { transform = `translate3d(${xTranslate}px, ${yTranslate}px, ${zTranslate}px) `; } /** * Apply scale correction for the tree transform. * This will apply scale to the screen-orientated axes. */ if (treeScale.x !== 1 || treeScale.y !== 1) { transform += `scale(${1 / treeScale.x}, ${1 / treeScale.y}) `; } if (latestTransform) { const { transformPerspective, rotate, rotateX, rotateY, skewX, skewY } = latestTransform; if (transformPerspective) transform = `perspective(${transformPerspective}px) ${transform}`; if (rotate) transform += `rotate(${rotate}deg) `; if (rotateX) transform += `rotateX(${rotateX}deg) `; if (rotateY) transform += `rotateY(${rotateY}deg) `; if (skewX) transform += `skewX(${skewX}deg) `; if (skewY) transform += `skewY(${skewY}deg) `; } /** * Apply scale to match the size of the element to the size we want it. * This will apply scale to the element-orientated axes. */ const elementScaleX = delta.x.scale * treeScale.x; const elementScaleY = delta.y.scale * treeScale.y; if (elementScaleX !== 1 || elementScaleY !== 1) { transform += `scale(${elementScaleX}, ${elementScaleY})`; } return transform || "none"; } /** * This should only ever be modified on the client otherwise it'll * persist through server requests. If we need instanced states we * could lazy-init via root. */ const globalProjectionState = { /** * Global flag as to whether the tree has animated since the last time * we resized the window */ hasAnimatedSinceResize: true, /** * We set this to true once, on the first update. Any nodes added to the tree beyond that * update will be given a `data-projection-id` attribute. */ hasEverUpdated: false, }; const metrics = { type: "projectionFrame", totalNodes: 0, resolvedTargetDeltas: 0, recalculatedProjection: 0, }; const isDebug = typeof window !== "undefined" && window.MotionDebug !== undefined; const transformAxes = ["", "X", "Y", "Z"]; const hiddenVisibility = { visibility: "hidden" }; /** * We use 1000 as the animation target as 0-1000 maps better to pixels than 0-1 * which has a noticeable difference in spring animations */ const animationTarget = 1000; let id = 0; function resetDistortingTransform(key, visualElement, values, sharedAnimationValues) { const { latestValues } = visualElement; // Record the distorting transform and then temporarily set it to 0 if (latestValues[key]) { values[key] = latestValues[key]; visualElement.setStaticValue(key, 0); if (sharedAnimationValues) { sharedAnimationValues[key] = 0; } } } function cancelTreeOptimisedTransformAnimations(projectionNode) { projectionNode.hasCheckedOptimisedAppear = true; if (projectionNode.root === projectionNode) return; const { visualElement } = projectionNode.options; if (!visualElement) return; const appearId = getOptimisedAppearId(visualElement); if (window.MotionHasOptimisedAnimation(appearId, "transform")) { const { layout, layoutId } = projectionNode.options; window.MotionCancelOptimisedAnimation(appearId, "transform", frame, !(layout || layoutId)); } const { parent } = projectionNode; if (parent && !parent.hasCheckedOptimisedAppear) { cancelTreeOptimisedTransformAnimations(parent); } } function createProjectionNode$1({ attachResizeListener, defaultParent, measureScroll, checkIsScrollRoot, resetTransform, }) { return class ProjectionNode { constructor(latestValues = {}, parent = defaultParent === null || defaultParent === void 0 ? void 0 : defaultParent()) { /** * A unique ID generated for every projection node. */ this.id = id++; /** * An id that represents a unique session instigated by startUpdate. */ this.animationId = 0; /** * A Set containing all this component's children. This is used to iterate * through the children. * * TODO: This could be faster to iterate as a flat array stored on the root node. */ this.children = new Set(); /** * Options for the node. We use this to configure what kind of layout animations * we should perform (if any). */ this.options = {}; /** * We use this to detect when its safe to shut down part of a projection tree. * We have to keep projecting children for scale correction and relative projection * until all their parents stop performing layout animations. */ this.isTreeAnimating = false; this.isAnimationBlocked = false; /** * Flag to true if we think this layout has been changed. We can't always know this, * currently we set it to true every time a component renders, or if it has a layoutDependency * if that has changed between renders. Additionally, components can be grouped by LayoutGroup * and if one node is dirtied, they all are. */ this.isLayoutDirty = false; /** * Flag to true if we think the projection calculations for this node needs * recalculating as a result of an updated transform or layout animation. */ this.isProjectionDirty = false; /** * Flag to true if the layout *or* transform has changed. This then gets propagated * throughout the projection tree, forcing any element below to recalculate on the next frame. */ this.isSharedProjectionDirty = false; /** * Flag transform dirty. This gets propagated throughout the whole tree but is only * respected by shared nodes. */ this.isTransformDirty = false; /** * Block layout updates for instant layout transitions throughout the tree. */ this.updateManuallyBlocked = false; this.updateBlockedByResize = false; /** * Set to true between the start of the first `willUpdate` call and the end of the `didUpdate` * call. */ this.isUpdating = false; /** * If this is an SVG element we currently disable projection transforms */ this.isSVG = false; /** * Flag to true (during promotion) if a node doing an instant layout transition needs to reset * its projection styles. */ this.needsReset = false; /** * Flags whether this node should have its transform reset prior to measuring. */ this.shouldResetTransform = false; /** * Store whether this node has been checked for optimised appear animations. As * effects fire bottom-up, and we want to look up the tree for appear animations, * this makes sure we only check each path once, stopping at nodes that * have already been checked. */ this.hasCheckedOptimisedAppear = false; /** * An object representing the calculated contextual/accumulated/tree scale. * This will be used to scale calculcated projection transforms, as these are * calculated in screen-space but need to be scaled for elements to layoutly * make it to their calculated destinations. * * TODO: Lazy-init */ this.treeScale = { x: 1, y: 1 }; /** * */ this.eventHandlers = new Map(); this.hasTreeAnimated = false; // Note: Currently only running on root node this.updateScheduled = false; this.scheduleUpdate = () => this.update(); this.projectionUpdateScheduled = false; this.checkUpdateFailed = () => { if (this.isUpdating) { this.isUpdating = false; this.clearAllSnapshots(); } }; /** * This is a multi-step process as shared nodes might be of different depths. Nodes * are sorted by depth order, so we need to resolve the entire tree before moving to * the next step. */ this.updateProjection = () => { this.projectionUpdateScheduled = false; /** * Reset debug counts. Manually resetting rather than creating a new * object each frame. */ if (isDebug) { metrics.totalNodes = metrics.resolvedTargetDeltas = metrics.recalculatedProjection = 0; } this.nodes.forEach(propagateDirtyNodes); this.nodes.forEach(resolveTargetDelta); this.nodes.forEach(calcProjection); this.nodes.forEach(cleanDirtyNodes); if (isDebug) { window.MotionDebug.record(metrics); } }; /** * Frame calculations */ this.resolvedRelativeTargetAt = 0.0; this.hasProjected = false; this.isVisible = true; this.animationProgress = 0; /** * Shared layout */ // TODO Only running on root node this.sharedNodes = new Map(); this.latestValues = latestValues; this.root = parent ? parent.root || parent : this; this.path = parent ? [...parent.path, parent] : []; this.parent = parent; this.depth = parent ? parent.depth + 1 : 0; for (let i = 0; i < this.path.length; i++) { this.path[i].shouldResetTransform = true; } if (this.root === this) this.nodes = new FlatTree(); } addEventListener(name, handler) { if (!this.eventHandlers.has(name)) { this.eventHandlers.set(name, new SubscriptionManager()); } return this.eventHandlers.get(name).add(handler); } notifyListeners(name, ...args) { const subscriptionManager = this.eventHandlers.get(name); subscriptionManager && subscriptionManager.notify(...args); } hasListeners(name) { return this.eventHandlers.has(name); } /** * Lifecycles */ mount(instance, isLayoutDirty = this.root.hasTreeAnimated) { if (this.instance) return; this.isSVG = isSVGElement(instance); this.instance = instance; const { layoutId, layout, visualElement } = this.options; if (visualElement && !visualElement.current) { visualElement.mount(instance); } this.root.nodes.add(this); this.parent && this.parent.children.add(this); if (isLayoutDirty && (layout || layoutId)) { this.isLayoutDirty = true; } if (attachResizeListener) { let cancelDelay; const resizeUnblockUpdate = () => (this.root.updateBlockedByResize = false); attachResizeListener(instance, () => { this.root.updateBlockedByResize = true; cancelDelay && cancelDelay(); cancelDelay = delay(resizeUnblockUpdate, 250); if (globalProjectionState.hasAnimatedSinceResize) { globalProjectionState.hasAnimatedSinceResize = false; this.nodes.forEach(finishAnimation); } }); } if (layoutId) { this.root.registerSharedNode(layoutId, this); } // Only register the handler if it requires layout animation if (this.options.animate !== false && visualElement && (layoutId || layout)) { this.addEventListener("didUpdate", ({ delta, hasLayoutChanged, hasRelativeTargetChanged, layout: newLayout, }) => { if (this.isTreeAnimationBlocked()) { this.target = undefined; this.relativeTarget = undefined; return; } // TODO: Check here if an animation exists const layoutTransition = this.options.transition || visualElement.getDefaultTransition() || defaultLayoutTransition; const { onLayoutAnimationStart, onLayoutAnimationComplete, } = visualElement.getProps(); /** * The target layout of the element might stay the same, * but its position relative to its parent has changed. */ const targetChanged = !this.targetLayout || !boxEqualsRounded(this.targetLayout, newLayout) || hasRelativeTargetChanged; /** * If the layout hasn't seemed to have changed, it might be that the * element is visually in the same place in the document but its position * relative to its parent has indeed changed. So here we check for that. */ const hasOnlyRelativeTargetChanged = !hasLayoutChanged && hasRelativeTargetChanged; if (this.options.layoutRoot || (this.resumeFrom && this.resumeFrom.instance) || hasOnlyRelativeTargetChanged || (hasLayoutChanged && (targetChanged || !this.currentAnimation))) { if (this.resumeFrom) { this.resumingFrom = this.resumeFrom; this.resumingFrom.resumingFrom = undefined; } this.setAnimationOrigin(delta, hasOnlyRelativeTargetChanged); const animationOptions = { ...motionDom.getValueTransition(layoutTransition, "layout"), onPlay: onLayoutAnimationStart, onComplete: onLayoutAnimationComplete, }; if (visualElement.shouldReduceMotion || this.options.layoutRoot) { animationOptions.delay = 0; animationOptions.type = false; } this.startAnimation(animationOptions); } else { /** * If the layout hasn't changed and we have an animation that hasn't started yet, * finish it immediately. Otherwise it will be animating from a location * that was probably never commited to screen and look like a jumpy box. */ if (!hasLayoutChanged) { finishAnimation(this); } if (this.isLead() && this.options.onExitComplete) { this.options.onExitComplete(); } } this.targetLayout = newLayout; }); } } unmount() { this.options.layoutId && this.willUpdate(); this.root.nodes.remove(this); const stack = this.getStack(); stack && stack.remove(this); this.parent && this.parent.children.delete(this); this.instance = undefined; cancelFrame(this.updateProjection); } // only on the root blockUpdate() { this.updateManuallyBlocked = true; } unblockUpdate() { this.updateManuallyBlocked = false; } isUpdateBlocked() { return this.updateManuallyBlocked || this.updateBlockedByResize; } isTreeAnimationBlocked() { return (this.isAnimationBlocked || (this.parent && this.parent.isTreeAnimationBlocked()) || false); } // Note: currently only running on root node startUpdate() { if (this.isUpdateBlocked()) return; this.isUpdating = true; this.nodes && this.nodes.forEach(resetSkewAndRotation); this.animationId++; } getTransformTemplate() { const { visualElement } = this.options; return visualElement && visualElement.getProps().transformTemplate; } willUpdate(shouldNotifyListeners = true) { this.root.hasTreeAnimated = true; if (this.root.isUpdateBlocked()) { this.options.onExitComplete && this.options.onExitComplete(); return; } /** * If we're running optimised appear animations then these must be * cancelled before measuring the DOM. This is so we can measure * the true layout of the element rather than the WAAPI animation * which will be unaffected by the resetSkewAndRotate step. * * Note: This is a DOM write. Worst case scenario is this is sandwiched * between other snapshot reads which will cause unnecessary style recalculations. * This has to happen here though, as we don't yet know which nodes will need * snapshots in startUpdate(), but we only want to cancel optimised animations * if a layout animation measurement is actually going to be affected by them. */ if (window.MotionCancelOptimisedAnimation && !this.hasCheckedOptimisedAppear) { cancelTreeOptimisedTransformAnimations(this); } !this.root.isUpdating && this.root.startUpdate(); if (this.isLayoutDirty) return; this.isLayoutDirty = true; for (let i = 0; i < this.path.length; i++) { const node = this.path[i]; node.shouldResetTransform = true; node.updateScroll("snapshot"); if (node.options.layoutRoot) { node.willUpdate(false); } } const { layoutId, layout } = this.options; if (layoutId === undefined && !layout) return; const transformTemplate = this.getTransformTemplate(); this.prevTransformTemplateValue = transformTemplate ? transformTemplate(this.latestValues, "") : undefined; this.updateSnapshot(); shouldNotifyListeners && this.notifyListeners("willUpdate"); } update() { this.updateScheduled = false; const updateWasBlocked = this.isUpdateBlocked(); // When doing an instant transition, we skip the layout update, // but should still clean up the measurements so that the next // snapshot could be taken correctly. if (updateWasBlocked) { this.unblockUpdate(); this.clearAllSnapshots(); this.nodes.forEach(clearMeasurements); return; } if (!this.isUpdating) { this.nodes.forEach(clearIsLayoutDirty); } this.isUpdating = false; /** * Write */ this.nodes.forEach(resetTransformStyle); /** * Read ================== */ // Update layout measurements of updated children this.nodes.forEach(updateLayout); /** * Write */ // Notify listeners that the layout is updated this.nodes.forEach(notifyLayoutUpdate); this.clearAllSnapshots(); /** * Manually flush any pending updates. Ideally * we could leave this to the following requestAnimationFrame but this seems * to leave a flash of incorrectly styled content. */ const now = time.now(); frameData.delta = clamp(0, 1000 / 60, now - frameData.timestamp); frameData.timestamp = now; frameData.isProcessing = true; frameSteps.update.process(frameData); frameSteps.preRender.process(frameData); frameSteps.render.process(frameData); frameData.isProcessing = false; } didUpdate() { if (!this.updateScheduled) { this.updateScheduled = true; microtask.read(this.scheduleUpdate); } } clearAllSnapshots() { this.nodes.forEach(clearSnapshot); this.sharedNodes.forEach(removeLeadSnapshots); } scheduleUpdateProjection() { if (!this.projectionUpdateScheduled) { this.projectionUpdateScheduled = true; frame.preRender(this.updateProjection, false, true); } } scheduleCheckAfterUnmount() { /** * If the unmounting node is in a layoutGroup and did trigger a willUpdate, * we manually call didUpdate to give a chance to the siblings to animate. * Otherwise, cleanup all snapshots to prevents future nodes from reusing them. */ frame.postRender(() => { if (this.isLayoutDirty) { this.root.didUpdate(); } else { this.root.checkUpdateFailed(); } }); } /** * Update measurements */ updateSnapshot() { if (this.snapshot || !this.instance) return; this.snapshot = this.measure(); } updateLayout() { if (!this.instance) return; // TODO: Incorporate into a forwarded scroll offset this.updateScroll(); if (!(this.options.alwaysMeasureLayout && this.isLead()) && !this.isLayoutDirty) { return; } /** * When a node is mounted, it simply resumes from the prevLead's * snapshot instead of taking a new one, but the ancestors scroll * might have updated while the prevLead is unmounted. We need to * update the scroll again to make sure the layout we measure is * up to date. */ if (this.resumeFrom && !this.resumeFrom.instance) { for (let i = 0; i < this.path.length; i++) { const node = this.path[i]; node.updateScroll(); } } const prevLayout = this.layout; this.layout = this.measure(false); this.layoutCorrected = createBox(); this.isLayoutDirty = false; this.projectionDelta = undefined; this.notifyListeners("measure", this.layout.layoutBox); const { visualElement } = this.options; visualElement && visualElement.notify("LayoutMeasure", this.layout.layoutBox, prevLayout ? prevLayout.layoutBox : undefined); } updateScroll(phase = "measure") { let needsMeasurement = Boolean(this.options.layoutScroll && this.instance); if (this.scroll && this.scroll.animationId === this.root.animationId && this.scroll.phase === phase) { needsMeasurement = false; } if (needsMeasurement) { const isRoot = checkIsScrollRoot(this.instance); this.scroll = { animationId: this.root.animationId, phase, isRoot, offset: measureScroll(this.instance), wasRoot: this.scroll ? this.scroll.isRoot : isRoot, }; } } resetTransform() { if (!resetTransform) return; const isResetRequested = this.isLayoutDirty || this.shouldResetTransform || this.options.alwaysMeasureLayout; const hasProjection = this.projectionDelta && !isDeltaZero(this.projectionDelta); const transformTemplate = this.getTransformTemplate(); const transformTemplateValue = transformTemplate ? transformTemplate(this.latestValues, "") : undefined; const transformTemplateHasChanged = transformTemplateValue !== this.prevTransformTemplateValue; if (isResetRequested && (hasProjection || hasTransform(this.latestValues) || transformTemplateHasChanged)) { resetTransform(this.instance, transformTemplateValue); this.shouldResetTransform = false; this.scheduleRender(); } } measure(removeTransform = true) { const pageBox = this.measurePageBox(); let layoutBox = this.removeElementScroll(pageBox); /** * Measurements taken during the pre-render stage * still have transforms applied so we remove them * via calculation. */ if (removeTransform) { layoutBox = this.removeTransform(layoutBox); } roundBox(layoutBox); return { animationId: this.root.animationId, measuredBox: pageBox, layoutBox, latestValues: {}, source: this.id, }; } measurePageBox() { var _a; const { visualElement } = this.options; if (!visualElement) return createBox(); const box = visualElement.measureViewportBox(); const wasInScrollRoot = ((_a = this.scroll) === null || _a === void 0 ? void 0 : _a.wasRoot) || this.path.some(checkNodeWasScrollRoot); if (!wasInScrollRoot) { // Remove viewport scroll to give page-relative coordinates const { scroll } = this.root; if (scroll) { translateAxis(box.x, scroll.offset.x); translateAxis(box.y, scroll.offset.y); } } return box; } removeElementScroll(box) { var _a; const boxWithoutScroll = createBox(); copyBoxInto(boxWithoutScroll, box); if ((_a = this.scroll) === null || _a === void 0 ? void 0 : _a.wasRoot) { return boxWithoutScroll; } /** * Performance TODO: Keep a cumulative scroll offset down the tree * rather than loop back up the path. */ for (let i = 0; i < this.path.length; i++) { const node = this.path[i]; const { scroll, options } = node; if (node !== this.root && scroll && options.layoutScroll) { /** * If this is a new scroll root, we want to remove all previous scrolls * from the viewport box. */ if (scroll.wasRoot) { copyBoxInto(boxWithoutScroll, box); } translateAxis(boxWithoutScroll.x, scroll.offset.x); translateAxis(boxWithoutScroll.y, scroll.offset.y); } } return boxWithoutScroll; } applyTransform(box, transformOnly = false) { const withTransforms = createBox(); copyBoxInto(withTransforms, box); for (let i = 0; i < this.path.length; i++) { const node = this.path[i]; if (!transformOnly && node.options.layoutScroll && node.scroll && node !== node.root) { transformBox(withTransforms, { x: -node.scroll.offset.x, y: -node.scroll.offset.y, }); } if (!hasTransform(node.latestValues)) continue; transformBox(withTransforms, node.latestValues); } if (hasTransform(this.latestValues)) { transformBox(withTransforms, this.latestValues); } return withTransforms; } removeTransform(box) { const boxWithoutTransform = createBox(); copyBoxInto(boxWithoutTransform, box); for (let i = 0; i < this.path.length; i++) { const node = this.path[i]; if (!node.instance) continue; if (!hasTransform(node.latestValues)) continue; hasScale(node.latestValues) && node.updateSnapshot(); const sourceBox = createBox(); const nodeBox = node.measurePageBox(); copyBoxInto(sourceBox, nodeBox); removeBoxTransforms(boxWithoutTransform, node.latestValues, node.snapshot ? node.snapshot.layoutBox : undefined, sourceBox); } if (hasTransform(this.latestValues)) { removeBoxTransforms(boxWithoutTransform, this.latestValues); } return boxWithoutTransform; } setTargetDelta(delta) { this.targetDelta = delta; this.root.scheduleUpdateProjection(); this.isProjectionDirty = true; } setOptions(options) { this.options = { ...this.options, ...options, crossfade: options.crossfade !== undefined ? options.crossfade : true, }; } clearMeasurements() { this.scroll = undefined; this.layout = undefined; this.snapshot = undefined; this.prevTransformTemplateValue = undefined; this.targetDelta = undefined; this.target = undefined; this.isLayoutDirty = false; } forceRelativeParentToResolveTarget() { if (!this.relativeParent) return; /** * If the parent target isn't up-to-date, force it to update. * This is an unfortunate de-optimisation as it means any updating relative * projection will cause all the relative parents to recalculate back * up the tree. */ if (this.relativeParent.resolvedRelativeTargetAt !== frameData.timestamp) { this.relativeParent.resolveTargetDelta(true); } } resolveTargetDelta(forceRecalculation = false) { var _a; /** * Once the dirty status of nodes has been spread through the tree, we also * need to check if we have a shared node of a different depth that has itself * been dirtied. */ const lead = this.getLead(); this.isProjectionDirty || (this.isProjectionDirty = lead.isProjectionDirty); this.isTransformDirty || (this.isTransformDirty = lead.isTransformDirty); this.isSharedProjectionDirty || (this.isSharedProjectionDirty = lead.isSharedProjectionDirty); const isShared = Boolean(this.resumingFrom) || this !== lead; /** * We don't use transform for this step of processing so we don't * need to check whether any nodes have changed transform. */ const canSkip = !(forceRecalculation || (isShared && this.isSharedProjectionDirty) || this.isProjectionDirty || ((_a = this.parent) === null || _a === void 0 ? void 0 : _a.isProjectionDirty) || this.attemptToResolveRelativeTarget || this.root.updateBlockedByResize); if (canSkip) return; const { layout, layoutId } = this.options; /** * If we have no layout, we can't perform projection, so early return */ if (!this.layout || !(layout || layoutId)) return; this.resolvedRelativeTargetAt = frameData.timestamp; /** * If we don't have a targetDelta but do have a layout, we can attempt to resolve * a relativeParent. This will allow a component to perform scale correction * even if no animation has started. */ if (!this.targetDelta && !this.relativeTarget) { const relativeParent = this.getClosestProjectingParent(); if (relativeParent && relativeParent.layout && this.animationProgress !== 1) { this.relativeParent = relativeParent; this.forceRelativeParentToResolveTarget(); this.relativeTarget = createBox(); this.relativeTargetOrigin = createBox(); calcRelativePosition(this.relativeTargetOrigin, this.layout.layoutBox, relativeParent.layout.layoutBox); copyBoxInto(this.relativeTarget, this.relativeTargetOrigin); } else { this.relativeParent = this.relativeTarget = undefined; } } /** * If we have no relative target or no target delta our target isn't valid * for this frame. */ if (!this.relativeTarget && !this.targetDelta) return; /** * Lazy-init target data structure */ if (!this.target) { this.target = createBox(); this.targetWithTransforms = createBox(); } /** * If we've got a relative box for this component, resolve it into a target relative to the parent. */ if (this.relativeTarget && this.relativeTargetOrigin && this.relativeParent && this.relativeParent.target) { this.forceRelativeParentToResolveTarget(); calcRelativeBox(this.target, this.relativeTarget, this.relativeParent.target); /** * If we've only got a targetDelta, resolve it into a target */ } else if (this.targetDelta) { if (Boolean(this.resumingFrom)) { // TODO: This is creating a new object every frame this.target = this.applyTransform(this.layout.layoutBox); } else { copyBoxInto(this.target, this.layout.layoutBox); } applyBoxDelta(this.target, this.targetDelta); } else { /** * If no target, use own layout as target */ copyBoxInto(this.target, this.layout.layoutBox); } /** * If we've been told to attempt to resolve a relative target, do so. */ if (this.attemptToResolveRelativeTarget) { this.attemptToResolveRelativeTarget = false; const relativeParent = this.getClosestProjectingParent(); if (relativeParent && Boolean(relativeParent.resumingFrom) === Boolean(this.resumingFrom) && !relativeParent.options.layoutScroll && relativeParent.target && this.animationProgress !== 1) { this.relativeParent = relativeParent; this.forceRelativeParentToResolveTarget(); this.relativeTarget = createBox(); this.relativeTargetOrigin = createBox(); calcRelativePosition(this.relativeTargetOrigin, this.target, relativeParent.target); copyBoxInto(this.relativeTarget, this.relativeTargetOrigin); } else { this.relativeParent = this.relativeTarget = undefined; } } /** * Increase debug counter for resolved target deltas */ if (isDebug) { metrics.resolvedTargetDeltas++; } } getClosestProjectingParent() { if (!this.parent || hasScale(this.parent.latestValues) || has2DTranslate(this.parent.latestValues)) { return undefined; } if (this.parent.isProjecting()) { return this.parent; } else { return this.parent.getClosestProjectingParent(); } } isProjecting() { return Boolean((this.relativeTarget || this.targetDelta || this.options.layoutRoot) && this.layout); } calcProjection() { var _a; const lead = this.getLead(); const isShared = Boolean(this.resumingFrom) || this !== lead; let canSkip = true; /** * If this is a normal layout animation and neither this node nor its nearest projecting * is dirty then we can't skip. */ if (this.isProjectionDirty || ((_a = this.parent) === null || _a === void 0 ? void 0 : _a.isProjectionDirty)) { canSkip = false; } /** * If this is a shared layout animation and this node's shared projection is dirty then * we can't skip. */ if (isShared && (this.isSharedProjectionDirty || this.isTransformDirty)) { canSkip = false; } /** * If we have resolved the target this frame we must recalculate the * projection to ensure it visually represents the internal calculations. */ if (this.resolvedRelativeTargetAt === frameData.timestamp) { canSkip = false; } if (canSkip) return; const { layout, layoutId } = this.options; /** * If this section of the tree isn't animating we can * delete our target sources for the following frame. */ this.isTreeAnimating = Boolean((this.parent && this.parent.isTreeAnimating) || this.currentAnimation || this.pendingAnimation); if (!this.isTreeAnimating) { this.targetDelta = this.relativeTarget = undefined; } if (!this.layout || !(layout || layoutId)) return; /** * Reset the corrected box with the latest values from box, as we're then going * to perform mutative operations on it. */ copyBoxInto(this.layoutCorrected, this.layout.layoutBox); /** * Record previous tree scales before updating. */ const prevTreeScaleX = this.treeScale.x; const prevTreeScaleY = this.treeScale.y; /** * Apply all the parent deltas to this box to produce the corrected box. This * is the layout box, as it will appear on screen as a result of the transforms of its parents. */ applyTreeDeltas(this.layoutCorrected, this.treeScale, this.path, isShared); /** * If this layer needs to perform scale correction but doesn't have a target, * use the layout as the target. */ if (lead.layout && !lead.target && (this.treeScale.x !== 1 || this.treeScale.y !== 1)) { lead.target = lead.layout.layoutBox; lead.targetWithTransforms = createBox(); } const { target } = lead; if (!target) { /** * If we don't have a target to project into, but we were previously * projecting, we want to remove the stored transform and schedule * a render to ensure the elements reflect the removed transform. */ if (this.prevProjectionDelta) { this.createProjectionDeltas(); this.scheduleRender(); } return; } if (!this.projectionDelta || !this.prevProjectionDelta) { this.createProjectionDeltas(); } else { copyAxisDeltaInto(this.prevProjectionDelta.x, this.projectionDelta.x); copyAxisDeltaInto(this.prevProjectionDelta.y, this.projectionDelta.y); } /** * Update the delta between the corrected box and the target box before user-set transforms were applied. * This will allow us to calculate the corrected borderRadius and boxShadow to compensate * for our layout reprojection, but still allow them to be scaled correctly by the user. * It might be that to simplify this we may want to accept that user-set scale is also corrected * and we wouldn't have to keep and calc both deltas, OR we could support a user setting * to allow people to choose whether these styles are corrected based on just the * layout reprojection or the final bounding box. */ calcBoxDelta(this.projectionDelta, this.layoutCorrected, target, this.latestValues); if (this.treeScale.x !== prevTreeScaleX || this.treeScale.y !== prevTreeScaleY || !axisDeltaEquals(this.projectionDelta.x, this.prevProjectionDelta.x) || !axisDeltaEquals(this.projectionDelta.y, this.prevProjectionDelta.y)) { this.hasProjected = true; this.scheduleRender(); this.notifyListeners("projectionUpdate", target); } /** * Increase debug counter for recalculated projections */ if (isDebug) { metrics.recalculatedProjection++; } } hide() { this.isVisible = false; // TODO: Schedule render } show() { this.isVisible = true; // TODO: Schedule render } scheduleRender(notifyAll = true) { var _a; (_a = this.options.visualElement) === null || _a === void 0 ? void 0 : _a.scheduleRender(); if (notifyAll) { const stack = this.getStack(); stack && stack.scheduleRender(); } if (this.resumingFrom && !this.resumingFrom.instance) { this.resumingFrom = undefined; } } createProjectionDeltas() { this.prevProjectionDelta = createDelta(); this.projectionDelta = createDelta(); this.projectionDeltaWithTransform = createDelta(); } setAnimationOrigin(delta, hasOnlyRelativeTargetChanged = false) { const snapshot = this.snapshot; const snapshotLatestValues = snapshot ? snapshot.latestValues : {}; const mixedValues = { ...this.latestValues }; const targetDelta = createDelta(); if (!this.relativeParent || !this.relativeParent.options.layoutRoot) { this.relativeTarget = this.relativeTargetOrigin = undefined; } this.attemptToResolveRelativeTarget = !hasOnlyRelativeTargetChanged; const relativeLayout = createBox(); const snapshotSource = snapshot ? snapshot.source : undefined; const layoutSource = this.layout ? this.layout.source : undefined; const isSharedLayoutAnimation = snapshotSource !== layoutSource; const stack = this.getStack(); const isOnlyMember = !stack || stack.members.length <= 1; const shouldCrossfadeOpacity = Boolean(isSharedLayoutAnimation && !isOnlyMember && this.options.crossfade === true && !this.path.some(hasOpacityCrossfade)); this.animationProgress = 0; let prevRelativeTarget; this.mixTargetDelta = (latest) => { const progress = latest / 1000; mixAxisDelta(targetDelta.x, delta.x, progress); mixAxisDelta(targetDelta.y, delta.y, progress); this.setTargetDelta(targetDelta); if (this.relativeTarget && this.relativeTargetOrigin && this.layout && this.relativeParent && this.relativeParent.layout) { calcRelativePosition(relativeLayout, this.layout.layoutBox, this.relativeParent.layout.layoutBox); mixBox(this.relativeTarget, this.relativeTargetOrigin, relativeLayout, progress); /** * If this is an unchanged relative target we can consider the * projection not dirty. */ if (prevRelativeTarget && boxEquals(this.relativeTarget, prevRelativeTarget)) { this.isProjectionDirty = false; } if (!prevRelativeTarget) prevRelativeTarget = createBox(); copyBoxInto(prevRelativeTarget, this.relativeTarget); } if (isSharedLayoutAnimation) { this.animationValues = mixedValues; mixValues(mixedValues, snapshotLatestValues, this.latestValues, progress, shouldCrossfadeOpacity, isOnlyMember); } this.root.scheduleUpdateProjection(); this.scheduleRender(); this.animationProgress = progress; }; this.mixTargetDelta(this.options.layoutRoot ? 1000 : 0); } startAnimation(options) { this.notifyListeners("animationStart"); this.currentAnimation && this.currentAnimation.stop(); if (this.resumingFrom && this.resumingFrom.currentAnimation) { this.resumingFrom.currentAnimation.stop(); } if (this.pendingAnimation) { cancelFrame(this.pendingAnimation); this.pendingAnimation = undefined; } /** * Start the animation in the next frame to have a frame with progress 0, * where the target is the same as when the animation started, so we can * calculate the relative positions correctly for instant transitions. */ this.pendingAnimation = frame.update(() => { globalProjectionState.hasAnimatedSinceResize = true; this.currentAnimation = animateSingleValue(0, animationTarget, { ...options, onUpdate: (latest) => { this.mixTargetDelta(latest); options.onUpdate && options.onUpdate(latest); }, onComplete: () => { options.onComplete && options.onComplete(); this.completeAnimation(); }, }); if (this.resumingFrom) { this.resumingFrom.currentAnimation = this.currentAnimation; } this.pendingAnimation = undefined; }); } completeAnimation() { if (this.resumingFrom) { this.resumingFrom.currentAnimation = undefined; this.resumingFrom.preserveOpacity = undefined; } const stack = this.getStack(); stack && stack.exitAnimationComplete(); this.resumingFrom = this.currentAnimation = this.animationValues = undefined; this.notifyListeners("animationComplete"); } finishAnimation() { if (this.currentAnimation) { this.mixTargetDelta && this.mixTargetDelta(animationTarget); this.currentAnimation.stop(); } this.completeAnimation(); } applyTransformsToTarget() { const lead = this.getLead(); let { targetWithTransforms, target, layout, latestValues } = lead; if (!targetWithTransforms || !target || !layout) return; /** * If we're only animating position, and this element isn't the lead element, * then instead of projecting into the lead box we instead want to calculate * a new target that aligns the two boxes but maintains the layout shape. */ if (this !== lead && this.layout && layout && shouldAnimatePositionOnly(this.options.animationType, this.layout.layoutBox, layout.layoutBox)) { target = this.target || createBox(); const xLength = calcLength(this.layout.layoutBox.x); target.x.min = lead.target.x.min; target.x.max = target.x.min + xLength; const yLength = calcLength(this.layout.layoutBox.y); target.y.min = lead.target.y.min; target.y.max = target.y.min + yLength; } copyBoxInto(targetWithTransforms, target); /** * Apply the latest user-set transforms to the targetBox to produce the targetBoxFinal. * This is the final box that we will then project into by calculating a transform delta and * applying it to the corrected box. */ transformBox(targetWithTransforms, latestValues); /** * Update the delta between the corrected box and the final target box, after * user-set transforms are applied to it. This will be used by the renderer to * create a transform style that will reproject the element from its layout layout * into the desired bounding box. */ calcBoxDelta(this.projectionDeltaWithTransform, this.layoutCorrected, targetWithTransforms, latestValues); } registerSharedNode(layoutId, node) { if (!this.sharedNodes.has(layoutId)) { this.sharedNodes.set(layoutId, new NodeStack()); } const stack = this.sharedNodes.get(layoutId); stack.add(node); const config = node.options.initialPromotionConfig; node.promote({ transition: config ? config.transition : undefined, preserveFollowOpacity: config && config.shouldPreserveFollowOpacity ? config.shouldPreserveFollowOpacity(node) : undefined, }); } isLead() { const stack = this.getStack(); return stack ? stack.lead === this : true; } getLead() { var _a; const { layoutId } = this.options; return layoutId ? ((_a = this.getStack()) === null || _a === void 0 ? void 0 : _a.lead) || this : this; } getPrevLead() { var _a; const { layoutId } = this.options; return layoutId ? (_a = this.getStack()) === null || _a === void 0 ? void 0 : _a.prevLead : undefined; } getStack() { const { layoutId } = this.options; if (layoutId) return this.root.sharedNodes.get(layoutId); } promote({ needsReset, transition, preserveFollowOpacity, } = {}) { const stack = this.getStack(); if (stack) stack.promote(this, preserveFollowOpacity); if (needsReset) { this.projectionDelta = undefined; this.needsReset = true; } if (transition) this.setOptions({ transition }); } relegate() { const stack = this.getStack(); if (stack) { return stack.relegate(this); } else { return false; } } resetSkewAndRotation() { const { visualElement } = this.options; if (!visualElement) return; // If there's no detected skew or rotation values, we can early return without a forced render. let hasDistortingTransform = false; /** * An unrolled check for rotation values. Most elements don't have any rotation and * skipping the nested loop and new object creation is 50% faster. */ const { latestValues } = visualElement; if (latestValues.z || latestValues.rotate || latestValues.rotateX || latestValues.rotateY || latestValues.rotateZ || latestValues.skewX || latestValues.skewY) { hasDistortingTransform = true; } // If there's no distorting values, we don't need to do any more. if (!hasDistortingTransform) return; const resetValues = {}; if (latestValues.z) { resetDistortingTransform("z", visualElement, resetValues, this.animationValues); } // Check the skew and rotate value of all axes and reset to 0 for (let i = 0; i < transformAxes.length; i++) { resetDistortingTransform(`rotate${transformAxes[i]}`, visualElement, resetValues, this.animationValues); resetDistortingTransform(`skew${transformAxes[i]}`, visualElement, resetValues, this.animationValues); } // Force a render of this element to apply the transform with all skews and rotations // set to 0. visualElement.render(); // Put back all the values we reset for (const key in resetValues) { visualElement.setStaticValue(key, resetValues[key]); if (this.animationValues) { this.animationValues[key] = resetValues[key]; } } // Schedule a render for the next frame. This ensures we won't visually // see the element with the reset rotate value applied. visualElement.scheduleRender(); } getProjectionStyles(styleProp) { var _a, _b; if (!this.instance || this.isSVG) return undefined; if (!this.isVisible) { return hiddenVisibility; } const styles = { visibility: "", }; const transformTemplate = this.getTransformTemplate(); if (this.needsReset) { this.needsReset = false; styles.opacity = ""; styles.pointerEvents = resolveMotionValue(styleProp === null || styleProp === void 0 ? void 0 : styleProp.pointerEvents) || ""; styles.transform = transformTemplate ? transformTemplate(this.latestValues, "") : "none"; return styles; } const lead = this.getLead(); if (!this.projectionDelta || !this.layout || !lead.target) { const emptyStyles = {}; if (this.options.layoutId) { emptyStyles.opacity = this.latestValues.opacity !== undefined ? this.latestValues.opacity : 1; emptyStyles.pointerEvents = resolveMotionValue(styleProp === null || styleProp === void 0 ? void 0 : styleProp.pointerEvents) || ""; } if (this.hasProjected && !hasTransform(this.latestValues)) { emptyStyles.transform = transformTemplate ? transformTemplate({}, "") : "none"; this.hasProjected = false; } return emptyStyles; } const valuesToRender = lead.animationValues || lead.latestValues; this.applyTransformsToTarget(); styles.transform = buildProjectionTransform(this.projectionDeltaWithTransform, this.treeScale, valuesToRender); if (transformTemplate) { styles.transform = transformTemplate(valuesToRender, styles.transform); } const { x, y } = this.projectionDelta; styles.transformOrigin = `${x.origin * 100}% ${y.origin * 100}% 0`; if (lead.animationValues) { /** * If the lead component is animating, assign this either the entering/leaving * opacity */ styles.opacity = lead === this ? (_b = (_a = valuesToRender.opacity) !== null && _a !== void 0 ? _a : this.latestValues.opacity) !== null && _b !== void 0 ? _b : 1 : this.preserveOpacity ? this.latestValues.opacity : valuesToRender.opacityExit; } else { /** * Or we're not animating at all, set the lead component to its layout * opacity and other components to hidden. */ styles.opacity = lead === this ? valuesToRender.opacity !== undefined ? valuesToRender.opacity : "" : valuesToRender.opacityExit !== undefined ? valuesToRender.opacityExit : 0; } /** * Apply scale correction */ for (const key in scaleCorrectors) { if (valuesToRender[key] === undefined) continue; const { correct, applyTo } = scaleCorrectors[key]; /** * Only apply scale correction to the value if we have an * active projection transform. Otherwise these values become * vulnerable to distortion if the element changes size without * a corresponding layout animation. */ const corrected = styles.transform === "none" ? valuesToRender[key] : correct(valuesToRender[key], lead); if (applyTo) { const num = applyTo.length; for (let i = 0; i < num; i++) { styles[applyTo[i]] = corrected; } } else { styles[key] = corrected; } } /** * Disable pointer events on follow components. This is to ensure * that if a follow component covers a lead component it doesn't block * pointer events on the lead. */ if (this.options.layoutId) { styles.pointerEvents = lead === this ? resolveMotionValue(styleProp === null || styleProp === void 0 ? void 0 : styleProp.pointerEvents) || "" : "none"; } return styles; } clearSnapshot() { this.resumeFrom = this.snapshot = undefined; } // Only run on root resetTree() { this.root.nodes.forEach((node) => { var _a; return (_a = node.currentAnimation) === null || _a === void 0 ? void 0 : _a.stop(); }); this.root.nodes.forEach(clearMeasurements); this.root.sharedNodes.clear(); } }; } function updateLayout(node) { node.updateLayout(); } function notifyLayoutUpdate(node) { var _a; const snapshot = ((_a = node.resumeFrom) === null || _a === void 0 ? void 0 : _a.snapshot) || node.snapshot; if (node.isLead() && node.layout && snapshot && node.hasListeners("didUpdate")) { const { layoutBox: layout, measuredBox: measuredLayout } = node.layout; const { animationType } = node.options; const isShared = snapshot.source !== node.layout.source; // TODO Maybe we want to also resize the layout snapshot so we don't trigger // animations for instance if layout="size" and an element has only changed position if (animationType === "size") { eachAxis((axis) => { const axisSnapshot = isShared ? snapshot.measuredBox[axis] : snapshot.layoutBox[axis]; const length = calcLength(axisSnapshot); axisSnapshot.min = layout[axis].min; axisSnapshot.max = axisSnapshot.min + length; }); } else if (shouldAnimatePositionOnly(animationType, snapshot.layoutBox, layout)) { eachAxis((axis) => { const axisSnapshot = isShared ? snapshot.measuredBox[axis] : snapshot.layoutBox[axis]; const length = calcLength(layout[axis]); axisSnapshot.max = axisSnapshot.min + length; /** * Ensure relative target gets resized and rerendererd */ if (node.relativeTarget && !node.currentAnimation) { node.isProjectionDirty = true; node.relativeTarget[axis].max = node.relativeTarget[axis].min + length; } }); } const layoutDelta = createDelta(); calcBoxDelta(layoutDelta, layout, snapshot.layoutBox); const visualDelta = createDelta(); if (isShared) { calcBoxDelta(visualDelta, node.applyTransform(measuredLayout, true), snapshot.measuredBox); } else { calcBoxDelta(visualDelta, layout, snapshot.layoutBox); } const hasLayoutChanged = !isDeltaZero(layoutDelta); let hasRelativeTargetChanged = false; if (!node.resumeFrom) { const relativeParent = node.getClosestProjectingParent(); /** * If the relativeParent is itself resuming from a different element then * the relative snapshot is not relavent */ if (relativeParent && !relativeParent.resumeFrom) { const { snapshot: parentSnapshot, layout: parentLayout } = relativeParent; if (parentSnapshot && parentLayout) { const relativeSnapshot = createBox(); calcRelativePosition(relativeSnapshot, snapshot.layoutBox, parentSnapshot.layoutBox); const relativeLayout = createBox(); calcRelativePosition(relativeLayout, layout, parentLayout.layoutBox); if (!boxEqualsRounded(relativeSnapshot, relativeLayout)) { hasRelativeTargetChanged = true; } if (relativeParent.options.layoutRoot) { node.relativeTarget = relativeLayout; node.relativeTargetOrigin = relativeSnapshot; node.relativeParent = relativeParent; } } } } node.notifyListeners("didUpdate", { layout, snapshot, delta: visualDelta, layoutDelta, hasLayoutChanged, hasRelativeTargetChanged, }); } else if (node.isLead()) { const { onExitComplete } = node.options; onExitComplete && onExitComplete(); } /** * Clearing transition * TODO: Investigate why this transition is being passed in as {type: false } from Framer * and why we need it at all */ node.options.transition = undefined; } function propagateDirtyNodes(node) { /** * Increase debug counter for nodes encountered this frame */ if (isDebug) { metrics.totalNodes++; } if (!node.parent) return; /** * If this node isn't projecting, propagate isProjectionDirty. It will have * no performance impact but it will allow the next child that *is* projecting * but *isn't* dirty to just check its parent to see if *any* ancestor needs * correcting. */ if (!node.isProjecting()) { node.isProjectionDirty = node.parent.isProjectionDirty; } /** * Propagate isSharedProjectionDirty and isTransformDirty * throughout the whole tree. A future revision can take another look at * this but for safety we still recalcualte shared nodes. */ node.isSharedProjectionDirty || (node.isSharedProjectionDirty = Boolean(node.isProjectionDirty || node.parent.isProjectionDirty || node.parent.isSharedProjectionDirty)); node.isTransformDirty || (node.isTransformDirty = node.parent.isTransformDirty); } function cleanDirtyNodes(node) { node.isProjectionDirty = node.isSharedProjectionDirty = node.isTransformDirty = false; } function clearSnapshot(node) { node.clearSnapshot(); } function clearMeasurements(node) { node.clearMeasurements(); } function clearIsLayoutDirty(node) { node.isLayoutDirty = false; } function resetTransformStyle(node) { const { visualElement } = node.options; if (visualElement && visualElement.getProps().onBeforeLayoutMeasure) { visualElement.notify("BeforeLayoutMeasure"); } node.resetTransform(); } function finishAnimation(node) { node.finishAnimation(); node.targetDelta = node.relativeTarget = node.target = undefined; node.isProjectionDirty = true; } function resolveTargetDelta(node) { node.resolveTargetDelta(); } function calcProjection(node) { node.calcProjection(); } function resetSkewAndRotation(node) { node.resetSkewAndRotation(); } function removeLeadSnapshots(stack) { stack.removeLeadSnapshot(); } function mixAxisDelta(output, delta, p) { output.translate = mixNumber$1(delta.translate, 0, p); output.scale = mixNumber$1(delta.scale, 1, p); output.origin = delta.origin; output.originPoint = delta.originPoint; } function mixAxis(output, from, to, p) { output.min = mixNumber$1(from.min, to.min, p); output.max = mixNumber$1(from.max, to.max, p); } function mixBox(output, from, to, p) { mixAxis(output.x, from.x, to.x, p); mixAxis(output.y, from.y, to.y, p); } function hasOpacityCrossfade(node) { return (node.animationValues && node.animationValues.opacityExit !== undefined); } const defaultLayoutTransition = { duration: 0.45, ease: [0.4, 0, 0.1, 1], }; const userAgentContains = (string) => typeof navigator !== "undefined" && navigator.userAgent && navigator.userAgent.toLowerCase().includes(string); /** * Measured bounding boxes must be rounded in Safari and * left untouched in Chrome, otherwise non-integer layouts within scaled-up elements * can appear to jump. */ const roundPoint = userAgentContains("applewebkit/") && !userAgentContains("chrome/") ? Math.round : motionUtils.noop; function roundAxis(axis) { // Round to the nearest .5 pixels to support subpixel layouts axis.min = roundPoint(axis.min); axis.max = roundPoint(axis.max); } function roundBox(box) { roundAxis(box.x); roundAxis(box.y); } function shouldAnimatePositionOnly(animationType, snapshot, layout) { return (animationType === "position" || (animationType === "preserve-aspect" && !isNear(aspectRatio(snapshot), aspectRatio(layout), 0.2))); } function checkNodeWasScrollRoot(node) { var _a; return node !== node.root && ((_a = node.scroll) === null || _a === void 0 ? void 0 : _a.wasRoot); } const DocumentProjectionNode = createProjectionNode$1({ attachResizeListener: (ref, notify) => addDomEvent(ref, "resize", notify), measureScroll: () => ({ x: document.documentElement.scrollLeft || document.body.scrollLeft, y: document.documentElement.scrollTop || document.body.scrollTop, }), checkIsScrollRoot: () => true, }); const rootProjectionNode = { current: undefined, }; const HTMLProjectionNode = createProjectionNode$1({ measureScroll: (instance) => ({ x: instance.scrollLeft, y: instance.scrollTop, }), defaultParent: () => { if (!rootProjectionNode.current) { const documentNode = new DocumentProjectionNode({}); documentNode.mount(window); documentNode.setOptions({ layoutScroll: true }); rootProjectionNode.current = documentNode; } return rootProjectionNode.current; }, resetTransform: (instance, value) => { instance.style.transform = value !== undefined ? value : "none"; }, checkIsScrollRoot: (instance) => Boolean(window.getComputedStyle(instance).position === "fixed"), }); function pixelsToPercent(pixels, axis) { if (axis.max === axis.min) return 0; return (pixels / (axis.max - axis.min)) * 100; } /** * We always correct borderRadius as a percentage rather than pixels to reduce paints. * For example, if you are projecting a box that is 100px wide with a 10px borderRadius * into a box that is 200px wide with a 20px borderRadius, that is actually a 10% * borderRadius in both states. If we animate between the two in pixels that will trigger * a paint each time. If we animate between the two in percentage we'll avoid a paint. */ const correctBorderRadius = { correct: (latest, node) => { if (!node.target) return latest; /** * If latest is a string, if it's a percentage we can return immediately as it's * going to be stretched appropriately. Otherwise, if it's a pixel, convert it to a number. */ if (typeof latest === "string") { if (px.test(latest)) { latest = parseFloat(latest); } else { return latest; } } /** * If latest is a number, it's a pixel value. We use the current viewportBox to calculate that * pixel value as a percentage of each axis */ const x = pixelsToPercent(latest, node.target.x); const y = pixelsToPercent(latest, node.target.y); return `${x}% ${y}%`; }, }; const correctBoxShadow = { correct: (latest, { treeScale, projectionDelta }) => { const original = latest; const shadow = complex.parse(latest); // TODO: Doesn't support multiple shadows if (shadow.length > 5) return original; const template = complex.createTransformer(latest); const offset = typeof shadow[0] !== "number" ? 1 : 0; // Calculate the overall context scale const xScale = projectionDelta.x.scale * treeScale.x; const yScale = projectionDelta.y.scale * treeScale.y; shadow[0 + offset] /= xScale; shadow[1 + offset] /= yScale; /** * Ideally we'd correct x and y scales individually, but because blur and * spread apply to both we have to take a scale average and apply that instead. * We could potentially improve the outcome of this by incorporating the ratio between * the two scales. */ const averageScale = mixNumber$1(xScale, yScale, 0.5); // Blur if (typeof shadow[2 + offset] === "number") shadow[2 + offset] /= averageScale; // Spread if (typeof shadow[3 + offset] === "number") shadow[3 + offset] /= averageScale; return template(shadow); }, }; /** * @public */ const PresenceContext = react.createContext(null); /** * When a component is the child of `AnimatePresence`, it can use `usePresence` * to access information about whether it's still present in the React tree. * * ```jsx * import { usePresence } from "framer-motion" * * export const Component = () => { * const [isPresent, safeToRemove] = usePresence() * * useEffect(() => { * !isPresent && setTimeout(safeToRemove, 1000) * }, [isPresent]) * * return
* } * ``` * * If `isPresent` is `false`, it means that a component has been removed the tree, but * `AnimatePresence` won't really remove it until `safeToRemove` has been called. * * @public */ function usePresence(subscribe = true) { const context = react.useContext(PresenceContext); if (context === null) return [true, null]; const { isPresent, onExitComplete, register } = context; // It's safe to call the following hooks conditionally (after an early return) because the context will always // either be null or non-null for the lifespan of the component. const id = react.useId(); react.useEffect(() => { if (subscribe) register(id); }, [subscribe]); const safeToRemove = react.useCallback(() => subscribe && onExitComplete && onExitComplete(id), [id, onExitComplete, subscribe]); return !isPresent && onExitComplete ? [false, safeToRemove] : [true]; } const LayoutGroupContext = react.createContext({}); /** * Internal, exported only for usage in Framer */ const SwitchLayoutGroupContext = react.createContext({}); class MeasureLayoutWithContext extends react.Component { /** * This only mounts projection nodes for components that * need measuring, we might want to do it for all components * in order to incorporate transforms */ componentDidMount() { const { visualElement, layoutGroup, switchLayoutGroup, layoutId } = this.props; const { projection } = visualElement; addScaleCorrector(defaultScaleCorrectors); if (projection) { if (layoutGroup.group) layoutGroup.group.add(projection); if (switchLayoutGroup && switchLayoutGroup.register && layoutId) { switchLayoutGroup.register(projection); } projection.root.didUpdate(); projection.addEventListener("animationComplete", () => { this.safeToRemove(); }); projection.setOptions({ ...projection.options, onExitComplete: () => this.safeToRemove(), }); } globalProjectionState.hasEverUpdated = true; } getSnapshotBeforeUpdate(prevProps) { const { layoutDependency, visualElement, drag, isPresent } = this.props; const projection = visualElement.projection; if (!projection) return null; /** * TODO: We use this data in relegate to determine whether to * promote a previous element. There's no guarantee its presence data * will have updated by this point - if a bug like this arises it will * have to be that we markForRelegation and then find a new lead some other way, * perhaps in didUpdate */ projection.isPresent = isPresent; if (drag || prevProps.layoutDependency !== layoutDependency || layoutDependency === undefined) { projection.willUpdate(); } else { this.safeToRemove(); } if (prevProps.isPresent !== isPresent) { if (isPresent) { projection.promote(); } else if (!projection.relegate()) { /** * If there's another stack member taking over from this one, * it's in charge of the exit animation and therefore should * be in charge of the safe to remove. Otherwise we call it here. */ frame.postRender(() => { const stack = projection.getStack(); if (!stack || !stack.members.length) { this.safeToRemove(); } }); } } return null; } componentDidUpdate() { const { projection } = this.props.visualElement; if (projection) { projection.root.didUpdate(); microtask.postRender(() => { if (!projection.currentAnimation && projection.isLead()) { this.safeToRemove(); } }); } } componentWillUnmount() { const { visualElement, layoutGroup, switchLayoutGroup: promoteContext, } = this.props; const { projection } = visualElement; if (projection) { projection.scheduleCheckAfterUnmount(); if (layoutGroup && layoutGroup.group) layoutGroup.group.remove(projection); if (promoteContext && promoteContext.deregister) promoteContext.deregister(projection); } } safeToRemove() { const { safeToRemove } = this.props; safeToRemove && safeToRemove(); } render() { return null; } } function MeasureLayout(props) { const [isPresent, safeToRemove] = usePresence(); const layoutGroup = react.useContext(LayoutGroupContext); return (jsxRuntime.jsx(MeasureLayoutWithContext, { ...props, layoutGroup: layoutGroup, switchLayoutGroup: react.useContext(SwitchLayoutGroupContext), isPresent: isPresent, safeToRemove: safeToRemove })); } const defaultScaleCorrectors = { borderRadius: { ...correctBorderRadius, applyTo: [ "borderTopLeftRadius", "borderTopRightRadius", "borderBottomLeftRadius", "borderBottomRightRadius", ], }, borderTopLeftRadius: correctBorderRadius, borderTopRightRadius: correctBorderRadius, borderBottomLeftRadius: correctBorderRadius, borderBottomRightRadius: correctBorderRadius, boxShadow: correctBoxShadow, }; const drag = { pan: { Feature: PanGesture, }, drag: { Feature: DragGesture, ProjectionNode: HTMLProjectionNode, MeasureLayout, }, }; function handleHoverEvent(node, event, lifecycle) { const { props } = node; if (node.animationState && props.whileHover) { node.animationState.setActive("whileHover", lifecycle === "Start"); } const eventName = ("onHover" + lifecycle); const callback = props[eventName]; if (callback) { frame.postRender(() => callback(event, extractEventInfo(event))); } } class HoverGesture extends Feature { mount() { const { current } = this.node; if (!current) return; this.unmount = motionDom.hover(current, (startEvent) => { handleHoverEvent(this.node, startEvent, "Start"); return (endEvent) => handleHoverEvent(this.node, endEvent, "End"); }); } unmount() { } } class FocusGesture extends Feature { constructor() { super(...arguments); this.isActive = false; } onFocus() { let isFocusVisible = false; /** * If this element doesn't match focus-visible then don't * apply whileHover. But, if matches throws that focus-visible * is not a valid selector then in that browser outline styles will be applied * to the element by default and we want to match that behaviour with whileFocus. */ try { isFocusVisible = this.node.current.matches(":focus-visible"); } catch (e) { isFocusVisible = true; } if (!isFocusVisible || !this.node.animationState) return; this.node.animationState.setActive("whileFocus", true); this.isActive = true; } onBlur() { if (!this.isActive || !this.node.animationState) return; this.node.animationState.setActive("whileFocus", false); this.isActive = false; } mount() { this.unmount = pipe(addDomEvent(this.node.current, "focus", () => this.onFocus()), addDomEvent(this.node.current, "blur", () => this.onBlur())); } unmount() { } } function handlePressEvent(node, event, lifecycle) { const { props } = node; if (node.animationState && props.whileTap) { node.animationState.setActive("whileTap", lifecycle === "Start"); } const eventName = ("onTap" + (lifecycle === "End" ? "" : lifecycle)); const callback = props[eventName]; if (callback) { frame.postRender(() => callback(event, extractEventInfo(event))); } } class PressGesture extends Feature { mount() { const { current } = this.node; if (!current) return; this.unmount = motionDom.press(current, (startEvent) => { handlePressEvent(this.node, startEvent, "Start"); return (endEvent, { success }) => handlePressEvent(this.node, endEvent, success ? "End" : "Cancel"); }, { useGlobalTarget: this.node.props.globalTapTarget }); } unmount() { } } /** * Map an IntersectionHandler callback to an element. We only ever make one handler for one * element, so even though these handlers might all be triggered by different * observers, we can keep them in the same map. */ const observerCallbacks = new WeakMap(); /** * Multiple observers can be created for multiple element/document roots. Each with * different settings. So here we store dictionaries of observers to each root, * using serialised settings (threshold/margin) as lookup keys. */ const observers = new WeakMap(); const fireObserverCallback = (entry) => { const callback = observerCallbacks.get(entry.target); callback && callback(entry); }; const fireAllObserverCallbacks = (entries) => { entries.forEach(fireObserverCallback); }; function initIntersectionObserver({ root, ...options }) { const lookupRoot = root || document; /** * If we don't have an observer lookup map for this root, create one. */ if (!observers.has(lookupRoot)) { observers.set(lookupRoot, {}); } const rootObservers = observers.get(lookupRoot); const key = JSON.stringify(options); /** * If we don't have an observer for this combination of root and settings, * create one. */ if (!rootObservers[key]) { rootObservers[key] = new IntersectionObserver(fireAllObserverCallbacks, { root, ...options }); } return rootObservers[key]; } function observeIntersection(element, options, callback) { const rootInteresectionObserver = initIntersectionObserver(options); observerCallbacks.set(element, callback); rootInteresectionObserver.observe(element); return () => { observerCallbacks.delete(element); rootInteresectionObserver.unobserve(element); }; } const thresholdNames = { some: 0, all: 1, }; class InViewFeature extends Feature { constructor() { super(...arguments); this.hasEnteredView = false; this.isInView = false; } startObserver() { this.unmount(); const { viewport = {} } = this.node.getProps(); const { root, margin: rootMargin, amount = "some", once } = viewport; const options = { root: root ? root.current : undefined, rootMargin, threshold: typeof amount === "number" ? amount : thresholdNames[amount], }; const onIntersectionUpdate = (entry) => { const { isIntersecting } = entry; /** * If there's been no change in the viewport state, early return. */ if (this.isInView === isIntersecting) return; this.isInView = isIntersecting; /** * Handle hasEnteredView. If this is only meant to run once, and * element isn't visible, early return. Otherwise set hasEnteredView to true. */ if (once && !isIntersecting && this.hasEnteredView) { return; } else if (isIntersecting) { this.hasEnteredView = true; } if (this.node.animationState) { this.node.animationState.setActive("whileInView", isIntersecting); } /** * Use the latest committed props rather than the ones in scope * when this observer is created */ const { onViewportEnter, onViewportLeave } = this.node.getProps(); const callback = isIntersecting ? onViewportEnter : onViewportLeave; callback && callback(entry); }; return observeIntersection(this.node.current, options, onIntersectionUpdate); } mount() { this.startObserver(); } update() { if (typeof IntersectionObserver === "undefined") return; const { props, prevProps } = this.node; const hasOptionsChanged = ["amount", "margin", "root"].some(hasViewportOptionChanged(props, prevProps)); if (hasOptionsChanged) { this.startObserver(); } } unmount() { } } function hasViewportOptionChanged({ viewport = {} }, { viewport: prevViewport = {} } = {}) { return (name) => viewport[name] !== prevViewport[name]; } const gestureAnimations = { inView: { Feature: InViewFeature, }, tap: { Feature: PressGesture, }, focus: { Feature: FocusGesture, }, hover: { Feature: HoverGesture, }, }; const layout = { layout: { ProjectionNode: HTMLProjectionNode, MeasureLayout, }, }; const LazyContext = react.createContext({ strict: false }); /** * @public */ const MotionConfigContext = react.createContext({ transformPagePoint: (p) => p, isStatic: false, reducedMotion: "never", }); const MotionContext = react.createContext({}); function getCurrentTreeVariants(props, context) { if (isControllingVariants(props)) { const { initial, animate } = props; return { initial: initial === false || isVariantLabel(initial) ? initial : undefined, animate: isVariantLabel(animate) ? animate : undefined, }; } return props.inherit !== false ? context : {}; } function useCreateMotionContext(props) { const { initial, animate } = getCurrentTreeVariants(props, react.useContext(MotionContext)); return react.useMemo(() => ({ initial, animate }), [variantLabelsAsDependency(initial), variantLabelsAsDependency(animate)]); } function variantLabelsAsDependency(prop) { return Array.isArray(prop) ? prop.join(" ") : prop; } function loadFeatures(features) { for (const key in features) { featureDefinitions[key] = { ...featureDefinitions[key], ...features[key], }; } } const motionComponentSymbol = Symbol.for("motionComponentSymbol"); /** * Creates a ref function that, when called, hydrates the provided * external ref and VisualElement. */ function useMotionRef(visualState, visualElement, externalRef) { return react.useCallback((instance) => { if (instance) { visualState.onMount && visualState.onMount(instance); } if (visualElement) { if (instance) { visualElement.mount(instance); } else { visualElement.unmount(); } } if (externalRef) { if (typeof externalRef === "function") { externalRef(instance); } else if (isRefObject(externalRef)) { externalRef.current = instance; } } }, /** * Only pass a new ref callback to React if we've received a visual element * factory. Otherwise we'll be mounting/remounting every time externalRef * or other dependencies change. */ [visualElement]); } const useIsomorphicLayoutEffect = isBrowser ? react.useLayoutEffect : react.useEffect; function useVisualElement(Component, visualState, props, createVisualElement, ProjectionNodeConstructor) { var _a, _b; const { visualElement: parent } = react.useContext(MotionContext); const lazyContext = react.useContext(LazyContext); const presenceContext = react.useContext(PresenceContext); const reducedMotionConfig = react.useContext(MotionConfigContext).reducedMotion; const visualElementRef = react.useRef(null); /** * If we haven't preloaded a renderer, check to see if we have one lazy-loaded */ createVisualElement = createVisualElement || lazyContext.renderer; if (!visualElementRef.current && createVisualElement) { visualElementRef.current = createVisualElement(Component, { visualState, parent, props, presenceContext, blockInitialAnimation: presenceContext ? presenceContext.initial === false : false, reducedMotionConfig, }); } const visualElement = visualElementRef.current; /** * Load Motion gesture and animation features. These are rendered as renderless * components so each feature can optionally make use of React lifecycle methods. */ const initialLayoutGroupConfig = react.useContext(SwitchLayoutGroupContext); if (visualElement && !visualElement.projection && ProjectionNodeConstructor && (visualElement.type === "html" || visualElement.type === "svg")) { createProjectionNode(visualElementRef.current, props, ProjectionNodeConstructor, initialLayoutGroupConfig); } const isMounted = react.useRef(false); react.useInsertionEffect(() => { /** * Check the component has already mounted before calling * `update` unnecessarily. This ensures we skip the initial update. */ if (visualElement && isMounted.current) { visualElement.update(props, presenceContext); } }); /** * Cache this value as we want to know whether HandoffAppearAnimations * was present on initial render - it will be deleted after this. */ const optimisedAppearId = props[optimizedAppearDataAttribute]; const wantsHandoff = react.useRef(Boolean(optimisedAppearId) && !((_a = window.MotionHandoffIsComplete) === null || _a === void 0 ? void 0 : _a.call(window, optimisedAppearId)) && ((_b = window.MotionHasOptimisedAnimation) === null || _b === void 0 ? void 0 : _b.call(window, optimisedAppearId))); useIsomorphicLayoutEffect(() => { if (!visualElement) return; isMounted.current = true; window.MotionIsMounted = true; visualElement.updateFeatures(); microtask.render(visualElement.render); /** * Ideally this function would always run in a useEffect. * * However, if we have optimised appear animations to handoff from, * it needs to happen synchronously to ensure there's no flash of * incorrect styles in the event of a hydration error. * * So if we detect a situtation where optimised appear animations * are running, we use useLayoutEffect to trigger animations. */ if (wantsHandoff.current && visualElement.animationState) { visualElement.animationState.animateChanges(); } }); react.useEffect(() => { if (!visualElement) return; if (!wantsHandoff.current && visualElement.animationState) { visualElement.animationState.animateChanges(); } if (wantsHandoff.current) { // This ensures all future calls to animateChanges() in this component will run in useEffect queueMicrotask(() => { var _a; (_a = window.MotionHandoffMarkAsComplete) === null || _a === void 0 ? void 0 : _a.call(window, optimisedAppearId); }); wantsHandoff.current = false; } }); return visualElement; } function createProjectionNode(visualElement, props, ProjectionNodeConstructor, initialPromotionConfig) { const { layoutId, layout, drag, dragConstraints, layoutScroll, layoutRoot, } = props; visualElement.projection = new ProjectionNodeConstructor(visualElement.latestValues, props["data-framer-portal-id"] ? undefined : getClosestProjectingNode(visualElement.parent)); visualElement.projection.setOptions({ layoutId, layout, alwaysMeasureLayout: Boolean(drag) || (dragConstraints && isRefObject(dragConstraints)), visualElement, /** * 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, layoutScroll, layoutRoot, }); } function getClosestProjectingNode(visualElement) { if (!visualElement) return undefined; return visualElement.options.allowProjection !== false ? visualElement.projection : getClosestProjectingNode(visualElement.parent); } /** * Create a `motion` component. * * This function accepts a Component argument, which can be either a string (ie "div" * for `motion.div`), or an actual React component. * * Alongside this is a config option which provides a way of rendering the provided * component "offline", or outside the React render cycle. */ function createRendererMotionComponent({ preloadedFeatures, createVisualElement, useRender, useVisualState, Component, }) { var _a, _b; preloadedFeatures && loadFeatures(preloadedFeatures); function MotionComponent(props, externalRef) { /** * If we need to measure the element we load this functionality in a * separate class component in order to gain access to getSnapshotBeforeUpdate. */ let MeasureLayout; const configAndProps = { ...react.useContext(MotionConfigContext), ...props, layoutId: useLayoutId(props), }; const { isStatic } = configAndProps; const context = useCreateMotionContext(props); const visualState = useVisualState(props, isStatic); if (!isStatic && isBrowser) { useStrictMode(configAndProps, preloadedFeatures); const layoutProjection = getProjectionFunctionality(configAndProps); MeasureLayout = layoutProjection.MeasureLayout; /** * Create a VisualElement for this component. A VisualElement provides a common * interface to renderer-specific APIs (ie DOM/Three.js etc) as well as * providing a way of rendering to these APIs outside of the React render loop * for more performant animations and interactions */ context.visualElement = useVisualElement(Component, visualState, configAndProps, createVisualElement, layoutProjection.ProjectionNode); } /** * The mount order and hierarchy is specific to ensure our element ref * is hydrated by the time features fire their effects. */ return (jsxRuntime.jsxs(MotionContext.Provider, { value: context, children: [MeasureLayout && context.visualElement ? (jsxRuntime.jsx(MeasureLayout, { visualElement: context.visualElement, ...configAndProps })) : null, useRender(Component, props, useMotionRef(visualState, context.visualElement, externalRef), visualState, isStatic, context.visualElement)] })); } MotionComponent.displayName = `motion.${typeof Component === "string" ? Component : `create(${(_b = (_a = Component.displayName) !== null && _a !== void 0 ? _a : Component.name) !== null && _b !== void 0 ? _b : ""})`}`; const ForwardRefMotionComponent = react.forwardRef(MotionComponent); ForwardRefMotionComponent[motionComponentSymbol] = Component; return ForwardRefMotionComponent; } function useLayoutId({ layoutId }) { const layoutGroupId = react.useContext(LayoutGroupContext).id; return layoutGroupId && layoutId !== undefined ? layoutGroupId + "-" + layoutId : layoutId; } function useStrictMode(configAndProps, preloadedFeatures) { const isStrict = react.useContext(LazyContext).strict; /** * 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."; configAndProps.ignoreStrict ? motionUtils.warning(false, strictMessage) : motionUtils.invariant(false, strictMessage); } } function getProjectionFunctionality(props) { const { drag, layout } = featureDefinitions; if (!drag && !layout) return {}; const combined = { ...drag, ...layout }; return { MeasureLayout: (drag === null || drag === void 0 ? void 0 : drag.isEnabled(props)) || (layout === null || layout === void 0 ? void 0 : layout.isEnabled(props)) ? combined.MeasureLayout : undefined, ProjectionNode: combined.ProjectionNode, }; } /** * We keep these listed separately as we use the lowercase tag names as part * of the runtime bundle to detect SVG components */ const lowercaseSVGElements = [ "animate", "circle", "defs", "desc", "ellipse", "g", "image", "line", "filter", "marker", "mask", "metadata", "path", "pattern", "polygon", "polyline", "rect", "stop", "switch", "symbol", "svg", "text", "tspan", "use", "view", ]; function isSVGComponent(Component) { if ( /** * If it's not a string, it's a custom React component. Currently we only support * HTML custom React components. */ typeof Component !== "string" || /** * If it contains a dash, the element is a custom HTML webcomponent. */ Component.includes("-")) { return false; } else if ( /** * If it's in our list of lowercase SVG tags, it's an SVG component */ lowercaseSVGElements.indexOf(Component) > -1 || /** * If it contains a capital letter, it's an SVG component */ /[A-Z]/u.test(Component)) { return true; } return false; } /** * Creates a constant value over the lifecycle of a component. * * Even if `useMemo` is provided an empty array as its final argument, it doesn't offer * a guarantee that it won't re-run for performance reasons later on. By using `useConstant` * you can ensure that initialisers don't execute twice or more. */ function useConstant(init) { const ref = react.useRef(null); if (ref.current === null) { ref.current = init(); } return ref.current; } function makeState({ scrapeMotionValuesFromProps, createRenderState, onUpdate, }, props, context, presenceContext) { const state = { latestValues: makeLatestValues(props, context, presenceContext, scrapeMotionValuesFromProps), renderState: createRenderState(), }; if (onUpdate) { /** * onMount works without the VisualElement because it could be * called before the VisualElement payload has been hydrated. * (e.g. if someone is using m components ) */ state.onMount = (instance) => onUpdate({ props, current: instance, ...state }); state.onUpdate = (visualElement) => onUpdate(visualElement); } return state; } const makeUseVisualState = (config) => (props, isStatic) => { const context = react.useContext(MotionContext); const presenceContext = react.useContext(PresenceContext); const make = () => makeState(config, props, context, presenceContext); return isStatic ? make() : useConstant(make); }; function makeLatestValues(props, context, presenceContext, scrapeMotionValues) { const values = {}; const motionValues = scrapeMotionValues(props, {}); for (const key in motionValues) { values[key] = resolveMotionValue(motionValues[key]); } let { initial, animate } = props; const isControllingVariants$1 = isControllingVariants(props); const isVariantNode$1 = isVariantNode(props); if (context && isVariantNode$1 && !isControllingVariants$1 && props.inherit !== false) { if (initial === undefined) initial = context.initial; if (animate === undefined) animate = context.animate; } let isInitialAnimationBlocked = presenceContext ? presenceContext.initial === false : false; isInitialAnimationBlocked = isInitialAnimationBlocked || initial === false; const variantToSet = isInitialAnimationBlocked ? animate : initial; if (variantToSet && typeof variantToSet !== "boolean" && !isAnimationControls(variantToSet)) { const list = Array.isArray(variantToSet) ? variantToSet : [variantToSet]; for (let i = 0; i < list.length; i++) { const resolved = resolveVariantFromProps(props, list[i]); if (resolved) { const { transitionEnd, transition, ...target } = resolved; for (const key in target) { let valueTarget = target[key]; if (Array.isArray(valueTarget)) { /** * Take final keyframe if the initial animation is blocked because * we want to initialise at the end of that blocked animation. */ const index = isInitialAnimationBlocked ? valueTarget.length - 1 : 0; valueTarget = valueTarget[index]; } if (valueTarget !== null) { values[key] = valueTarget; } } for (const key in transitionEnd) { values[key] = transitionEnd[key]; } } } } return values; } const createHtmlRenderState = () => ({ style: {}, transform: {}, transformOrigin: {}, vars: {}, }); const createSvgRenderState = () => ({ ...createHtmlRenderState(), attrs: {}, }); function updateSVGDimensions(instance, renderState) { try { renderState.dimensions = typeof instance.getBBox === "function" ? instance.getBBox() : instance.getBoundingClientRect(); } catch (e) { // Most likely trying to measure an unrendered element under Firefox renderState.dimensions = { x: 0, y: 0, width: 0, height: 0, }; } } const layoutProps = ["x", "y", "width", "height", "cx", "cy", "r"]; const svgMotionConfig = { useVisualState: makeUseVisualState({ scrapeMotionValuesFromProps: scrapeMotionValuesFromProps, createRenderState: createSvgRenderState, onUpdate: ({ props, prevProps, current, renderState, latestValues, }) => { if (!current) return; let hasTransform = !!props.drag; if (!hasTransform) { for (const key in latestValues) { if (transformProps.has(key)) { hasTransform = true; break; } } } if (!hasTransform) return; let needsMeasure = !prevProps; if (prevProps) { /** * Check the layout props for changes, if any are found we need to * measure the element again. */ for (let i = 0; i < layoutProps.length; i++) { const key = layoutProps[i]; if (props[key] !== prevProps[key]) { needsMeasure = true; } } } if (!needsMeasure) return; frame.read(() => { updateSVGDimensions(current, renderState); frame.render(() => { buildSVGAttrs(renderState, latestValues, isSVGTag(current.tagName), props.transformTemplate); renderSVG(current, renderState); }); }); }, }), }; const htmlMotionConfig = { useVisualState: makeUseVisualState({ scrapeMotionValuesFromProps: scrapeMotionValuesFromProps$1, createRenderState: createHtmlRenderState, }), }; function copyRawValuesOnly(target, source, props) { for (const key in source) { if (!isMotionValue(source[key]) && !isForcedMotionValue(key, props)) { target[key] = source[key]; } } } function useInitialMotionValues({ transformTemplate }, visualState) { return react.useMemo(() => { const state = createHtmlRenderState(); buildHTMLStyles(state, visualState, transformTemplate); return Object.assign({}, state.vars, state.style); }, [visualState]); } function useStyle(props, visualState) { const styleProp = props.style || {}; const style = {}; /** * Copy non-Motion Values straight into style */ copyRawValuesOnly(style, styleProp, props); Object.assign(style, useInitialMotionValues(props, visualState)); return style; } function useHTMLProps(props, visualState) { // The `any` isn't ideal but it is the type of createElement props argument const htmlProps = {}; const style = useStyle(props, visualState); if (props.drag && props.dragListener !== false) { // Disable the ghost element when a user drags htmlProps.draggable = false; // Disable text selection style.userSelect = style.WebkitUserSelect = style.WebkitTouchCallout = "none"; // Disable scrolling on the draggable direction style.touchAction = props.drag === true ? "none" : `pan-${props.drag === "x" ? "y" : "x"}`; } if (props.tabIndex === undefined && (props.onTap || props.onTapStart || props.whileTap)) { htmlProps.tabIndex = 0; } htmlProps.style = style; return htmlProps; } /** * A list of all valid MotionProps. * * @privateRemarks * This doesn't throw if a `MotionProp` name is missing - it should. */ const validMotionProps = new Set([ "animate", "exit", "variants", "initial", "style", "values", "variants", "transition", "transformTemplate", "custom", "inherit", "onBeforeLayoutMeasure", "onAnimationStart", "onAnimationComplete", "onUpdate", "onDragStart", "onDrag", "onDragEnd", "onMeasureDragConstraints", "onDirectionLock", "onDragTransitionEnd", "_dragX", "_dragY", "onHoverStart", "onHoverEnd", "onViewportEnter", "onViewportLeave", "globalTapTarget", "ignoreStrict", "viewport", ]); /** * Check whether a prop name is a valid `MotionProp` key. * * @param key - Name of the property to check * @returns `true` is key is a valid `MotionProp`. * * @public */ function isValidMotionProp(key) { return (key.startsWith("while") || (key.startsWith("drag") && key !== "draggable") || key.startsWith("layout") || key.startsWith("onTap") || key.startsWith("onPan") || key.startsWith("onLayout") || validMotionProps.has(key)); } let shouldForward = (key) => !isValidMotionProp(key); function loadExternalIsValidProp(isValidProp) { if (!isValidProp) return; // Explicitly filter our events shouldForward = (key) => key.startsWith("on") ? !isValidMotionProp(key) : isValidProp(key); } /** * Emotion and Styled Components both allow users to pass through arbitrary props to their components * to dynamically generate CSS. They both use the `@emotion/is-prop-valid` package to determine which * of these should be passed to the underlying DOM node. * * However, when styling a Motion component `styled(motion.div)`, both packages pass through *all* props * as it's seen as an arbitrary component rather than a DOM node. Motion only allows arbitrary props * passed through the `custom` prop so it doesn't *need* the payload or computational overhead of * `@emotion/is-prop-valid`, however to fix this problem we need to use it. * * By making it an optionalDependency we can offer this functionality only in the situations where it's * actually required. */ try { /** * We attempt to import this package but require won't be defined in esm environments, in that case * isPropValid will have to be provided via `MotionContext`. In a 6.0.0 this should probably be removed * in favour of explicit injection. */ loadExternalIsValidProp(require("@emotion/is-prop-valid").default); } catch (_a) { // We don't need to actually do anything here - the fallback is the existing `isPropValid`. } function filterProps(props, isDom, forwardMotionProps) { const filteredProps = {}; for (const key in props) { /** * values is considered a valid prop by Emotion, so if it's present * this will be rendered out to the DOM unless explicitly filtered. * * We check the type as it could be used with the `feColorMatrix` * element, which we support. */ if (key === "values" && typeof props.values === "object") continue; if (shouldForward(key) || (forwardMotionProps === true && isValidMotionProp(key)) || (!isDom && !isValidMotionProp(key)) || // If trying to use native HTML drag events, forward drag listeners (props["draggable"] && key.startsWith("onDrag"))) { filteredProps[key] = props[key]; } } return filteredProps; } function useSVGProps(props, visualState, _isStatic, Component) { const visualProps = react.useMemo(() => { const state = createSvgRenderState(); buildSVGAttrs(state, visualState, isSVGTag(Component), props.transformTemplate); return { ...state.attrs, style: { ...state.style }, }; }, [visualState]); if (props.style) { const rawStyles = {}; copyRawValuesOnly(rawStyles, props.style, props); visualProps.style = { ...rawStyles, ...visualProps.style }; } return visualProps; } function createUseRender(forwardMotionProps = false) { const useRender = (Component, props, ref, { latestValues }, isStatic) => { const useVisualProps = isSVGComponent(Component) ? useSVGProps : useHTMLProps; const visualProps = useVisualProps(props, latestValues, isStatic, Component); const filteredProps = filterProps(props, typeof Component === "string", forwardMotionProps); const elementProps = Component !== react.Fragment ? { ...filteredProps, ...visualProps, ref } : {}; /** * If component has been handed a motion value as its child, * memoise its initial value and render that. Subsequent updates * will be handled by the onChange handler */ const { children } = props; const renderedChildren = react.useMemo(() => (isMotionValue(children) ? children.get() : children), [children]); return react.createElement(Component, { ...elementProps, children: renderedChildren, }); }; return useRender; } function createMotionComponentFactory(preloadedFeatures, createVisualElement) { return function createMotionComponent(Component, { forwardMotionProps } = { forwardMotionProps: false }) { const baseConfig = isSVGComponent(Component) ? svgMotionConfig : htmlMotionConfig; const config = { ...baseConfig, preloadedFeatures, useRender: createUseRender(forwardMotionProps), createVisualElement, Component, }; return createRendererMotionComponent(config); }; } const createDomVisualElement = (Component, options) => { return isSVGComponent(Component) ? new SVGVisualElement(options) : new HTMLVisualElement(options, { allowProjection: Component !== react.Fragment, }); }; const createMotionComponent = /*@__PURE__*/ createMotionComponentFactory({ ...animations, ...gestureAnimations, ...drag, ...layout, }, createDomVisualElement); /** * HTML components */ const MotionA = /*@__PURE__*/ createMotionComponent("a"); const MotionAbbr = /*@__PURE__*/ createMotionComponent("abbr"); const MotionAddress = /*@__PURE__*/ createMotionComponent("address"); const MotionArea = /*@__PURE__*/ createMotionComponent("area"); const MotionArticle = /*@__PURE__*/ createMotionComponent("article"); const MotionAside = /*@__PURE__*/ createMotionComponent("aside"); const MotionAudio = /*@__PURE__*/ createMotionComponent("audio"); const MotionB = /*@__PURE__*/ createMotionComponent("b"); const MotionBase = /*@__PURE__*/ createMotionComponent("base"); const MotionBdi = /*@__PURE__*/ createMotionComponent("bdi"); const MotionBdo = /*@__PURE__*/ createMotionComponent("bdo"); const MotionBig = /*@__PURE__*/ createMotionComponent("big"); const MotionBlockquote = /*@__PURE__*/ createMotionComponent("blockquote"); const MotionBody = /*@__PURE__*/ createMotionComponent("body"); const MotionButton = /*@__PURE__*/ createMotionComponent("button"); const MotionCanvas = /*@__PURE__*/ createMotionComponent("canvas"); const MotionCaption = /*@__PURE__*/ createMotionComponent("caption"); const MotionCite = /*@__PURE__*/ createMotionComponent("cite"); const MotionCode = /*@__PURE__*/ createMotionComponent("code"); const MotionCol = /*@__PURE__*/ createMotionComponent("col"); const MotionColgroup = /*@__PURE__*/ createMotionComponent("colgroup"); const MotionData = /*@__PURE__*/ createMotionComponent("data"); const MotionDatalist = /*@__PURE__*/ createMotionComponent("datalist"); const MotionDd = /*@__PURE__*/ createMotionComponent("dd"); const MotionDel = /*@__PURE__*/ createMotionComponent("del"); const MotionDetails = /*@__PURE__*/ createMotionComponent("details"); const MotionDfn = /*@__PURE__*/ createMotionComponent("dfn"); const MotionDialog = /*@__PURE__*/ createMotionComponent("dialog"); const MotionDiv = /*@__PURE__*/ createMotionComponent("div"); const MotionDl = /*@__PURE__*/ createMotionComponent("dl"); const MotionDt = /*@__PURE__*/ createMotionComponent("dt"); const MotionEm = /*@__PURE__*/ createMotionComponent("em"); const MotionEmbed = /*@__PURE__*/ createMotionComponent("embed"); const MotionFieldset = /*@__PURE__*/ createMotionComponent("fieldset"); const MotionFigcaption = /*@__PURE__*/ createMotionComponent("figcaption"); const MotionFigure = /*@__PURE__*/ createMotionComponent("figure"); const MotionFooter = /*@__PURE__*/ createMotionComponent("footer"); const MotionForm = /*@__PURE__*/ createMotionComponent("form"); const MotionH1 = /*@__PURE__*/ createMotionComponent("h1"); const MotionH2 = /*@__PURE__*/ createMotionComponent("h2"); const MotionH3 = /*@__PURE__*/ createMotionComponent("h3"); const MotionH4 = /*@__PURE__*/ createMotionComponent("h4"); const MotionH5 = /*@__PURE__*/ createMotionComponent("h5"); const MotionH6 = /*@__PURE__*/ createMotionComponent("h6"); const MotionHead = /*@__PURE__*/ createMotionComponent("head"); const MotionHeader = /*@__PURE__*/ createMotionComponent("header"); const MotionHgroup = /*@__PURE__*/ createMotionComponent("hgroup"); const MotionHr = /*@__PURE__*/ createMotionComponent("hr"); const MotionHtml = /*@__PURE__*/ createMotionComponent("html"); const MotionI = /*@__PURE__*/ createMotionComponent("i"); const MotionIframe = /*@__PURE__*/ createMotionComponent("iframe"); const MotionImg = /*@__PURE__*/ createMotionComponent("img"); const MotionInput = /*@__PURE__*/ createMotionComponent("input"); const MotionIns = /*@__PURE__*/ createMotionComponent("ins"); const MotionKbd = /*@__PURE__*/ createMotionComponent("kbd"); const MotionKeygen = /*@__PURE__*/ createMotionComponent("keygen"); const MotionLabel = /*@__PURE__*/ createMotionComponent("label"); const MotionLegend = /*@__PURE__*/ createMotionComponent("legend"); const MotionLi = /*@__PURE__*/ createMotionComponent("li"); const MotionLink = /*@__PURE__*/ createMotionComponent("link"); const MotionMain = /*@__PURE__*/ createMotionComponent("main"); const MotionMap = /*@__PURE__*/ createMotionComponent("map"); const MotionMark = /*@__PURE__*/ createMotionComponent("mark"); const MotionMenu = /*@__PURE__*/ createMotionComponent("menu"); const MotionMenuitem = /*@__PURE__*/ createMotionComponent("menuitem"); const MotionMeter = /*@__PURE__*/ createMotionComponent("meter"); const MotionNav = /*@__PURE__*/ createMotionComponent("nav"); const MotionObject = /*@__PURE__*/ createMotionComponent("object"); const MotionOl = /*@__PURE__*/ createMotionComponent("ol"); const MotionOptgroup = /*@__PURE__*/ createMotionComponent("optgroup"); const MotionOption = /*@__PURE__*/ createMotionComponent("option"); const MotionOutput = /*@__PURE__*/ createMotionComponent("output"); const MotionP = /*@__PURE__*/ createMotionComponent("p"); const MotionParam = /*@__PURE__*/ createMotionComponent("param"); const MotionPicture = /*@__PURE__*/ createMotionComponent("picture"); const MotionPre = /*@__PURE__*/ createMotionComponent("pre"); const MotionProgress = /*@__PURE__*/ createMotionComponent("progress"); const MotionQ = /*@__PURE__*/ createMotionComponent("q"); const MotionRp = /*@__PURE__*/ createMotionComponent("rp"); const MotionRt = /*@__PURE__*/ createMotionComponent("rt"); const MotionRuby = /*@__PURE__*/ createMotionComponent("ruby"); const MotionS = /*@__PURE__*/ createMotionComponent("s"); const MotionSamp = /*@__PURE__*/ createMotionComponent("samp"); const MotionScript = /*@__PURE__*/ createMotionComponent("script"); const MotionSection = /*@__PURE__*/ createMotionComponent("section"); const MotionSelect = /*@__PURE__*/ createMotionComponent("select"); const MotionSmall = /*@__PURE__*/ createMotionComponent("small"); const MotionSource = /*@__PURE__*/ createMotionComponent("source"); const MotionSpan = /*@__PURE__*/ createMotionComponent("span"); const MotionStrong = /*@__PURE__*/ createMotionComponent("strong"); const MotionStyle = /*@__PURE__*/ createMotionComponent("style"); const MotionSub = /*@__PURE__*/ createMotionComponent("sub"); const MotionSummary = /*@__PURE__*/ createMotionComponent("summary"); const MotionSup = /*@__PURE__*/ createMotionComponent("sup"); const MotionTable = /*@__PURE__*/ createMotionComponent("table"); const MotionTbody = /*@__PURE__*/ createMotionComponent("tbody"); const MotionTd = /*@__PURE__*/ createMotionComponent("td"); const MotionTextarea = /*@__PURE__*/ createMotionComponent("textarea"); const MotionTfoot = /*@__PURE__*/ createMotionComponent("tfoot"); const MotionTh = /*@__PURE__*/ createMotionComponent("th"); const MotionThead = /*@__PURE__*/ createMotionComponent("thead"); const MotionTime = /*@__PURE__*/ createMotionComponent("time"); const MotionTitle = /*@__PURE__*/ createMotionComponent("title"); const MotionTr = /*@__PURE__*/ createMotionComponent("tr"); const MotionTrack = /*@__PURE__*/ createMotionComponent("track"); const MotionU = /*@__PURE__*/ createMotionComponent("u"); const MotionUl = /*@__PURE__*/ createMotionComponent("ul"); const MotionVideo = /*@__PURE__*/ createMotionComponent("video"); const MotionWbr = /*@__PURE__*/ createMotionComponent("wbr"); const MotionWebview = /*@__PURE__*/ createMotionComponent("webview"); /** * SVG components */ const MotionAnimate = /*@__PURE__*/ createMotionComponent("animate"); const MotionCircle = /*@__PURE__*/ createMotionComponent("circle"); const MotionDefs = /*@__PURE__*/ createMotionComponent("defs"); const MotionDesc = /*@__PURE__*/ createMotionComponent("desc"); const MotionEllipse = /*@__PURE__*/ createMotionComponent("ellipse"); const MotionG = /*@__PURE__*/ createMotionComponent("g"); const MotionImage = /*@__PURE__*/ createMotionComponent("image"); const MotionLine = /*@__PURE__*/ createMotionComponent("line"); const MotionFilter = /*@__PURE__*/ createMotionComponent("filter"); const MotionMarker = /*@__PURE__*/ createMotionComponent("marker"); const MotionMask = /*@__PURE__*/ createMotionComponent("mask"); const MotionMetadata = /*@__PURE__*/ createMotionComponent("metadata"); const MotionPath = /*@__PURE__*/ createMotionComponent("path"); const MotionPattern = /*@__PURE__*/ createMotionComponent("pattern"); const MotionPolygon = /*@__PURE__*/ createMotionComponent("polygon"); const MotionPolyline = /*@__PURE__*/ createMotionComponent("polyline"); const MotionRect = /*@__PURE__*/ createMotionComponent("rect"); const MotionStop = /*@__PURE__*/ createMotionComponent("stop"); const MotionSvg = /*@__PURE__*/ createMotionComponent("svg"); const MotionSymbol = /*@__PURE__*/ createMotionComponent("symbol"); const MotionText = /*@__PURE__*/ createMotionComponent("text"); const MotionTspan = /*@__PURE__*/ createMotionComponent("tspan"); const MotionUse = /*@__PURE__*/ createMotionComponent("use"); const MotionView = /*@__PURE__*/ createMotionComponent("view"); const MotionClipPath = /*@__PURE__*/ createMotionComponent("clipPath"); const MotionFeBlend = /*@__PURE__*/ createMotionComponent("feBlend"); const MotionFeColorMatrix = /*@__PURE__*/ createMotionComponent("feColorMatrix"); const MotionFeComponentTransfer = /*@__PURE__*/ createMotionComponent("feComponentTransfer"); const MotionFeComposite = /*@__PURE__*/ createMotionComponent("feComposite"); const MotionFeConvolveMatrix = /*@__PURE__*/ createMotionComponent("feConvolveMatrix"); const MotionFeDiffuseLighting = /*@__PURE__*/ createMotionComponent("feDiffuseLighting"); const MotionFeDisplacementMap = /*@__PURE__*/ createMotionComponent("feDisplacementMap"); const MotionFeDistantLight = /*@__PURE__*/ createMotionComponent("feDistantLight"); const MotionFeDropShadow = /*@__PURE__*/ createMotionComponent("feDropShadow"); const MotionFeFlood = /*@__PURE__*/ createMotionComponent("feFlood"); const MotionFeFuncA = /*@__PURE__*/ createMotionComponent("feFuncA"); const MotionFeFuncB = /*@__PURE__*/ createMotionComponent("feFuncB"); const MotionFeFuncG = /*@__PURE__*/ createMotionComponent("feFuncG"); const MotionFeFuncR = /*@__PURE__*/ createMotionComponent("feFuncR"); const MotionFeGaussianBlur = /*@__PURE__*/ createMotionComponent("feGaussianBlur"); const MotionFeImage = /*@__PURE__*/ createMotionComponent("feImage"); const MotionFeMerge = /*@__PURE__*/ createMotionComponent("feMerge"); const MotionFeMergeNode = /*@__PURE__*/ createMotionComponent("feMergeNode"); const MotionFeMorphology = /*@__PURE__*/ createMotionComponent("feMorphology"); const MotionFeOffset = /*@__PURE__*/ createMotionComponent("feOffset"); const MotionFePointLight = /*@__PURE__*/ createMotionComponent("fePointLight"); const MotionFeSpecularLighting = /*@__PURE__*/ createMotionComponent("feSpecularLighting"); const MotionFeSpotLight = /*@__PURE__*/ createMotionComponent("feSpotLight"); const MotionFeTile = /*@__PURE__*/ createMotionComponent("feTile"); const MotionFeTurbulence = /*@__PURE__*/ createMotionComponent("feTurbulence"); const MotionForeignObject = /*@__PURE__*/ createMotionComponent("foreignObject"); const MotionLinearGradient = /*@__PURE__*/ createMotionComponent("linearGradient"); const MotionRadialGradient = /*@__PURE__*/ createMotionComponent("radialGradient"); const MotionTextPath = /*@__PURE__*/ createMotionComponent("textPath"); exports.a = MotionA; exports.abbr = MotionAbbr; exports.address = MotionAddress; exports.animate = MotionAnimate; exports.area = MotionArea; exports.article = MotionArticle; exports.aside = MotionAside; exports.audio = MotionAudio; exports.b = MotionB; exports.base = MotionBase; exports.bdi = MotionBdi; exports.bdo = MotionBdo; exports.big = MotionBig; exports.blockquote = MotionBlockquote; exports.body = MotionBody; exports.button = MotionButton; exports.canvas = MotionCanvas; exports.caption = MotionCaption; exports.circle = MotionCircle; exports.cite = MotionCite; exports.clipPath = MotionClipPath; exports.code = MotionCode; exports.col = MotionCol; exports.colgroup = MotionColgroup; exports.create = createMotionComponent; exports.data = MotionData; exports.datalist = MotionDatalist; exports.dd = MotionDd; exports.defs = MotionDefs; exports.del = MotionDel; exports.desc = MotionDesc; exports.details = MotionDetails; exports.dfn = MotionDfn; exports.dialog = MotionDialog; exports.div = MotionDiv; exports.dl = MotionDl; exports.dt = MotionDt; exports.ellipse = MotionEllipse; exports.em = MotionEm; exports.embed = MotionEmbed; exports.feBlend = MotionFeBlend; exports.feColorMatrix = MotionFeColorMatrix; exports.feComponentTransfer = MotionFeComponentTransfer; exports.feComposite = MotionFeComposite; exports.feConvolveMatrix = MotionFeConvolveMatrix; exports.feDiffuseLighting = MotionFeDiffuseLighting; exports.feDisplacementMap = MotionFeDisplacementMap; exports.feDistantLight = MotionFeDistantLight; exports.feDropShadow = MotionFeDropShadow; exports.feFlood = MotionFeFlood; exports.feFuncA = MotionFeFuncA; exports.feFuncB = MotionFeFuncB; exports.feFuncG = MotionFeFuncG; exports.feFuncR = MotionFeFuncR; exports.feGaussianBlur = MotionFeGaussianBlur; exports.feImage = MotionFeImage; exports.feMerge = MotionFeMerge; exports.feMergeNode = MotionFeMergeNode; exports.feMorphology = MotionFeMorphology; exports.feOffset = MotionFeOffset; exports.fePointLight = MotionFePointLight; exports.feSpecularLighting = MotionFeSpecularLighting; exports.feSpotLight = MotionFeSpotLight; exports.feTile = MotionFeTile; exports.feTurbulence = MotionFeTurbulence; exports.fieldset = MotionFieldset; exports.figcaption = MotionFigcaption; exports.figure = MotionFigure; exports.filter = MotionFilter; exports.footer = MotionFooter; exports.foreignObject = MotionForeignObject; exports.form = MotionForm; exports.g = MotionG; exports.h1 = MotionH1; exports.h2 = MotionH2; exports.h3 = MotionH3; exports.h4 = MotionH4; exports.h5 = MotionH5; exports.h6 = MotionH6; exports.head = MotionHead; exports.header = MotionHeader; exports.hgroup = MotionHgroup; exports.hr = MotionHr; exports.html = MotionHtml; exports.i = MotionI; exports.iframe = MotionIframe; exports.image = MotionImage; exports.img = MotionImg; exports.input = MotionInput; exports.ins = MotionIns; exports.kbd = MotionKbd; exports.keygen = MotionKeygen; exports.label = MotionLabel; exports.legend = MotionLegend; exports.li = MotionLi; exports.line = MotionLine; exports.linearGradient = MotionLinearGradient; exports.link = MotionLink; exports.main = MotionMain; exports.map = MotionMap; exports.mark = MotionMark; exports.marker = MotionMarker; exports.mask = MotionMask; exports.menu = MotionMenu; exports.menuitem = MotionMenuitem; exports.metadata = MotionMetadata; exports.meter = MotionMeter; exports.nav = MotionNav; exports.object = MotionObject; exports.ol = MotionOl; exports.optgroup = MotionOptgroup; exports.option = MotionOption; exports.output = MotionOutput; exports.p = MotionP; exports.param = MotionParam; exports.path = MotionPath; exports.pattern = MotionPattern; exports.picture = MotionPicture; exports.polygon = MotionPolygon; exports.polyline = MotionPolyline; exports.pre = MotionPre; exports.progress = MotionProgress; exports.q = MotionQ; exports.radialGradient = MotionRadialGradient; exports.rect = MotionRect; exports.rp = MotionRp; exports.rt = MotionRt; exports.ruby = MotionRuby; exports.s = MotionS; exports.samp = MotionSamp; exports.script = MotionScript; exports.section = MotionSection; exports.select = MotionSelect; exports.small = MotionSmall; exports.source = MotionSource; exports.span = MotionSpan; exports.stop = MotionStop; exports.strong = MotionStrong; exports.style = MotionStyle; exports.sub = MotionSub; exports.summary = MotionSummary; exports.sup = MotionSup; exports.svg = MotionSvg; exports.symbol = MotionSymbol; exports.table = MotionTable; exports.tbody = MotionTbody; exports.td = MotionTd; exports.text = MotionText; exports.textPath = MotionTextPath; exports.textarea = MotionTextarea; exports.tfoot = MotionTfoot; exports.th = MotionTh; exports.thead = MotionThead; exports.time = MotionTime; exports.title = MotionTitle; exports.tr = MotionTr; exports.track = MotionTrack; exports.tspan = MotionTspan; exports.u = MotionU; exports.ul = MotionUl; exports.use = MotionUse; exports.video = MotionVideo; exports.view = MotionView; exports.wbr = MotionWbr; exports.webview = MotionWebview;